PDA

View Full Version : Put ur suggestions down for New skills for warrior, enchantress and archer



Andy Knight
04-24-2010, 08:48 AM
I think they should make new skills every now amd then. one of my ideas was sprint it would make you run much faster for +5/10secs every rank and barge enemies doing +damage.

Bandit
04-24-2010, 09:00 AM
i think there should be a mod of Magic Shield for enchantress - at the moment it channels damage to your mana pool and deducts mana. would be nice to have one that channeled damage to your mana pool and increased mana relative to damage. (with a massive cooldown obviously, since it makes you, well, invincible). however, it would enable enchantresses to actually draw aggro without taking 1 hit death.

Justg
04-24-2010, 10:05 AM
This is a GOOD discussion... please keep it up!

Jovians
04-24-2010, 10:23 AM
I honestly belive the archer class has too many support skills and not enough damage shots/skills we have one good shot. I honestly belive a revamp would stop so many ppl from soloing content. We should move skills like evasion/ and the archer heal skill should be given to the tank class. I also feel the mana regen skill should be given to enchatress who burns tho mana twice as fast. With a point or 2 in mama regen given by gear my archer almost ne'er can use up my mana quicker than it regens. I say give thoose skills to the classed that need em and give us dot skills and better dps shots.

KronicDecay
04-24-2010, 10:23 AM
For the enchantress debuff spells why not make it instead of less mana per skill level and more debuff % per level

_ck
04-24-2010, 10:46 AM
The Warrior could have a "Giant" skill that scales him up to 2-3 times his normal size and does damage accordingly. It'd be pretty bad-***.

The Enchantress could have some more dark magic skills, like being able to put a spell on an enemy that turns them onto their own, or be able to raise a (small) army of skeletons that come out of the ground and then attack the bad guys.

KronicDecay
04-24-2010, 10:52 AM
Spreadshot for an archer would be pretty cool too. If robin hood can do it why can't we! Lol

Bandit
04-24-2010, 10:55 AM
love the summoning idea for the enchantress^^ ++ every skill point you put in this skill would increase the level of the monsters summoned, eg:
1st skill point activates skill, summons 1 low level monster (from Fathom Crypt)
2nd point summons 2 monsters of slightly higher level (from Dark Forest)
3rd point......3 monsters....(Balefort Castle)
etc. obviously due to lag, the number of monsters summoned would have to be capped at the devs discretion, but after that attack/def/skills could be added to each monster instead of merely number of monsters.

Chronical
04-24-2010, 10:58 AM
Damn, my giant post didn't get posted. ****ty Opera *cough*
I'll just list them then:
- AoE attack 'Arrow Rain' for chickens.
- Buffs for chickens with arrow changes (Ice, Fire, Poison)
- AoE attack 'Sword Stomp' without pushing enemies back.

Dizko
04-24-2010, 11:21 AM
Archer:
Invisibility - Making him undetectable for a short time.

Mind Control, for enchantress, causing a monster to start attacking another monster.

_ck
04-24-2010, 11:34 AM
Mind Control, for enchantress, causing a monster to start attacking another monster.

*cough* thief *cough*

;)

LegoJesus
04-24-2010, 11:51 AM
Excellent Thread. Got me to sign up to this forum.

Though I have only played with the archer so far, I will try to suggest some skills for the other characters.

Ok, here are some ideas:

Archer:
Multiple shot - Indeed a good idea.

Fast reload - A skill that would give the archer some kind of steroids and reduce the reload time from 1.2 seconds to 0.3, and he would be able to shoot like a machine gun.

Fire/Lighting/Cold Damage added to a shot. Instead of all those support skills like mentioned here above. It would also allow to develop 3 types of archers by the element skill they choose. Poison is also a great option, Maybe even a must have option.

Rain of arrows - fill a certain radius with arrows falling from the sky (the archer animation can look like he's shooting 100 arrows in 2 seconds towards the sky). would be an excellent collateral damage.

