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Maenad wrote on 2011-08-16 03:26
Quote from Araria;546262:
Crush Shot - "The Fireball of Archery" :
Obtained by reading the completed "Book of Crush Shot" in detail.
All pages for the book drop at a high rate, however, the places they drop from are difficult to complete.
Page 1 - Reward for ballooning: 35 or more stars.
Page 2 - Drops from the end chest of Peaca Intermediate.
Page 3 - Drops from the end chest of Warden of the Gods Advanced and Hard.
Page 4 - Drops from Sulfur Golems(Zardine only).
Page 5 - Drops from the end chest of Guardian of Partholon, Red Dragon Inside Shadow Realm, Secret Experiment in the Underground Waterway Advanced and Hard: At least Rank A completion.
First, you load the skill, which takes 5 seconds, and then target an enemy and begin to aim. You then shoot at the enemy. If the skill lands a hit on the enemy, it will be damaged, then a white ring will appear at a given distance from the enemy around it, and quickly close in towards the enemy. Any enemy hit by this ring will take damage and be knocked back directly on top of the original enemy hit by the skill(Unless one of these enemies has Advanced Heavy Stander, in which case it will take damage and not be knocked back, and remain where it is), and will be stunned until the ring closes in completely on them. At this point, all enemies standing where the original enemy is standing(And the original enemy), will take massive damage(Thus, CRUSH Shot).
QQ No comment?
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Ninjam wrote on 2011-08-16 03:35
Quote from Araria;553719:
QQ No comment?
Well, i like it. It would be a fun way to group enemies. it would be a nice skill to combo with, this-crashshot spam or switch to melee and windmill.
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Azareel wrote on 2011-08-16 17:57
Quote from Ninjam;553539:
I got board earlier and thought up something new!
Demigod stage 2-
[SPOILER="Spoiler"]Requires that you be in demigod AND regular transformation(pally/dk/falcon/beast) to use.
Upon use, both transformations are canceled. Your characters demigod aura will turn either yellowish or blackish depending on the goddess you support. If you have gotten cichols skill there will also be a red glow around you.
During use, hp/mp/stamina are increased by 500, str/int/dex/will are increased by 200, and your character gains 100% move speed, 10 hp/mp/stamina per second regains, and increased critical by 20%. Your character is also in advanced heavy stander during this.
Your characters aura will also produce an area around you where enemies are damaged and given slight stun every 5 seconds, and all enemies effected by this have there offensive stats reduced, up to a max of -50 damage, -10% critical, and -30% max/min injury rate. All enemies hit draw aggro onto you.
During use, all demigod skills are useable and have no loading times or cooldowns, but drain 3x the skill exp per use.
The transformation has a cooldown of 20 minutes regardless of rank.
At rank f the transformation lasts 30 seconds, and in addition to regular demigod cooldown also gives it an extra 11 minutes of cooldown if used.
At rank 1 the transformation lasts 2 minutes, and adds 3 minutes of cooldown to regular demigod.
Using this skill drains 50% from your awakening of light. In order to rank this skill, in addition to leveling up you must also kill specific boss monsters using regular demigod. At all ranks a use of it will cause the skill to derank unless a specific amount of boss ranked monsters are also killed, at rank 1 this number is 20. Basically, one use costs 100 skill exp unless you kill 20 boss ranked monsters.[/SPOILER]
Sounds interesting, but also sounds like something I wouldn't use. 50% of r1 Awakening for something that overall won't help me much? I'll pass. ._.
It could be useful for someone else though.
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Ninjam wrote on 2011-08-17 00:40
The main point of the skill i made up there was that during use, all demigod skills were useable. including ones of the goddess you werent allied to.
At least, thats what i think thats what i was thinking. Also no cooldown spears of light and stuff.
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Azareel wrote on 2011-08-17 01:09
Quote from Ninjam;554777:
The main point of the skill i made up there was that during use, all demigod skills were useable. including ones of the goddess you werent allied to.
At least, thats what i think thats what i was thinking. Also no cooldown spears of light and stuff.
