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Mentosftw wrote on 2010-10-23 21:54
Gust: Use mana to create winds spin at extreme speeds to increase the number of hits on windmill. The affected radius of Ranks F-A will only work within rank F-A windmill ranges, ranks 5-2 to windmill ranks 5-2 and 1 to 1 respectively. Doesn't activate all the tme. Every hit starts out at 50% of a normal windmill attack (minimum 2 hits at rank f) and increases by 1% per level plus 1 extra hit at rank 5 and 1 extra hit at rank 1. At rank 1 each hit will account for 75% of a normal windmill hit but will use up 10 mp per windmill, this accounts to 225% of a normal windmill attack..
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User495 wrote on 2010-10-23 22:09
is gust like an after effect of WM? o.o
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Mentosftw wrote on 2010-10-23 22:13
Well it's a passive skill that doesn't take mp or stam to activate and there's no passive drain so it's active drain per wm use. Sorry shoulda specified. It's more like a stunning move at first (like the first hit stuns then 2nd knocksback) but after a while it'll have more stratigic use.
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Chillax wrote on 2010-10-23 22:38
Horrific Sight: Monster drops aggro and cannot aggro again.
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User495 wrote on 2010-10-23 22:43
Quote from Mentosftw;192126:
Well it's a passive skill that doesn't take mp or stam to activate and there's no passive drain so it's active drain per wm use. Sorry shoulda specified. It's more like a stunning move at first (like the first hit stuns then 2nd knocksback) but after a while it'll have more stratigic use.
ah I thought it was like a passive skill that causes WM to have an after affect of gust when using wm
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Mentosftw wrote on 2010-10-23 22:55
xD Yeah that's what it is actually.
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User495 wrote on 2010-10-23 23:02
Quote from Mentosftw;192163:
xD Yeah that's what it is actually.
o ok xD
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paladin wrote on 2010-10-23 23:41
Food Dehydration- Lets you dehydrate certain food to make them smaller plus boast or augment their effects and drinks to shrink these size alot or make them stronger and carry more (lets you use food items to keep your stamina up and for the food buffs)
Drinks/soup- Lets you take out the water or concentrate the drinks so they can be put into smaller spaces or made stronger
Vacuum Flask(thermos)-holds drinks that have been dehydrated or concentrated-1x2 size-holds 2 to 12 drinks based on skill rank,brought from npc, size 1x4,holds 4 to 20 drinks based on skill rank,made via handicraft or crafted by npc
Numbered ranks let you make drinks 2x or 3x stronger along with smaller
Food-lets you dehydrate food to store in a ration pack and then add certain additives when you rehydrate for effects
Ration pack 1x3 - lets you store 3 to 10 dishes based on skill rank
Ration pack 2x2 lets you store 5 to 15 dishes based on skill rank
Re hydration powders- Added when you eat food out of the ration pack varies powders have different effects: Taste neutralizer powder- Negates negative effects that some food have. Protein powder- gives extra str when added to food, Flavor boaster- Boasts all stat changes etc
Powder created via using dehydration at a dry stove in tal or npc. Ration packs made by handicraft or npc
Ranking increases amount of food you can store and also what kinds you can store,along with powder use and drink effect boaster
Weapon treatment mastery- Teaches you how to poison swords,arrows and other weapons.
Ranking increases duration of poison and it effects,allows you to make your own poison without the help of a snake
Snake poison- increases potency and duration of poison from snakes
Arrow poison lets you coat arrows
Poison creation-lets you create poison using a potion kit or a small powder form for in dungeon/shadow mission use
Self made posion will do max hp % dmg rank f- 5% rank 9- 10% rank 1- 15%
Botany would be godly I hope nexon puts something like that in
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Mentosftw wrote on 2010-10-23 23:44
Cure: cures status ailments (seriously, why don't we have this? or at least items to do it?)
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User495 wrote on 2010-10-23 23:48
Quote from Mentosftw;192211:
Cure: cures status ailments (seriously, why don't we have this? or at least items to do it?)
lawl I can see them implement an antidote potion sometime in the future
but alot of these "ailments" don't last long enough to call for items to cure them (as much as those may help)
also should add an affect to Wind Guard, that when the next damage is about to put you into deadly, it automatically leaves you with 1 HP so the hit AFTER that would make you go into deadly instead
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Phanterz wrote on 2010-10-24 16:06
Trinity staff skills
Fire Source:
Requires trinity staff.
Ignites a fireball that repeatedly shoots firebolts at nearby enemies. The fireball is immobile, and after you have cast it you can continue to move and use other skills. Damage is based off player's firebolt rank + a multiplier + fire elemental mastery.
The firebolts will always knock the monster down. Kind of like a cerberus.
Rank F (AP 9): Multiplier 0.2, Range 500, for 10 seconds, cast time: 10 seconds, MP 20 + 3 per second
Rank 9 (AP 121): Multiplier 0.8, Range 800, for 15 seconds, cast time: 10 seconds, MP 30 + 3.5 per second
Rank 5 (AP 248): Multiplier 1.1, Range 1000, for 20 seconds, cast time: 9 seconds, MP 40 + 4 per second
Rank 1 (AP 503): Multiplier 1.4, Range 1200, for 25 seconds, cast time: 8 seconds, MP 50 + 5 per second (chug MP!)
Voltage Charge
Requires trinity staff.
Attacks a single enemy with a lightningbolt, which spreads to other monsters and consistently damages them. The damage will end when it can spread no further. During the duration of the skill you can not move or use other skills.
Rank F (AP 7): 200~300 initial damage, chain range 300, 100~150 damage/second, 10 MP + 1 MP per second per monster hit
Rank 9 (AP 85): 400~700 initial damage, chain range 400, 150~250 damage/second, 12 MP + 1.3 MP per second per monster hit
Rank 5 (AP 191): 500~1200 initial damage, chain range 500, 200~300 damage/second, 16 MP + 1.8 MP per second per monster hit
Rank 1 (AP 420): 800~1500 initial damage, chain range 700, 250~400 damage/second, 21 MP + 2.2 MP per second per monster hit
Ghost Crystal/Ghost Arrow: At a set success rate, do not consume an arrow or crystal when using an alchemy or ranged skill. If multiple crystals are consumed at once, some may not be used. Does not work on: Spark, Summon Golem
Gives INT and DEX bonuses (1 per rank)
Rank F (AP 5): 5% success
Rank 9 (AP 40): 8% success
Rank 5 (AP 91): 15% success
Rank 1 (AP 197): 25% success
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Bankai231 wrote on 2010-10-24 16:10
That botany skill seemed really good :o