Instead of that "Vines" skill, which immobilize an enemy, I'd say it would look much better if it was just a plain old Paralyze Arrow. Why the hell would a Hawk Archer could summon vines from nowhere?

1 Shot Bulls eye - Maybe an exaggeration, But it would be awesome to be able to kill non-unique monsters with 1 shot. This one will have a long cool down time, and every skill level would decrease that time.
-----------------------------------------------------------------------------------------------------------------

Enchantress:

Confuse - 1 enemy of choosing will become confused and will attack other monsters. this skill can be either "Confused" or some kind of "Conversion" to the player's side. If we want to improve this skill, the monster will actually become the enchantress's body guard for some period of time, but then the skill will have success chances of working which will improve as the skill level is higher.

Target - Unlike "confuse", the "Target" skill will let the player choose a monster and will cause all other monsters to attack it. Not a must have skill in this game, but a nice add on in my opinion.

Raise Skeletons - As suggested here, Will be an amazing skill if implemented correctly. Of course, it doesn't have to be a skeleton. Can be a golem, a living elemental (Randomly selected) and so on.

Clone - The player will be able to create an exact clone of his character that will fight with him. I'm not sure if this is possible with MMO's, but It's an awesome skill.

Firewall - Block the path with a firewall, preventing monsters from advancing towards the player and damages them as they try.

Leech Life/Mana - A buff which will let the enchantress to take monsters life or mana once they're dead. Can be also while they are alive, but I think it will have a much nicer touch if it works only when they're dead. Every monster within a certain radius that dies (doesn't have to be by the current player's hand, can be a party member who kills it), will give the enchantress a certain amount of life/mana.

That "Vine" thing that the archer have - can go to the enchantress. Makes a lot more sense.

Increase Luck - Kind of a nice gimmick more than a useful skill. Will increase chances of finding rare items, more gold, more potions or whatever.

----------------------------------------------------------------------------------------------------------------

Warrior:

Sacrifice - A huge boost of strength in the cost of HP. Dangerous and effective altogether.

Charge - The character will charge towards the enemy, damages anything in it's path and deliver a strong blow to the target at the final destination. Will cause the warrior to be dizzy for 3 seconds or so. Needs a very good timing and skill from the player to do serious damage. Needs to be used wisely.

Battle Roar - A shout that will buff the player and the party with a boost to strength. Will be beautiful to see and experience in a big party before a mob fight. Another skill related is a roar which will scare the monsters away for about 5-10 seconds. useful when fighting a big mob.

Fortify Armor/Weapon - Will give the current armor/weapon a boost in stats and/or another property.

Thorny Skin - Kind of "reflect damage" skill. A monster that will attack the character will receive a certain percent of damage back to her. At the highest level of this skill, A monster can get 75% damage back. Will be very useful against much stronger monsters.
-------------------------------------------------------------------------------------------------------------

That's all for now.
Cheers!

Disastrix
04-24-2010, 01:09 PM
I really would like a new clan tbh. Slowly add more and more. Maybe start with an assassin or rouge type thing? With duel wield or something. 2 daggers or 2 swords would be cool. And yea all the classes could use a few more skills. For archers i would like a pet. It would be really cool to be able to have a pet.

TheUltimaton
04-25-2010, 04:04 PM
(Yes this is a skill guide from global.hidden-street.net for maplestory)

~~Archer~~
The Blessing of Amazon Master Level: 16
Type: Passive
Description:
Increases accuracy.

Level 1: Accuracy +1
Level 2: Accuracy +2
Level 3: Accuracy +3
Level 4: Accuracy +4
Level 5: Accuracy +5
Level 6: Accuracy +6
Level 7: Accuracy +7
Level 8: Accuracy +8
Level 9: Accuracy +9
Level 10: Accuracy +10
Level 11: Accuracy +11
Level 12: Accuracy +12
Level 13: Accuracy +13
Level 14: Accuracy +14
Level 15: Accuracy +15
Level 16: Accuracy +16

. The Eye of Amazon Master Level: 8
Type: Passive
Description:
Increases the range of attack for both bows and crossbows.

