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Darkboy132 wrote on 2015-01-10 10:37
Quote from Iyasenu;1260646:
That's funny how Icebolt leeches a little MP from the target.
I really would've expected them to make some kind of MP Eater skill if they added something like that.
Is it
really a leech or just a flat restoration?
I'm not exactly seeing the point of restoring mana, considering the fact that Icebolt's mp cost is incredibly low and uses significantly less mana when casting more charges.
Also for Shockwave, couldn't they have at least lowered the MP cost? 10% per 25 seconds is ridiculous.
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Aubog007 wrote on 2015-01-10 12:10
Quote from Kaeporo;1260634:
No.
I'm saying that I hope that they don't randomly decide to 4x the damage output of Firebolt, you know, like they did to Final Hit.
The wording had me confused for a while. But now i get what you mean.
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Osayidan wrote on 2015-01-10 15:12
Quote from Darkboy132;1260648:
Is it really a leech or just a flat restoration?
I'm not exactly seeing the point of restoring mana, considering the fact that Icebolt's mp cost is incredibly low and uses significantly less mana when casting more charges.
That's why it makes the most sense for ice bolt to restore your mana, say you have a few mana left, fully charge IB and hit some trash mobs with it to get some mana back. Now this assumes the mana vampire effect is 100% of the time and the amount of mana it gives you is reasonable. If not it's quite pointless.
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Tropa wrote on 2015-01-10 18:15
Quote from Darkboy132;1260648:
10% per 25 seconds is ridiculous.
So you're gonna use shockwave whenever it's available?
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Darkboy132 wrote on 2015-01-10 18:46
Quote from Tropa;1260676:
So you're gonna use shockwave whenever it's available?
Was speaking hypothetically. I don't use Shockwave, but Kaeporo says it's really strong... So why not use it whenever you get the chance?
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Slayerj wrote on 2015-01-10 18:58
I think they're trying to turn ice bolt into the magic 'normal attack' skill. I'm okay with that. lol
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Tropa wrote on 2015-01-10 18:59
Quote from Darkboy132;1260680:
Was speaking hypothetically. I don't use Shockwave, but Kaeporo says it's really strong... So why not use it whenever you get the chance?
IT usually scatters things around, it is a sloppy skill, but it's mainly used for getting out of a bind.
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Zekkii wrote on 2015-01-10 19:16
Quote from Rixx;1260419:
!! Skill Changes[INDENT]- All skills are assumed to be Rank 1
Ice Bolt
Before: Ice Damage 70~80
After: Ice Damage 70~80, Mana Vamp upon successful hit, reduce opponent's Movement Speed by 40%
Decent, but no impact to meta/still sort of useless since mana is cheap and run speed is useless in the case of OHKO
Lightning Bolt
Before: Lightning Damage 40~150
After: Lightning Damage 40~150, 30% extra damage when fully charged, removed expiration timer
The expiration timer was pointless but it never got in the way, and no one ever uses 5 charge lightning bolt for good reason
Fusion Bolt
Before: +15% Damage
After: +30% Damage
Not enough IMO, fightbolt will do more due to its formula; nerf firebolt and this will be perfect
Snap Cast
Before: Cooldown Time 3 minutes
After: Cooldown Time 1 minute
OP; more free double casts and easy room clearing. Also not for frugal magic casters: with this and icebolt buffs, chaincast icebolt wand could be used for infinite mana and frequent room sweepers with Savage Ice Wand
Magic Shield (Natural, Lightning, Ice, Fire)
After: Casting Time removed
Still useless
Fireball
Before: Casting Time 5 seconds
After: Casting Time 2 seconds, Fireball falls faster
Definitely viable now, but still messy against non-trash mobs. Someone should check to see how mana cost of time reduced skills were effected; lower cast time means less mana cost unless they coded otherwise (which is likely)
Ice Spear
After: You can attack frozen monsters, with reduced damage
OP. I haven't logged in much but from what I hear the freeze time is glitched to be double as long in NA, which makes mobs further incapable but I personally don't care for it. A very indirect buff to blaze. This brings up 3 questions:
1. Can you use Ice Spear on a frozen target?
2. If so, does the target remain frozen after the 1st explosion?
3. If so, does the target get reduced damage from the second explosion?
Thunder
Before: Casting Time 3.5 seconds
After: Casting Time 2 seconds
Kind of nice, but the real problem for Thunder is the abhorrent standby time. This could be nice for double thunder against heavy mobs, but barely a noticeable difference.
