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I'm excited by the new updates
I think I'll give Mabi one more chance, Magic is better than ever, we got what we deserved, after... 15 generations, LOL. Anyways, we deserve it. (insert rant about other classes being too OP in previous generations).
And this actually made me laugh, got me thinking, and then a little worried I guess???! Do you remember HOW MANY threads about this subject have been made?? People who thought this skill was too OP and needed a NERF?? Yes.... I'm talking about this...
Players can now be attacked while in the Windmill animation
LOL, what's the impact on game play now?!
Also, NEW SPIRIT WEAPONS!! I wonder if they'll buff bolt spirit weapons (regular wands)... y'know... chaincasting is cool but a little weak in harder dungeons and missions. chaincasting should be a skill, we also need teleport #not, lol
but all in all the game seems more playable and refreshing, the PVP videos made me remember SUPER SMASH BROS, melee...!! remember link and fox and all those cool characters fron n64??? ness was my favorite <3.

what else... oh yes... I don't understand these, statistically speaking, how does 1 point have an effect at all???
Healing restores 1 more health for every 10 MP
Party Healing restores 1 more health for every 5 MP
somebody explain please, what's the elasticity here???
new interface is great as well...
so discuss. this ain't a thread about "lol the new updates", as you can see I'm talking about specific subjects without being too boring 
I've been around...
also, Chiyuri, in case you read this, could you explain your theory about the new elf with black hair?? I'm very interested in reading your answer, I can't find it in the thread you originally mentioned it.
It is better to conquer yourself than to win a thousand battles.
Buddha.
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Nothing major has changed for me regarding WM but I don't solo. Though I don't spam pots after WMing 2-3 times anymore >.> So that's nice <3 Uh, as for the healing thing. That's int, not MP. Every 20int you get a point towards magic attack and defense. I think with def it's a % really on how much less dmg you take. And it's a % towards attack. With healing, you basically do healing/party healing + that number. I THINK anyway.
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Originally Posted by
Slayerj
Nothing major has changed for me regarding WM but I don't solo. Though I don't spam pots after WMing 2-3 times anymore >.> So that's nice <3 Uh, as for the healing thing. That's int, not MP. Every 20int you get a point towards magic attack and defense. I think with def it's a % really on how much less dmg you take. And it's a % towards attack. With healing, you basically do healing/party healing + that number. I THINK anyway.
I see!! Well that makes much more sense! I thought they were talking about mana efficiency; 1 single hp per every 10 mp does not make any difference, I think... particularly for players who have like 300 hp.
thanks xD!
It is better to conquer yourself than to win a thousand battles.
Buddha.
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The WM change is actually a buff.
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Originally Posted by
Soushi
The WM change is actually a buff.
how so?
It is better to conquer yourself than to win a thousand battles.
Buddha.
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Originally Posted by
Soushi
The WM change is actually a buff.
That's arguable. We lost both the health reduction and the invulnerability frames from windmill usage. Every time I use windmill in order to knock mobs off me only to have a straggler run in and melee me during the animation (thus setting me up to get mauled by the whole group), I question why I wasn't using magic instead of range. Not to mention, enemies with distanced attacks can attack you while you're busy spinning.
Defensively, it might be worse. Most players have less than 400 health. Most mobs hit over 40 damage per attack.
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Originally Posted by
Pierce
how so?
You don't lose HP when using windmill anymore. The invincibility frames are not a problem because now there's AoE pets that stun/knockback enemies on summon and in most situations, WM invincibility merely postponed the inevitable anyway.
Far more meleers have died from losing HP than from not having a few invincibility frames.
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Originally Posted by
Kaeporo
That's arguable. We lost both the health reduction and the invulnerability frames from windmill usage. Every time I use windmill in order to knock mobs off me only to have a straggler run in and melee me during the animation (thus setting me up to get mauled by the whole group), I question why I wasn't using magic instead of range. Not to mention, enemies with distanced attacks can attack you while you're busy spinning.
Defensively, it might be worse. Most players have less than 400 health. Most mobs hit over 40 damage per attack.
Most players may have less than 400 health, but almost all players have more than 400 health when transformed. It is a really good buff for melee players since it WM don't put them in danger anymore. AoE pets, especially Ice Dragons, takes care of the lack of invulnerability most of the time except during commerce.
Sometimes, I do notice that some melee monster seem to wait for certain parts of WM animation to go by before attacking. I don't know if that happens to some people.
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I too like all the changes. I'm making an elf warrior in preparation for the knuckle combat to come. I like the new WM, it takes away the cheapness of the skill for me. No more WM spam (or atleast not nearly as much). The magic revamp is amazing as well (especially meditation). I like the new era Mabi is heading into.
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It's great to freely chain wm after every normal hit made. It's now a lot more desirable to use normal hit when before it was just to save yourself from getting smashed. As said before it's better with trans and mana shield as well because you don't lose a huge chunk of hp or mp. It's good for dk's since they have huge hp and mp pools.
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