Level 1: Range of attack for bows and crossbows +15
Level 2: Range of attack for bows and crossbows +30
Level 3: Range of attack for bows and crossbows +45
Level 4: Range of attack for bows and crossbows +60
Level 5: Range of attack for bows and crossbows +75
Level 6: Range of attack for bows and crossbows +90
Level 7: Range of attack for bows and crossbows +105
Level 8: Range of attack for bows and crossbows +120

. Critical Shot Master Level: 20
Type: Passive
Description:
Allows you to perform a critical attack with a certain success rate.

Level 1: 12% success rate, critical damage 105%
Level 2: 14% success rate, critical damage 110%
Level 3: 16% success rate, critical damage 115%
Level 4: 18% success rate, critical damage 120%
Level 5: 20% success rate, critical damage 125%
Level 6: 22% success rate, critical damage 130%
Level 7: 24% success rate, critical damage 135%
Level 8: 26% success rate, critical damage 140%
Level 9: 28% success rate, critical damage 145%
Level 10: 30% success rate, critical damage 150%
Level 11: 31% success rate, critical damage 155%
Level 12: 32% success rate, critical damage 160%
Level 13: 33% success rate, critical damage 165%
Level 14: 34% success rate, critical damage 170%
Level 15: 35% success rate, critical damage 175%
Level 16: 36% success rate, critical damage 180%
Level 17: 37% success rate, critical damage 185%
Level 18: 38% success rate, critical damage 190%
Level 19: 39% success rate, critical damage 195%
Level 20: 40% success rate, critical damage 200%

. Focus Master Level: 20
Type: Supportive
Description:
Focusing to temporarily increase accuracy and avoidability.

Level 1: MP -8; accuracy +1 and avoidability +1 for 70 seconds
Level 2: MP -8; accuracy +2 and avoidability +2 for 80 seconds
Level 3: MP -8; accuracy +3 and avoidability +3 for 90 seconds
Level 4: MP -8; accuracy +4 and avoidability +4 for 100 seconds
Level 5: MP -8; accuracy +5 and avoidability +5 for 110 seconds
Level 6: MP -10; accuracy +6 and avoidability +6 for 130 seconds
Level 7: MP -10; accuracy +7 and avoidability +7 for 140 seconds
Level 8: MP -10; accuracy +8 and avoidability +8 for 150 seconds
Level 9: MP -10; accuracy +9 and avoidability +9 for 160 seconds
Level 10: MP -10; accuracy +10 and avoidability +10 for 170 seconds
Level 11: MP -13; accuracy +11 and avoidability +11 for 195 seconds
Level 12: MP -13; accuracy +12 and avoidability +12 for 205 seconds
Level 13: MP -13; accuracy +13 and avoidability +13 for 215 seconds
Level 14: MP -13; accuracy +14 and avoidability +14 for 225 seconds
Level 15: MP -13; accuracy +15 and avoidability +15 for 235 seconds
Level 16: MP -16; accuracy +16 and avoidability +16 for 260 seconds
Level 17: MP -16; accuracy +17 and avoidability +17 for 270 seconds
Level 18: MP -16; accuracy +18 and avoidability +18 for 280 seconds
Level 19: MP -16; accuracy +19 and avoidability +19 for 290 seconds
Level 20: MP -16; accuracy +20 and avoidability +20 for 300 seconds

. Double Shot Master Level: 20
Type: Active
Description:
Fires two arrows at once to attack an enemy twice.