Hail Storm
Before: Initial Casting Time 6.5 seconds
After: Initial Casting Time 3 seconds, skill duration timer is added under HP bar, number of skillshots charged are shown in skill
Now hailstorm should be combo-able, if we didn't have summon pets this would be a big deal.
Shockwave
Before: Cooldown Time 120 seconds
After: Cooldown Time 25 seconds
The cooldown has never been the deterrent for shockwave, the mana cost has
Meteor Strike
Before: Casting Time 10 seconds, Cooldown Time 30 minutes
After: Casting Time 4 seconds, Cooldown Time 15 minutes[/INDENT]Boss rooms got 6 seconds shorter, cooldown is a bit better but still lengthy. I'd use this skill whenever I got the chance.
...
...
!! Mana Potions are added to NPC Shops[INDENT]- Mana Potion 10 and 30 are available from Healer's House
- Mana Potion 50 and 100 are available from Part-Time Job at Healer's House[/INDENT]A little late guys, but nice nevertheless.
Magic was already OP as hell, this just secures its spot in meta and more importantly makes it more well rounded. Magic really didn't need a buff, but as long as they eventually make challenging content for us to use it against then I'm not opposed to it.
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Darkboy132 wrote on 2015-01-10 19:28
Quote from Zekkii;1260685:
The expiration timer was pointless but it never got in the way, and no one ever uses 5 charge lightning bolt for good reason
Given that Lightning Bolt deals 10% less damage per chained enemy, I still see no reason to use a full charge LB.
[video=youtube;4QKrsnXu7Ag]https://www.youtube.com/watch?v=4QKrsnXu7Ag[/video]
Fireball impact time 5 sec -> 3 sec.
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Kapra wrote on 2015-01-11 02:16
I didn't really think Shockwave needed a change to begin with. And Thunder's charge time has never been a problem for me. The issue is that other skills tend to get rid of it before you can land the kill with it. Fireball had a similar problem but at least they helped it out a little bit.
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Tyskiyomy wrote on 2015-01-11 02:20
Hmm wonder if these changes affect Monster Magic, mana draining-slowing wights ;~;
Quote from Zekkii;1260685:
Magic was already OP as hell, this just secures its spot in meta and more importantly makes it more well rounded. Magic really didn't need a buff, but as long as they eventually make challenging content for us to use it against then I'm not opposed to it.
Also i think the 2x ice spear time is becuase of Nexon's current 'connection' problems.
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Darkboy132 wrote on 2015-01-11 02:55
Quote from Tyskiyomy;1260715:
Hmm wonder if these changes affect Monster Magic, mana draining-slowing wights ;~;
Doubtful. Genesis and Melee Renovation had no effect on monsters.
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Tyskiyomy wrote on 2015-01-12 03:01
Quote from Darkboy132;1260719:
Doubtful. Genesis and Melee Renovation had no effect on monsters.
Good :D
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Lolguy12 wrote on 2015-01-12 03:10
Quote from Tyskiyomy;1260845:
Good :D
i found this video it might interest you
http://v.youku.com/v_show/id_XODY4NzYwMzg0.html
it was posted the day before yesterday
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Darkboy132 wrote on 2015-01-12 03:36
Quote from Lolguy12;1260848:
i found this video it might interest you
http://v.youku.com/v_show/id_XODY4NzYwMzg0.html
it was posted the day before yesterday
Holy mother of fuck, that casting speed...
30% speed decrease from Int, 15% speed decrease from Magic Weapon Mastery, 11% Vivace magic charging speed, some wand speed cast... As if those aren't enough.