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Fake unrealistic revamp idea

Buccaneer Forum Talk about Brawler, Marauder and Buccaneer

AnthonysWill Level 62 Bellocan Blaze Wizard 1
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.

WARNING: HUGE WALLS OF TEXT WITH TOO MUCH TOO READ, DO NOT READ IF YOU DON'T WANT TO WASTE YOUR TIME.

1st job


Corkscrew Blow: Run forward and punch multiple monsters at once.
Can be linked with any skill to decrease delay.
Lv 1: MP -6, Damage: 204%, rushes up to 6 targets.
Lv 5: MP -8, Damage: 220%, rushes up to 6 targets.
Lv 10: MP -10, Damage: 240%, rushes up to 6 targets.

Spiral Assault: Charge forward at targets and knock them back.
Can be linked with any skill to decrease delay. Can now be used in mid-air.
Lv 1: MP -8, Damage: 104% x 2 hits, rushes up to 6 targets.
Lv 5: MP -10, Damage: 120% x 2 hits, rushes up to 6 targets.
Lv 10: MP -12, Damage 140% x 2 hits, rushes up to 6 targets.
Animation change: Super transform no longer appears.

Energy Charge: Charges energy after every attack.
When Energy is fully charged, your attack is increased by 20. Duration: 60 seconds.
Lv 1: Energy Charge per attack: 210
Passive Effect: Avoid/Accuracy +30, Speed +3, Jump +1, Max speed cap +21
Lv 5: Energy Charge per attack: 250
Passive Effect: Avoid/Accuracy +150, Speed +15, Jump +5, Max speed cap+25
Lv 10: Energy Charge per attack: 300
Passive Effect: Avoid/Accuracy+300, Speed +30, Jump +10, Max speed cap +30

Energy Blast: Blasts a ball of energy at nearby enemies.
Can be linked with any skill to decrease delay.
This skill charges additional energy when used and does not consume MP.
Lv 1: Damage: 122% x 2 hits. Hits up to 6 targets. Additional Energy: 62
Lv 10: Damage: 140% x 2 hits. Hits up to 6 targets. Additional Energy: 80
Lv 20: Damage: 160% x 2 hits. Hits up to 6 targets. Additional Energy: 100

Shadow Heart: Increases your Critical Rate and Minimum Critical Damage.
Lv 1: Critical Rate: +2%, Minimum Critical Damage: +1%
Lv 5: Critical Rate: +10%, Minimum Critical Damage: +5%
Lv 10: Critical Rate: +20%, Minimum Critical Damage: +10%

Removed Skills:
-Somersault Kick
-Dash
-Bullet Time
Reasoning: I actually did not want to remove Somersault Kick, but it was already outclassed by Corkscrew Blow + Spiral Assault. Dash and Bullet Time are built into Energy Charge as a passive effect. Double shot is not here for obvious reasons. It is assumed that a Lv10 beginner will chose to become either a gunslinger or brawler at Lv 10, hence the reason why brawler skills are here. Energy Blast acts as a replacement for Somersault Kick so you're not forced to rush enemies with Corkscrew Blow + Spiral Assault all the time.

2nd job


Energy Charge II: Increases the effects and charge rate of Energy Charge.
When Energy is fully charged, your attack is increased by 40. Duration: 60 seconds
Lv 1: Energy Charge per attack: 410
Passive Effects: Defense and Magic Defense: +5%
Lv 5: Energy Charge per attack: 450
Passive Effects: Defense and Magic Defense: +25%
Lv 10: Energy Charge per attack: 500
Passive Effects: Defense and Magic Defense: +50%

Energy Lash: Slash at surrounding enemies with a sharp spinning kick.
Can be linked with any skill to decrease delay. Can be used in mid-air.
Delay: Same as Octopunch.
Range: Same as Energy Blast, but in both directions.
This skill charges additional energy when used and does not consume MP.
Lv 1: Damage: 212% x 2 hits. Hits up to 6 targets. Additional Energy: 62
Lv 10: Damage: 230% x 2 hits. Hits up to 6 targets. Additional Energy: 80
Lv 20: Damage: 250% x 2 hits. Hits up to 6 targets. Additional Energy: 100