Level 1: MP -8; Damage 76% x 2 Hits
Level 2: MP -8; Damage 78% x 2 Hits
Level 3: MP -8; Damage 80% x 2 Hits
Level 4: MP -8; Damage 82% x 2 Hits
Level 5: MP -9; Damage 86% x 2 Hits
Level 6: MP -9; Damage 88% x 2 Hits
Level 7: MP -9; Damage 90% x 2 Hits
Level 8: MP -10; Damage 94% x 2 Hits
Level 9: MP -10; Damage 96% x 2 Hits
Level 10: MP -11; Damage 100% x 2 Hits
Level 11: MP -11; Damage 102% x 2 Hits
Level 12: MP -12; Damage 106% x 2 Hits
Level 13: MP -12; Damage 108% x 2 Hits
Level 14: MP -13; Damage 112% x 2 Hits
Level 15: MP -13; Damage 114% x 2 Hits
Level 16: MP -14; Damage 118% x 2 Hits
Level 17: MP -14; Damage 120% x 2 Hits
Level 18: MP -15; Damage 124% x 2 Hits
Level 19: MP -15; Damage 126% x 2 Hits
Level 20: MP -16; Damage 130% x 2 Hits

. Arrow Blow Master Level: 20
Type: Active
Description:
Fires an arrow with authority. Applies more damage than usual.

Level 1: MP -6; Damage 141%
Level 2: MP -6; Damage 146%
Level 3: MP -6; Damage 151%
Level 4: MP -6; Damage 156%
Level 5: MP -7; Damage 164%
Level 6: MP -7; Damage 169%
Level 7: MP -7; Damage 174%
Level 8: MP -8; Damage 182%
Level 9: MP -8; Damage 187%
Level 10: MP -9; Damage 195%
Level 11: MP -9; Damage 200%
Level 12: MP -10; Damage 208%
Level 13: MP -10; Damage 213%
Level 14: MP -11; Damage 221%
Level 15: MP -11; Damage 226%
Level 16: MP -12; Damage 234%
Level 17: MP -12; Damage 239%
Level 18: MP -13; Damage 247%
Level 19: MP -13; Damage 252%
Level 20: MP -14; Damage 260%

TheUltimaton
04-25-2010, 04:05 PM
~~Warrior~~
Improving HP Recovery Master Level: 16
Type: Passive
Description:
Recover additional HP every 10 sec. while standing still.

Level 1: Recover additional +3 HP
Level 2: Recover additional +6 HP
Level 3: Recover additional +9 HP
Level 4: Recover additional +12 HP
Level 5: Recover additional +15 HP
Level 6: Recover additional +18 HP
Level 7: Recover additional +21 HP
Level 8: Recover additional +24 HP
Level 9: Recover additional +27 HP
Level 10: Recover additional +30 HP
Level 11: Recover additional +33 HP
Level 12: Recover additional +36 HP
Level 13: Recover additional +39 HP
Level 14: Recover additional +42 HP
Level 15: Recover additional +45 HP
Level 16: Recover additional +50 HP

. Improving Max HP Increase Master Level: 10
Type: Passive
Description:
This skill boosts up the amount of increase on MaxHP after each Level UP, or AP used on MaxHP.

Level 1: If Level UP, +4 more; if AP applied, +3 more on top on MaxHP
Level 2: If Level UP, +8 more; if AP applied, +6 more on top on MaxHP
Level 3: If Level UP, +12 more; if AP applied, +9 more on top on MaxHP
Level 4: If Level UP, +16 more; if AP applied, +12 more on top on MaxHP
Level 5: If Level UP, +20 more; if AP applied, +15 more on top on MaxHP
Level 6: If Level UP, +24 more; if AP applied, +18 more on top on MaxHP
Level 7: If Level UP, +28 more; if AP applied, +21 more on top on MaxHP
Level 8: If Level UP, +32 more; if AP applied, +24 more on top on MaxHP
Level 9: If Level UP, +36 more; if AP applied, +27 more on top on MaxHP
Level 10: If Level UP, +40 more; if AP applied, +30 more on top on MaxHP

. Iron Body Master Level: 20
Type: Supportive
Description:
Temporarily increases your weapon defense.

