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[Module] Big Bang | Adventurer skills
#1

 Swordman

 Fighter

 Crusader

 Hero

 Page

 White Knight

 Paladin

 Spearman

 Dragon Knight

 Dark Knight
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#2
 Magician
 F/P Wizard

 F/P Mage

 F/P Archmage

 I/L Wizard

 I/L Mage

 I/L Archmage

 Cleric

 Priest

 Bishop
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#3
 Bowman

 Hunter

 Ranger

 Bowmaster

 Crossbowman

 Sniper

 Crossbow Master
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#4
 Rogue

 Assassin

 Hermit

 Night Lord

 Bandit

 Chief Bandit

 Shadower

 Semi-Dualer (20-29)

 Dualer (30-54)

 Dual Master (55-69)

 Slasher (70-119)

 Dual Blader (120+)
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#5
 Pirate

 Brawler

 Marauder

 Buccanneer

 Gunslinger

 Outlaw

 Corsair
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#6
Despite the fact that this is yet in delay, and that it's only the Tespia version (Thus changes are bound to be made in one form or another before it's released)... It feels like I'm waiting for the end of a work day with this. Every minute I keep waiting for the glorious time. (In my case, the end of work, or in this case, the finite details about the skills!)
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#7
what happend to bigfoot can someone post fast? and gallos too ;D
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#8
First to above poster: wrong place.

Never mind the second part, was fixed.

Great to have this to view what GMS has potentially coming.

Edit 2: Apparently they want it perfectly clear when Crusher/Fury are useful. Crusher will always beat Fury in % delt on mobs of 3 or less, and Fury will always deal more on mobs of 4+... Unless I'm forgetting to factor in some damage rate reduction that would occur in Crusher.
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#9
hamad - I posted my itinerary in the other topic and that's what I'm following. You'll get your answer soon enough.

Depnoa - Yeah, got that. Chin
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#10
FIel YOure the best so fast !

Gallos FTW XD
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#11
No lucky dice for Marauders.. But Outlaws get it. Seems they've left out (Intentionally or otherwise) certain skills that were used in KMS for balancing.

Mage Ultimates all have a 30 second cooldown now. Guess that ends that debate.

And F/P Wizards lost fire arrow?

And this is just out of my own curiosity.. Does it benefit someone to have a higher level character already that's made it to 2nd job advance, because they can choose not to fill in skills that they've previously had to use for training in exchange for ones that might be otherwise useful? (Example: I have maxed arrow blow and no focus right now on my MM, however after this assuming we get full SP resets, I could instead max focus and put few points into AB/Double shot. Then in 2nd job I could skip advanced fundamentals, since I could max strafe in 3rd job anyways )
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#12
Apparently nothing got changed for F/P mages (except that for some reason they don't have fire arrow in 2nd job O.o)
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#13
Wow nothing new for Drk, its the same as KMS's Patch Sad
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#14
Awesome Job. Interpid Slash? I liked brave better, oh well. I need to figure out how to get past that stupid pin glitch crap so i can play ;/
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#15
No ranges?
And good to see Level 1 Monster Magnet retaining its supermanliness.

EDIT: Dragon Wisdom sounds more fitting, albeit also sounding stupid.
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#16
Depnoa Wrote:And this is just out of my own curiosity.. Does it benefit someone to have a higher level character already that's made it to 2nd job advance, because they can choose not to fill in skills that they've previously had to use for training in exchange for ones that might be otherwise useful? (Example: I have maxed arrow blow and no focus right now on my MM, however after this assuming we get full SP resets, I could instead max focus and put few points into AB/Double shot. Then in 2nd job I could skip advanced fundamentals, since I could max strafe in 3rd job anyways )

Let's take it as a reward for playing so long XD

I dislike new Battleship, that +700HP. It pushes corsairs to rely on their ship too much. Sure, it's just 30 seconds cooldown but that 30 seconds means a lot during HT or PB, you could die because your HP w/o ship is too low. I just want HP/MP increase to be passive skills like other jobs.
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#17
No time to compare, but are the gMS BB class changes all finalized, as in we don't have an older version of BB changes such as before Shadowers/Paladins suddenly became utterly amazing/god tier, and it's final as in when kMS got their Big Bang patch implemented into official servers AFTER all the nerfs and buffs?
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#18
IllegallySane Wrote:No time to compare, but are the gMS BB class changes all finalized, as in we don't have an older version of BB changes such as before Shadowers/Paladins suddenly became utterly amazing/god tier, and it's final as in when kMS got their Big Bang patch into official servers?

At a quick glance, I'd say it looks like we got the stuff KMS released for BB. I remember that Marksmen didn't get Advanced Strafe until later in KMST near the release, so if I had to venture a guess I'd say that this is mostly the released BB stuff, sans what GMS modified or left out thus far in Tespia.

They may still make further changes of course before releasing this to the game (Besides bug fixes).

Edit: Randomly compared several classes to the KMS BB release patch skills that were in the Adventurer skill tables game mechanics.. It seems like we got the KMS release skills, not anything from previous versions of BB in KMST.

And since Fiel has been going back over it and filling things in, it looks like we got exactly the skill sets that KMS released, not even sans skills, except for what he noted about the warrior skill missing to enhance SB and PS.
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#19
I do not approve of Nexon's changed names. "Expert Throwing Star Handling?"

Several skills are just completely missing. Worth looking into? Noticed no Improved Fundamentals.
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#20
There's something wrong to links to Roll of the Dice animations. I got "404 Not Found".
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