Thing is, Demigod is only useful to me for Awakening's effects, and the occasional Rage (to attack invincible enemies) or Eclipse (in the event I do something stupid, or title glitch).
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Ninjam wrote on 2011-09-01 00:46
Magic archery- Can be used with a bow or wand. Instead of shooting arrows, you shoot neutral elemental arrows of magic. You still have to aim like normal ranged, and your speed and load time is based off of your ranged skills.
Elves still load faster and shoot 2 arrows.
Humans aim faster and shoot 1.
Giants aim the same as there throwing attack, i cant remember exactly how that worked but it was different i remember.
If you have used an elemental bolt beforehand, your arrows will take the element of the bolt you have circling you. Using the skill is like using manashield, creating all normal attacks to be magic arrows. Until this buff is turned off any bolts you load can not be fired.
Any ranged skills can be used, but will take on more magical effects in addition to doing magic based damage. All shots consume mp and the skill itself consumes mp.
Arrow revolver- Rapid fires magic arrows that pierce enemies horizantaly doing less damage per enemy pierced in a row. Think piercing shot from maplestory lol.
Mirage missile- Arrows shot knock back all enemies in infection range of the first shot doing medium damage.
Crash shot- First shot and fragment shot hits the same, but after that the skill causes every enemy hit by the fragment shot to be hit by a small aoe explosion.
Support shot- The shots lower the enemies defense to magic damage and lowers elemental resistance, if using magic element arrows.
rough ideas but would be great to promote hybrid range and magic. Could use some balance probably but it would be a nice idea.
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Health wrote on 2011-09-01 01:20
...We don't need new skills, we need the old skills to just have more functionality.
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Ninjam wrote on 2011-09-01 01:31
Sort of. If they change old skills too much its basically the same thing as making them new skills.
Would windmill still be windmill if they made it half half range and poison everything around you? not really.
But what i think they really do need is more passive skills that enhance current skills and stats that are barely touched by the current system. Things like movement speed, protection, defense, status effects, things like that that can be applied to help mostly every skill. We have enough damage increasing passive masteries, give me a heavy armor mastery that lets me increase the defense and protection of the armor, thats the kind of thing i want. Bonus points if r1 allows the use of 1 accessory lol.
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Ashwood wrote on 2011-09-01 05:16
Zantetsuken
A single, mid range sweep made for 2-handed weapons. I haven't decided if this would for all races, but for humans, they'd have to already know Charge and FH, then talk to some npc with "the Golem Slayer with a Single Blow" up.
When activated, the user is stuck at a standstill until the target is within range, then the attack animation would be like the traditional zantetsuken slash, while the skill loads, the player takes a stance a little bit different from the dk's 2-handed stance, then an almost-teleport, leaving the player just behind the target. Recovery time would be a bit sluggish but would improve slightly with ranks.
Loading the skill at rF would be near suicide due to the time needed to charge the skill, but at r1, it would load just a little later than wm.
The slash would ignore protection for critical hits and use 150% of attack at rF, and 800% at r1.
It would be usable at a range of 600 at rF, and 1200 at r1.
Cooldown would be something like 3 minutes at rF and 1 minute at r1
At higher ranks, it will have a slightly wider splash range, and will be able to hit enemies between the user and the target (up to 5) and deal splash damage to them.
the target damage would be hit with the full critical damage, though monsters hit by splash wouldn't be affected by it.
If the target monster is in counter, he avoids the slash completely and does a counterattack animation. If target is in defense, it gets hit and is left stunned for a little while. Damage is reduced to around the same of a normal hit, give or take some calculations from def and protection.
Enemies caught in splash while in counter attack will avoid the damage the same as above, but the user would take some damage. Enemies hit by splash while in def will block it normally. This attack can cause aggro if you're within range after the strike.
Synopsis anyone? My numbers are probably wwaaayy off, feel free to edit.