Level 1: MP -8; Weapon def. +2 for 75 seconds.
Level 2: MP -8; Weapon def. +4 for 85 seconds.
Level 3: MP -8; Weapon def. +6 for 95 seconds.
Level 4: MP -8; Weapon def. +8 for 105 seconds.
Level 5: MP -9; Weapon def. +10 for 120 seconds.
Level 6: MP -9; Weapon def. +12 for 130 seconds.
Level 7: MP -9; Weapon def. +14 for 140 seconds.
Level 8: MP -10; Weapon def. +16 for 155 seconds.
Level 9: MP -10; Weapon def. +18 for 165 seconds.
Level 10: MP -10; Weapon def. +20 for 175 seconds.
Level 11: MP -11; Weapon def. +22 for 190 seconds.
Level 12: MP -11; Weapon def. +24 for 200 seconds.
Level 13: MP -12; Weapon def. +26 for 215 seconds.
Level 14: MP -12; Weapon def. +28 for 225 seconds.
Level 15: MP -13; Weapon def. +30 for 240 seconds.
Level 16: MP -13; Weapon def. +32 for 250 seconds.
Level 17: MP -14; Weapon def. +34 for 265 seconds.
Level 18: MP -14; Weapon def. +36 for 275 seconds.
Level 19: MP -15; Weapon def. +38 for 290 seconds.
Level 20: MP -15; Weapon def. +40 for 300 seconds.

. Power Strike Master Level: 20
Type: Active
Description:
Use MP to deliver a killer blow to the monsters with a sword.

Level 1: MP -4; Sword damage 165%
Level 2: MP -4; Sword damage 170%
Level 3: MP -4; Sword damage 175%
Level 4: MP -4; Sword damage 180%
Level 5: MP -5; Sword damage 185%
Level 6: MP -5; Sword damage 190%
Level 7: MP -5; Sword damage 195%
Level 8: MP -6; Sword damage 200%
Level 9: MP -6; Sword damage 205%
Level 10: MP -7; Sword damage 210%
Level 11: MP -7; Sword damage 215%
Level 12: MP -8; Sword damage 220%
Level 13: MP -8; Sword damage 225%
Level 14: MP -9; Sword damage 230%
Level 15: MP -9; Sword damage 235%
Level 16: MP -10; Sword damage 240%
Level 17: MP -10; Sword damage 245%
Level 18: MP -11; Sword damage 250%
Level 19: MP -11; Sword damage 255%
Level 20: MP -12; Sword damage 260%

. Slash Blast Master Level: 20
Type: Active Description:
Use HP and MP to attack every enemy around you with a sword.

Level 1: HP -8; MP -6, damage 72%
Level 2: HP -8; MP -6, damage 75%
Level 3: HP -8; MP -6, damage 78%
Level 4: HP -8; MP -6, damage 81%
Level 5: HP -9; MP -7, damage 84%
Level 6: HP -9; MP -7, damage 87%
Level 7: HP -9; MP -7, damage 90%
Level 8: HP -10; MP -8, damage 93%
Level 9: HP -10; MP -8, damage 96%
Level 10: HP -11; MP -9, damage 99%
Level 11: HP -11; MP -9, damage 102%
Level 12: HP -12; MP -10, damage 105%
Level 13: HP -12; MP -10, damage 108%
Level 14: HP -13; MP -11, damage 111%
Level 15: HP -13; MP -11, damage 114%
Level 16: HP -14; MP -12, damage 117%
Level 17: HP -14; MP -12, damage 120%
Level 18: HP -15; MP -13, damage 123%
Level 19: HP -15; MP -13, damage 126%
Level 20: HP -16; MP -14, damage 130%

TheUltimaton
04-25-2010, 04:06 PM
~~Enchantress~~

Improving MP Recovery Master Level: 16
Type: Passive
Description:
Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have.

Level 1: Constant additional recovery of MP
Level 2: Constant additional recovery of MP
Level 3: Constant additional recovery of MP
Level 4: Constant additional recovery of MP
Level 5: Constant additional recovery of MP
Level 6: Constant additional recovery of MP
Level 7: Constant additional recovery of MP
Level 8: Constant additional recovery of MP
Level 9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP

. Improved MaxMP Increase Master Level: 10
Type: Passive
Description:
This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP.

