AnthonysWill #Buccaneer Talk

General Buccaneer

Revamped Buccaneer skills and their originality [header]1st job[/header] Somersault Kick: Now gives invincibility frames. very original :) Dash: Increases max speed and jump. now gives 100% Stance when it is used. Not too shabby eh? Flash Fist is removed, but the new critical skill is worth it. [header]2nd job[/header] Tornado Uppper: Cannoneer's Barrel Bomb + Wind Archer? I don't know how to describe this skill. Corkscrew Blow: Now requires no charge time. Personally, I prefer this. Mental Clarity: Self-buff to make up for the lost ATT from Super Transform. Endurance: This skill was stolen from Mercedes. 5% HP/MP recovery every 5 seconds. Except we need 10 points to max it. :| Removed skills: Backspin Blow, Double Uppercut, Oak Barrel, MP

General Buccaneer

Super unreal revamp Just something within the realm of possible "revamps" for buccaneers. This revamp focuses heavily on the transformed spirit. Also, some skills were adjusted so Buccs don't have to consume precious time working on getting all of their buffs up. Energy Charge rate is greatly buffed in 3rd and 4th due to coordinated attacks with the transformed spirit. [b]Wall of Text below[/b] [header]Pirate:[/header] Bullet Time: remains the same Somersault Kick: remains the same Double Shot: remains the same Shadow Heart: remains the same Octopush: remains the same Dash: Prior effects have been removed. Now becomes a passive skill that passively adds +20 speed and +20% dodge rate (This helps both Buccaneers and Corsairs) [heade

General Buccaneer

Opinion on future Thunderbreakers Summary: 1. All Cygnus classes will receive a revamp, hyper skills, and have their level cap raised to 200 LATER. (End of January, early February?) 2. Shinsoo dies but Cygnus revives her. (Yay! :) ) There is no information about skills, since that data isn't released yet. But KMS is most definitely planning a massive revamp for all Knights of Cygnus classes. Thunder Breaker will be the first class to be revamped...with a LV 200 cap, equaling the max level for Buccaneers. I hope the new revamped Thunder Breakers won't make us Buccaneers look plain/boring. After all, they're more shocking than us with their lightning, thunder, and Sharkwave. :/ What do you all think?

General Buccaneer

Revamped Buccaneer skills and their originality [header]1st job[/header] Somersault Kick: Now gives invincibility frames. very original :) Dash: Increases max speed and jump. now gives 100% Stance when it is used. Not too shabby eh? Flash Fist is removed, but the new critical skill is worth it. [header]2nd job[/header] Tornado Uppper: Cannoneer's Barrel Bomb + Wind Archer? I don't know how to describe this skill. Corkscrew Blow: Now requires no charge time. Personally, I prefer this. Mental Clarity: Self-buff to make up for the lost ATT from Super Transform. Endurance: This skill was stolen from Mercedes. 5% HP/MP recovery every 5 seconds. Except we need 10 points to max it. :| Removed skills: Backspin Blow, Double Uppercut, Oak Barrel, MP

General Buccaneer

Buccaneer Red revamp fix [b]WARNING: LONG POST[/b] I'm sure most of you guys have seen what [b]KMST[/b] did for Buccaneers in the RED update/revamps. Keep in mind, [b]the revamp is still in testing phase,[/b] so there's still time for player feedback and necessary adjustments. Remember that the BaMs in KMS were able to shift their revamp in a new direction, Mainly because there was a lot of negative feedback on their new skills and their animations. KMS understood that and improved their revamp based on the feedback from their players. I believe the Buccaneers in KMS can also shift their upcoming revamp in a new direction, Except, their reason right now would be that [b]too little is being changed in the Buccaneer revamp.[/b] The Revamp as

General Buccaneer

Buccaneer Hyper Skill Predictions With all the hype about the Hero and Nova classes getting their Hyper Skills in KMS[b]T[/b] I'm thinking about what Buccaneers would get :) My assumption is this: Double Down: 100% chance to roll 2 dices. Double Down->Triple Down: Chance of rolling 3 dices. Octopunch: Increased damage, slightly increased attack radius. (Should we increase hit count to 9 or 10, or too overpowered?) Energy Charge: Increased Energy Charge rate. Buccaneer Blast: Increased damage. Increases Energy Charge rate even more. Some new skill: Break damage cap buff that lasts 30 seconds with a cooldown of 90 seconds. Some active new skill that relates to Buccaneers somehow: I don't know o.o What do other pirates think?

General Buccaneer

Buccaneers Max and Min critical damage Title. Does anyone know how much minimum and maximum critical damage Buccaneers have? Assuming all skills are maxed. Also, would a Hayato character card be useful for a buccaneer if I'm wearing an explorer's critical ring? (The explorer's critical ring gives +10% minimum critical damage. Hayato card gives also gives minimum critical damage.) (What I'm wondering is if the Hayato card would actually benefit my buccaneer since Minimum critical damage cannot exceed maximum critical damage.)

General Buccaneer

Very random miscellaneous questions Where do i get more Russellon's potions/pills at if I completed the quest on my Buccaneer already? I have other characters that haven't done the quest, but I want to know if they are a one-time giveaway for each character. (Or if I can forfeit and retry the quest for more of those evil/useful pots) buccaneers Is it more useful to use Dragon Strike/Energy Laser on the Bird Statues and Ariel at Pink Bean? Because it's not too good to be too close to the bird statues when attacking them. And Ariel is...floating.

General Buccaneer

Fake unrealistic revamp idea What the title says. I feel that buccaneers can be improved if the brawler/gunslinger split occurs in the 1st job instead of the 2nd. It's highly unlikely anyone would be indecisive in which path they take once they create a pirate anyways... Here's the general idea of the revamped buccaneer: -Energy Charge becomes an attack buff, with built in passives. -Skills can be chained together for a decreased post-delay (Like Corkscrew Blow + Spiral Assualt) -Energy Charge charges MUCH FASTER. -You can always use your energy skills, even if your energy is not fully charged, using your energy skills charges the gauge more faster. [b]WARNING: HUGE WALLS OF TEXT WITH TOO MUCH TOO READ, DO NOT READ IF YOU DON'T WANT TO WAST

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