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Mentosftw wrote on 2011-09-01 07:07
Third transformation for humans
Soul Judge (requires learning dark knight or destruction of the dark armor and completion of G16 (this form is optional))
There are two main forms of the Soul Judge but they are purely for looks only.
Form one requires a paladin who has destroyed the dark armor
Form two requires a dark knight
Form one looks like a cross of both transformations only with more traditional armor plates and a lighter shade (has 4 forms depending on rank).
Form two looks like a cross of both transformations only with more demonic armor and a darker shade (has 4 forms depending on rank).
All stat boosting passive skills will be less effective than both the dark knight and paladin's skills.
The transformation has two toggle skills which work like mana shield.
-Dark Prosecutor: Your damage is doubled however damage dealt to you is doubled as well.
-Light Defendant: Your damage is halved however damage dealt to you is halved as well.
The newly transformed Soul Judge will begin in a neutral mode where those skills are not activated; neutral mode just receives the normal stat bonuses.
They cannot be activated at the same time; if Dark Prosecutor is activated while Light Defendant is active, then Light Defendant will be canceled and Dark Prosecutor will be activated and vice versa. If the same skill is activated again, then it will be canceled and the player will revert back to neutral mode.
There is a 10% chance that upon transformation, both the benefits of the toggle skills will be activated (Damage doubled and damage received halved).
The transformation time is identical to a paladin of equal rank and rb and the passive defenses are equal to a dark knight's passive defense.
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Guyverunit4 wrote on 2011-09-02 01:02
A while back me and my friend were thinking of fusion trans. But you could only fuse beast with falcon, and pally with dark knight. The 2 fusing trans had to be the same form (i.e. Champion and Infra, Beast Lord and Falcon Sage.) Both are in trans, and one person would use the fuse skill, prompting a confirmation window to pop up on the other persons window, when they click ok a scene will appear of them becoming one person. The one who initiated the skill would be in charge of the fused character, and it would last as long a normal trans. So if you both trans at 5:50, and use the skill at 7:00, then the fusion would last as long as it normally would for the one in charge, ending at around 9:00 or so.
I've also wanted Giants to have a few more skills of their own, like one where they grab the enemy and slam them down into the ground. (thinking off the top of my head here)
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Cuathal wrote on 2011-09-02 09:16
Divine Blade
How to Obtain: Have Spirit of Order and Sword of Order at Rank A. Quest requires that you run a special version of Fiodh (end boss is a giant Paladin Greyhound named Diamond Guardian). After defeating, obtain an item from the end chest and turn into Price to unlock.
Special Use Details: Accessible only by Paladins. Is lost if you transform into a Dark Knight.
What the skill does: At the cost of 15% of your Mana, creates an arc of light which travels about roughly the range of Alchemy's Water Cannon. Anything within 8 steps of the arc will be hit and fly back, causing knock down status.
At Rank 9, this skill does not knock down, but knocks back instead. At Rank 5, this skill does not knock down. At Rank 1, this skill ignores Protection, in addition to having a huge amount of hitstun.
Weaknesses: Like all things, this skill has a weakness, namely in its long animation. It takes literally 2 seconds for the skill to actually take effect.
Strengths: If the slash goes through, the damage is more than enough to make up for the sluggishness of using it. At Rank 1, the slash does 800% of your weapon's damage (600% if dual wielding).
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Ninjam wrote on 2011-09-15 12:27
You know what would be fun?
Soul charge! a ripoff of soul caliber fighting game, if anyone knows it
All you do is hit the button and you start to glow, when you release it, you get increased attack power and speed based on how long you held the button down.
The catch? the boosts last for only 5 seconds at max and increases the aggro speed and range of everything around you by huge amounts. The boosts would be incredable, like double the speed of awakening of light and 4x damage at max charge, but to make it that far you would have to survive lets say 8 seconds of everything aggroing you while your defenseless, and your boost only lasts for about 5 seconds so you dont get much time to use it.