Level 1: If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 2: If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
Level 3: If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
Level 4: If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
Level 5: If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 6: If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
Level 7: If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
Level 8: If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
Level 9: If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more on top on MaxMP

. Magic Guard Master Level: 20
Type: Supportive
Description:
Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit.

Level 1: MP -6; Replace 11% of HP damage as MP for 111 sec.
Level 2: MP -6; Replace 14% of HP damage as MP for 132 sec.
Level 3: MP -6; Replace 17% of HP damage as MP for 153 sec.
Level 4: MP -6; Replace 20% of HP damage as MP for 174 sec.
Level 5: MP -6; Replace 23% of HP damage as MP for 195 sec.
Level 6: MP -8; Replace 30% of HP damage as MP for 246 sec.
Level 7: MP -8; Replace 33% of HP damage as MP for 267 sec.
Level 8: MP -8; Replace 36% of HP damage as MP for 288 sec.
Level 9: MP -8; Replace 39% of HP damage as MP for 309 sec.
Level 10: MP -8; Replace 42% of HP damage as MP for 330 sec.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 sec.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 sec.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 sec.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 sec.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 sec.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 sec.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 sec.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 sec.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 sec.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 sec.

. Magic Armor Master Level: 20
Type: Supportive
Description:
Temporarily boosts the weapon defense by blowing magic into the armor.

Level 1: MP -8; Weapon Def. +2 for 54 seconds.
Level 2: MP -8; Weapon Def. +4 for 68 seconds.
Level 3: MP -8; Weapon Def. +6 for 82 seconds.
Level 4: MP -8; Weapon Def. +8 for 96 seconds.
Level 5: MP -8; Weapon Def. +10 for 110 seconds.
Level 6: MP -10; Weapon Def. +12 for 144 seconds.
Level 7: MP -10; Weapon Def. +14 for 158 seconds.
Level 8: MP -10; Weapon Def. +16 for 172 seconds.
Level 9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +22 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.

. Energy Bolt Master Level: 20
Type: Active
Description:
Use MP to attack one enemy.

Level 1: MP -6; Basic attack 20, mastery 15%
Level 2: MP -6; Basic attack 21, mastery 15%
Level 3: MP -6; Basic attack 22, mastery 20%
Level 4: MP -6; Basic attack 23, mastery 20%
Level 5: MP -7; Basic attack 26, mastery 25%
Level 6: MP -7; Basic attack 27, mastery 25%
Level 7: MP -7; Basic attack 28, mastery 30%
Level 8: MP -8; Basic attack 31, mastery 30%
Level 9: MP -8; Basic attack 32, mastery 35%
Level 10: MP -9; Basic attack 35, mastery 35%
Level 11: MP -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%

. Magic Claw Master Level: 20
Type: Active
Description:
Use MP to attack an enemy twice.

Level 1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level 3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level 4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level 5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level 6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level 7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level 8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level 9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%


Sorry the post was too big, needed to split it up, but anyway, do something along the lines of these?

Infamous-D
04-25-2010, 04:18 PM
I think they should make a teleport skill for the enchantress it would be perfect for solo looting also make some kinda extremely rare piece of armor to enable you to tele on any char sorta like enigma for diablo 2 it would make looting alot funner too aswell. but ya TELEPORT should definatly be a skill for high lvl enchantresses Ty guys keep up the good work !

Infamous-D
04-25-2010, 04:22 PM
Pleasee make teleport for enchantresses and a rare piece of equipment to enable other chars to do sp aswell

King Richie
04-25-2010, 04:34 PM
i love the thought of for the archer a combination of repulse shot and some sort of tripple arrow which hits three targets and pushes them back but also dose more damage per rank instead of pushback .. pushback is not something you need .. its nice but its not nearly as important as damage so i think like it should be called Tripple shot or spreadshot or multi shot somethin like that =)

Malanius
04-27-2010, 10:38 AM
I'm with the others wanting some sort of summoning for the enchantress. Though I think multiples creatures for each skill point would be overkill. I think it should just be one summoned creature (i'm partial to skeletons) and with each point it just get tougher. It could be a good npc tank for soloing or in groups with no real tank player. I also like the mana leech idea above as well, would make sense. add these two and you could have a whole new Necromancer build for enchantresses to strive for.

