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The Civil Rights Movement


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#21 JoeTang

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Posted 30 December 2009 - 07:32 PM

I think they should reduce the damage of Fire and Holy again if they want to go with Dual Charge, but I also don't see the point of it being limited to only being Lightning Charge as well. There's likely to be some stipulation of half-advantage involved and additive multipliers instead of multiplied multipliers or something, but knowing Nexon, they don't think things through too well all the time.

#22 Theshinji

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  • Bera

Posted 30 December 2009 - 09:32 PM

Ah, and risk paladins crying again?

An additive multiplier would certainly make sense.... but this IS nexon tongue.gif

#23 JoeTang

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Posted 02 January 2010 - 01:51 AM

I honestly just don't see the point of why Paladins are stronger than Heroes now on Neutral targets. I can understand boosting them so they can match up on actual Advantage where they're supposed to shine, but with such high multipliers for Fire and Holy combined with Lightning as well as a Blast increase, I think they swung the bat too hard at this problem. They missed the bigger picture in this bit. Especially with a 1.75x multiplier in Third Job compared to a Crusader's 1.4x Combo, or a Dragon Knight's Crusher/Fury.

Fire Arrow overpowered compared to Thunderbolt and Cold Beam, and you can use it in any scenario. It's now the strongest Single Target and Multi-Target 2nd Job Magician skill. The only advantage Cold Beam has is that it freezes, and the only advantage Thunder Bolt has is that it hits 2 more targets, which doesn't matter because it requires to hit six targets to match the damage of Fire Arrow. We're talking second job here so monsters should be dying fairly quickly. Fire has significantly more advantages, range, and power. It's easier to find a mob of four than six. It'll take less casts to kill said mob. etc.
It's great and everything for F/P. I think they deserve some power. But I/L deserve to be on equal grounds. Not the shorter stick.

I personally think Flamethrower and Ice Splitter are still useless in terms of damage, and they're not going to be able to buff it to any amount that they can actually compete with Torpedo, or really become of any practical use outside of a LONG freeze duration. The fact that they have a delay in it, and FT unfreezes IS's freeze makes the combination stupid, and that they're opposite elements makes Advantage all that more difficult.

#24 Masamune

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Posted 02 January 2010 - 03:06 AM

That's not entirely true about the Flamethrower; it still has a few uses at Skeles and ToT for the Regret Path, such as mopping up the remaining stragglers (there are a few corsairs who I've asked about this matter and that's about all they use FT for as well), but that's entirely up to playstyle. Really not something you can map out on paper using numbers. I agree about the combination however, it's become relatively obsolete combining both past the mobbing training grounds in fourth job.

Has it been confirmed that the charges will stack? I'm still willing to hold out for official confirmation on how exactly these charges would stack up.

Edited by Masamune, 02 January 2010 - 03:07 AM.


#25 SoullessFire

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Posted 02 January 2010 - 04:18 AM

I'm gonna be a dickhead and say I/L doesn't deserve squat. They've been ragging on us since day 1.

Edited by SoullessFire, 02 January 2010 - 04:18 AM.


#26 Theshinji

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Posted 06 January 2010 - 07:21 AM



First paladin video. Either that blast isn't maxed (I bloody hope so) or it's nowhere near as good as GMS is hyping up dual charge to be.

To underline this: My current Holy Blast hits like 62k. I can even hit 30 with a red whip >_>

Edited by Theshinji, 06 January 2010 - 07:22 AM.


#27 Masamune

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Posted 06 January 2010 - 04:13 PM

More changes:
ToT monsters have been changed to fit more elemental weaknesses, meaning that place is Dual Charge heaven.
Following Archmage skills are going to be implemented:
-Fire Demon's base attack increased from 120 to 140 maxed.
-Ice Demon's base attack increased from 100 to 120 maxed.
-Paralyze's base attack increased from 210 to 240 maxed.
-Meteo®'s base damage has been increased from 570 to 620 maxed.
-Blizzard's base damage has been increased from 570 to 600 maxed.

Outlaws got a glitch fix with FT/IS

Buccaneers got the following:
Attack range of Energy Buster has been increased. And there is a certain possibility that enemies can be stunned and can be used with Stun Mastery.
(That was how it was translated)
-Dragon Strike's delay has been reduced by almost 1/3.

For bowmen and xbowmen:
-Arrow Bomb's damage increased from 130% to 150% maxed
-Fire Shot (Inferno) had its damage increased from 150 to 160% maxed but now has a burning effect for 7 seconds.
-Iron Arrow has been increased from 180% to 200%
-Strafe can now shatter frozen enemies (frozen with Blizzard) at a 3% rate.
-Pierce's charge is reduced
-Snipe's cooldown has been reduced



#28 SoullessFire

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Posted 06 January 2010 - 04:22 PM

Xbows and AMs get some lovin' biggrin.gif

Of course, most I/L SOBs deserve none of that. They've been ragging on us since day one.

#29 JoeTang

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Posted 08 January 2010 - 12:41 PM

Arrow Bomb > Inferno still. Which is sad because it's (still) the Bow Master's strongest mob skill.




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