Also how about more elemental magic? I would love wind and gravity magics. Windbolt could be like windblast but less knockback and splash damage, advanced spell lets you shoot a huge wind blast that effects only one enemy, but that enemy because literaly a moving projectile, knocking down everything it hits for huge damage and taking collision damage (more for hitting a wall). The damage from the wind wouldnt be too bad either.
Gravity bolts would be only a short pushback, and do damage based on the size of the enemy. Dragons would take 100 damage while foxes took 20 lets say. It wouldnt be able to do much against dragons still, it being a bolt and all, but it would be nice. Advanced spell lets you create a field of high gravity around you, slowing and dealing damage over time to all enemies, while teammates would be effected by only 1/4, and then effected less based on there str and int. The idea being that the stronger your body and magic is, the easier it will be to move around in higher gravity.
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Health wrote on 2011-09-16 10:18
[UB]Magic Shields
[/UB]
Ice shield could pushback enemies that have Firebolt/Fireball charging/charged, causing them to lose all charges. Same for Fire against Ice.
Natural shield should slowdown enemies within the shield. Lessened effect against allies/neutral?
Also, I don't know if Nexon NA just broke it but, shields should still work even if the enemy is within the shield. Makes them almost useless because of that.
[UB]Defense [/UB]
-should gain a bonus against blocking ranged attacks, and be able to block multiple attacks(shown via the knock-down gauge under yourself/enemies), with Firebolt,Magnum(longer stun it is now) and Support shot doing bonus 'damage' against the gauge. Firebolt would no longer knock down enemies in defense.
[UB]Elemental Arrows/Masteries[/UB]
Give them 33/66/99% elemental damage and allow them to be made with handicraft
[Normal/Fine/Finest]
(Flint + (grade) Arrowheads + Firewood = Normal grade Fire arrows) , replace flint with elementals, allowing all 3 elements to be made and better fire arrows.
Gains attack bonus based off elemental masteries. Unrelated sorta but decrease usage and gathering time for elementals based off masteries.
[UB]Elf speed should be an activation skill. Just sayin'. Stops stamina recovery while activated. [/UB]
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Kaeporo wrote on 2011-09-16 10:53
I'll expand on the concept of elemental ammunition.
Normal Ammunition (Sold by NPCs)
1. No special effects
Basic Ammunition
::Handicraft - 4/5 Firewood, Bundle of Handmade/Fine/Finest Arrowheads/Bolt heads
Handmade
1. Damage +5
Fine
1. Damage +5
2. Accuracy +5%
Finest
1. Damage +10
2. Accuracy +5%
3. Critical +2%
Superior Ammunition
::Handicraft - 4/5 Average/Fine/Finest Firewood, Bundle of Handmade/Fine/Finest Arrowheads/Bolt heads
Handmade
1. Damage +15
2. Accuracy +10%
3. Critical +2%
4. Elemental Activation +5%
Fine
1. Damage +25
2. Accuracy +10%
3. Critical +5%
4. Elemental Activation +5%
Finest
1. Damage +35
2. Accuracy +10%
3. Critical +8%
4. Elemental Activation +5%
Ultimate Ammunition
::Handicraft - 4/5 Average/Fine/Finest Firewood, Bundle of Silver/Gold/Mythril Arrowheads/Bolt heads
Silver
1. Damage +40
2. Accuracy +10%
3. Critical +10%
4. Elemental Activation +8%
5. Chance to save ammunition +10%
Gold
1. Damage +45
2. Accuracy +10%
3. Critical +12%
4. Elemental Activation +10%
5. Chance to save ammunition +15%
Mythril
1. Damage +40
2. Damage +10%
3. Critical +15%
4. Elemental Activation +15%
5. Chance to save ammunition +20%
6. Effective range +100
In addition to improved ammunition grades, players would have the ability to enchant their ammunition with intermediate magic spells by adding Fireball/Ice Spear/Thunder crystals while handicrafting. The damage output resulting from the magic portion of the attack would be dependent on the rank of the crystal and the player's mana crystalization rank. The rate at which an elemental effect would occur is dependent on the grade of the ammunition. The default activation rate is capped at 5%.