NamelessMag
04-27-2010, 10:49 AM
I totally agree with ideas presented for enchantress.
Summoning is somenthing that must be in such game. This ability is known in most mmo games :)
I am waiting for it!

Xanthia
04-27-2010, 11:33 AM
A lot more healing and buffing and debuffs spells

Purearch
04-27-2010, 11:49 AM
If I could suggest anything it's more aggro pulling skills for tanks due to archers always able to pull aggro from the tank bc of the amount of damage they do....

Jovians
04-27-2010, 12:23 PM
I feel like almost anything can rip aggro. I fell they need to adjust it a lil more. Cuz any Maxed out heals can any damage my archer does. I also feel like the aggro radius for heal is too high. I can cast a heal no where in range of mobs and they aggro from down the hall and around the corner on my archer. :( the next thing I kno I'm getting raped by lag and mobbs. :( I hate that skill now lol.

ojilles
04-27-2010, 01:35 PM
I'd love to have a spell as enchantress that could summon another player from Towne (perhaps in addition to a skill that summons a pet). Eg anyone in towne that matches the skill level of the dungeon would get a little button on the screen, if they tap that they get transported into the dungeon at the spot where the enchantress is ( max 1 or 2 players ofc)

utopi
04-27-2010, 01:51 PM
The enchantress can revive, I think it would be cool if the archer could go get a member who just died and respawned at the entrance, and bring him back to the fight area in 2secs. Its pretty annoying to have to walk all the way after we die. The archer is a bird so let's use his wings.

Endless
04-27-2010, 02:08 PM
How about a poison shot for the Archer? Similar to blast shot but with a damage over time element instead of aoe damage. Maybe a short duration mana dmg boost spell for the enchantress. Warriors definitely need as charge/sprint ability to close on enemies faster.

Reaper
04-27-2010, 03:10 PM
I think that you should be able to capture the Skeletons and then summon them later on.

darrensmith016
04-27-2010, 03:13 PM
Archer:
Invisibility - Making him undetectable for a short time.

Mind Control, for enchantress, causing a monster to start attacking another monster.

that would be good if the added a assain class..

LegoJesus
04-27-2010, 03:37 PM
A few more things to take the game to the next level:

1. Party combos. If 2 or more characters cast an offensive spell at the same time, it will have more damage and/or bonuses. A special animation to each character combination would be amazingly attractive. If somehow 4 or more characters participate in a combo, it could be a combo that will wipe out all of the monsters in the current radius.
If implemented correctly, Definitely will cause players to try and coordinate their attacks.

2. An automated items system.
You cannot keep creating each and every individual piece of equipment and expect the game to get updated more frequently. Therefor, an automated items system should be developed.
The automated system will have the ability to randomly add features to base items, which will make the game have an almost infinite items database in-game.
If the next monster I kill will drop me a long sword, which is the base item (white), depending on my level and luck, the system will add attributes and I would eventually get, for example, Strong Long Sword of Speed - Which will have +Strength +Speed and so on.
Furthermore, there should be jewels, some common, some very rare, which the player can combine with equipment, and get that piece of equipment a major upgrade.
Special items that will give the character +Skill is a must have.

3. All characters must have some kind of "Run" skill. A temporary boost of speed to go places faster, or even run away from mobs.

4. A Stand Alone Quest System.
Obviously the next big step. Though running around with 3-4 people in a 30 meters dungeon is fun and amusing, in order give that taste of "more!" to players, a quests system is required.
Some quests can be, or needs to be, a 1 player mission, and some can/will be a party mission. I have amazing ideas for quests with party members, a lot beyond "Kill 30 of that and 400 of those". Imagine a 4 players party in a quest where they need to stand on 4 pillars at the same time in order to make the monster vulnerable, but as it attacks they have to run quickly.
That could be intense, fun and insanely addictive.


