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TJP121 wrote on 2013-06-04 22:35
The new hero card has really made alchemy a lot better, with g18 release + this new hero card (this wont be out for NA for awhile i understand that) they just seem to be doing more with alchemy, the uroboros summon is a cool skill also reduces magic def and prot, elemental wave makes everything so much more, worth it, ive been doing alchemy since it was first released, i was excited when i saw this, just makes alchemy even more worth doing
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Milk wrote on 2013-06-04 22:41
Now I want a Close Combat, Knight, Archer, Fighter, And Puppet Hero. GO NEXON GO!
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Dracius wrote on 2013-06-04 22:42
Quote from Milk;1101174:
Now I want a Close Combat, Knight, Archer, Fighter, And Puppet Hero. GO NEXON GO!
>Close Combat
>Knight
What?
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Kendoza wrote on 2013-06-04 22:44
Quote from Milk;1101174:
Now I want a Close Combat, Knight, Archer, Fighter, And Puppet Hero. GO NEXON GO!
Probably the two skill sets that need a revamp the
least.
I'm all for close combat getting one though. Maybe like a weapon master?
DFO ;~; *cries softly*
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Milk wrote on 2013-06-04 22:47
Quote from Dracius;1101178:
>Close Combat
>Knight
What?
The lance class is called Knight right?
All they really have are 2 unique skills and thats about it. o~o
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truefire wrote on 2013-06-04 23:51
Quote from Milk;1101184:
The lance class is called Knight right?
All they really have are 2 unique skills and thats about it. o~o
But lances are really just an extension of melee rather than an actual class, and having their own talent doesn't change that (similar deal with mage vs cleric or battle alchemist vs construct alchemist). That's basically saying we should have three more redundant melee talents just because we already have one--one for axes, one for blunts, and one for swords.
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Milk wrote on 2013-06-04 23:55
Quote from truefire;1101196:
But lances are really just an extension of melee rather than an actual class, and having their own talent doesn't change that (similar deal with mage vs cleric or battle alchemist vs construct alchemist). That's basically saying we should have three more redundant melee talents just because we already have one--one for axes, one for blunts, and one for swords.
If it was ment to be just an extension they wouldnt have really gne out of the way to make specific skills and combat mechanics for it. Or Even go as far as making it its own Talent all together.
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Q wrote on 2013-06-04 23:57
Quote from Q;1100728:
Question, with this talent and the previous merlin talent thing, can we rebirth into it? or will we have to start a new character?
[Image: http://puu.sh/38wFS.gif]
still don't know~
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Milk wrote on 2013-06-05 00:02
Quote from Q;1101198:
boop. still don't know~
All hero characters and talents can be accessed by purchasing a hero character card and rebirthing with the card.
New characters can also select the hero talent and be created under that talent without using the card.
You cant access the talent titles at all if you dont rebirth into them but dont fear. The talent it self doesnt offer any extra stats like the close combat, archer etc talents do.
Using the character card pretty much only gives you the new skills for free so you dont have to go out of your way to learn them or complete the requirements and quest for the
and a pretty new outfit.
You can still obtain the skills the normal way if you don't want to pay money for the character cards.
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radionoise wrote on 2013-06-05 00:03
Giant melee OP. Come g18s2+:
-Can use alchemy with 2h/lance (only 10% dmg penalty to alchemy, +10% crit from guard cylinder mastery, +6%(or more?) crit from guard cylinder artisan).
-Can finally use Thames armor with accessories, gets ridiculous defensive bonus from heavy/shield masteries and str. Minimal to no penalties for wearing heavy armor.
-Can sing and use battlefield overture on demand without switching weapon slots.
You get bard + melee + alch in a single weapon slot, and then you can use the secondary slot for puppet/gun/fighter depending on mission and you can pretty much wreck anything.
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Eyeoftiger wrote on 2013-06-05 00:03
I'm just really hoping for an archery revamp ._.
But otherwise, seems like an awesome update for alchemy, can't wait to magnum my enemies into a hydra pit :llama_cool:
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truefire wrote on 2013-06-05 00:06
Quote from Milk;1101197:
If it was ment to be just an extension they wouldnt have really gne out of the way to make specific skills and combat mechanics for it. Or Even go as far as making it its own Talent all together.
If that's the case it would have had its own Destiny. Besides, now you're telling me we should have a Fire Mage, Ice Mage, Lightning Mage, AND non-elemental Mage talent based on that logic. After all, you need different weapons just to use those skills fully, right? Guess they're not all under the same tree...
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Milk wrote on 2013-06-05 00:08
Quote from radionoise;1101201:
Giant melee OP. Come g18s2+:
-Can use alchemy with 2h/lance (only 10% dmg penalty to alchemy, +10% crit from guard cylinder mastery, +6%(or more?) crit from guard cylinder artisan).
-Can finally use Thames armor with accessories, gets ridiculous defensive bonus from heavy/shield masteries and str. Minimal to no penalties for wearing heavy armor.
-Can sing and use battlefield overture on demand without switching weapon slots.
You get bard + melee + alch in a single weapon slot, and then you can use the secondary slot for puppet/gun/fighter depending on mission and you can pretty much wreck anything.
Besides the whole using a lance or 2 hander with the new alch shield thing.
Whats stopping every other class from doing the same thing?
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radionoise wrote on 2013-06-05 00:13
Quote from Milk;1101205:
Besides the whole using a lance or 2 hander with the new alch shield thing.
Whats stopping every other class from doing the same thing?
The not being able to use a 2 hander with the new alch shield thing is more than enough.
And the penalties to fighter/archery/puppetry make heavy armor a terrible idea for any other race.
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Milk wrote on 2013-06-05 00:15
Quote from truefire;1101203:
If that's the case it would have had its own Destiny. Besides, now you're telling me we should have a Fire Mage, Ice Mage, Lightning Mage, AND non-elemental Mage talent based on that logic. After all, you need different weapons just to use those skills fully, right? Guess they're not all under the same tree...
That makes no sense to me. Since Mage was always treated as an elementalist class.
Lances when they were released have always been treated as an alternative form of melee, what with its different Combat Mechanics, mid range form of atking, and the penalties like not being able to use regular counter and junk like that. (the walking penetly for finishing off your atks and the lung forward pre genesis update)
Just remember that Knuckles were considered to be Melee weapons when they were first released its just that Nexon decided to take the weapons and develop them as their own skill set/ change their mechanics a bit. To make them different from Close Combat. The only reason why everyone considers it its own Talent is because Nexon made it so Will influences its damage now instead of STR other wise they could have just thrown it into the Melee tab and label it as something like Lances.
Quote from radionoise;1101207:
The not being able to use a 2 hander with the new alch shield thing is more than enough.
And the penalties to fighter/archery/puppetry make heavy armor a terrible idea for any other race.
Well you do have a point there with the whole dex and fighter damage penalty :P