I know that those are more of a "general ideas to the game" rather than new skills to characters, but I hope you'll still take them under consideration.

Cheers!

TheUltimaton
04-28-2010, 05:25 PM
A few more things to take the game to the next level:

1. Party combos. If 2 or more characters cast an offensive spell at the same time, it will have more damage and/or bonuses. A special animation to each character combination would be amazingly attractive. If somehow 4 or more characters participate in a combo, it could be a combo that will wipe out all of the monsters in the current radius.
If implemented correctly, Definitely will cause players to try and coordinate their attacks.

2. An automated items system.
You cannot keep creating each and every individual piece of equipment and expect the game to get updated more frequently. Therefor, an automated items system should be developed.
The automated system will have the ability to randomly add features to base items, which will make the game have an almost infinite items database in-game.
If the next monster I kill will drop me a long sword, which is the base item (white), depending on my level and luck, the system will add attributes and I would eventually get, for example, Strong Long Sword of Speed - Which will have +Strength +Speed and so on.
Furthermore, there should be jewels, some common, some very rare, which the player can combine with equipment, and get that piece of equipment a major upgrade.
Special items that will give the character +Skill is a must have.

3. All characters must have some kind of "Run" skill. A temporary boost of speed to go places faster, or even run away from mobs.

4. A Stand Alone Quest System.
Obviously the next big step. Though running around with 3-4 people in a 30 meters dungeon is fun and amusing, in order give that taste of "more!" to players, a quests system is required.
Some quests can be, or needs to be, a 1 player mission, and some can/will be a party mission. I have amazing ideas for quests with party members, a lot beyond "Kill 30 of that and 400 of those". Imagine a 4 players party in a quest where they need to stand on 4 pillars at the same time in order to make the monster vulnerable, but as it attacks they have to run quickly.
That could be intense, fun and insanely addictive.


I know that those are more of a "general ideas to the game" rather than new skills to characters, but I hope you'll still take them under consideration.

Cheers!

I think those are great ideas except for the automated sytem developer thingy, i men I know that would make it more infinite possibiliies, but that would take a long time and I would rather have other things done than that.

Demarrer
04-28-2010, 05:33 PM
2. An automated items system.
You cannot keep creating each and every individual piece of equipment and expect the game to get updated more frequently. Therefor, an automated items system should be developed.
The automated system will have the ability to randomly add features to base items, which will make the game have an almost infinite items database in-game.
If the next monster I kill will drop me a long sword, which is the base item (white), depending on my level and luck, the system will add attributes and I would eventually get, for example, Strong Long Sword of Speed - Which will have +Strength +Speed and so on.
Furthermore, there should be jewels, some common, some very rare, which the player can combine with equipment, and get that piece of equipment a major upgrade.
Special items that will give the character +Skill is a must have.


This is the main thing needed, especially when PvP is introduced. You don't want everyone using the same items.

Flamin
04-28-2010, 05:56 PM
I honestly belive the archer class has too many support skills and not enough damage shots/skills we have one good shot. I honestly belive a revamp would stop so many ppl from soloing content. We should move skills like evasion/ and the archer heal skill should be given to the tank class. I also feel the mana regen skill should be given to enchatress who burns tho mana twice as fast. With a point or 2 in mama regen given by gear my archer almost ne'er can use up my mana quicker than it regens. I say give thoose skills to the classed that need em and give us dot skills and better dps shots.

I definantly agree.

Frantic
04-29-2010, 10:31 AM
Damn, my giant post didn't get posted. ****ty Opera *cough*
I'll just list them then:
- AoE attack 'Arrow Rain' for chickens.
- Buffs for chickens with arrow changes (Ice, Fire, Poison)
- AoE attack 'Sword Stomp' without pushing enemies back.

Love the idea for the buffs for the arrows. Now the only way to do that (I think) is to get like the flaming crossbow, which costs money...