Tornado Kicks: Quickly rush past targets by kicking them while spinning.
Can be linked with any skill to decrease delay. (Tornado Kicks + Spiral Assault)
Spiral Assault can also be linked with Tornado Kicks to decrease delay.
Range: Has the same attack range and delay as Spiral Assault. Can also be used in mid-air.
Lv 1: MP-20, Damage: 162% x 2 hits. Hits up to 6 targets. Rushes enemies.
Lv 10: MP-23, Damage: 180% x 2 hits. Hits up to 6 targets. Rushes enemies.
Lv 20: MP-26, Damage: 200% x 2 hits. Hits up to 6 targets. Rushes enemies.

Knuckle Mastery: Increases the weapon mastery and accuracy of Knuckles.
Lv 1: Knuckle Mastery: +14%, Accuracy +12
Lv 5: Knuckle Mastery: +30%, Accuracy +60
Lv 10: Knuckle Mastery: +50%, Accuracy +120

Knuckle Booster: Doubles your attack speed when using a Knuckle.
Lv 1: MP -29, Duration: 20 seconds.
Lv 5: MP-21, Duration: 100 seconds.
Lv 10: MP -11, Duration: 200 seconds.

HP Boost: Permanently Increases Max HP.
Lv 1: Max HP: +2%
Lv 5: Max HP: +10%
Lv 10: Max HP: +20%

Perseverance: Recovers HP and MP over time.
Lv 1: Recover 1% HP/MP every 13 seconds.
Lv 5: Recover 5% HP/MP every 5 seconds.

Physical Training: Permanently increases STR and DEX.
Lv 1: +6 STR/DEX
Lv 5: +30 STR/DEX

Removed skills:
-Tornado Uppercut
-Dark Clarity
-Corkscrew Blow (Moved to 1st job)
Reasoning: Tornado Uppercut is a poor excuse of an active 2nd job skill, it HAD to go. Dark Clarity is built into Energy Charge II. Tornado Kicks allows for increased mobility and damage while using Spiral Assault. Energy Lash chained into Energy Blast is nice for mobs up close. Not TOO much of a change in 2nd job. Energy Charge becomes stronger for a faster rate of charging. Additional defense is built into Energy Charge as a passive effect. I believe Buccaneers should not be too fragile since they're a melee class.

3rd job


Energy Charge III: Increases the effects and charge rate of Energy Charge.
When Energy is fully charged, your attack is increased by 60. Duration: 60 seconds.
Lv 1: Energy Charge per attack: 610
Passive Effects: Dodge Rate +2%, Speed +2
Lv 5: Energy Charge per attack: 650
Passive Effects: Dodge Rate +10%, Speed +10
Lv 10: Energy Charge per attack: 700
Passive Effects: Dodge Rate +20%, Speed +20

Energy Pummel: Combo targets in front of you into oblivion with an energy charged punch, kick, and blast.
This skill is activated by using your "Attack" key on your keyboard.
There are 3 attack phases when using Energy Pummel:
1st phase: Punches 3 targets with the release of energy chi. (Flash Fist + Energy)
2nd phase: Do a quick somersault kick, hitting up to 6 targets.
3rd phase: Blasts a ball of energy at up to 6 targets.
Range: Same as Kaiser's Dragon Slash
Delay: Same as Kaiser's Dragon Slash
This skill charges additional energy when used and does not consume MP.
Can also be used in mid-air. There are a total of 4 hits.
Lv 1: First hit: 231% damage, Second hit: 231% damage, Last hit: 231% damage x 2 hits.
Lv 10: First hit: 240% damage, Second hit: 240% damage, Last hit: 240% damage x 2 hits.
Lv 20: First hit: 250% damage, Second hit: 250% damage, Last hit: 250% damage x 2 hits.
Additional Energy: +200 at all levels.

Dragon Strike: Summon a sleeping dragon from the ground to damage multiple enemies.
Can be linked with any skill to decrease delay. Can now be used in mid-air.
Delay: Same as right now
Range: Same as right now
Lv 1: MP-23, Damage: 362% x 2 hits, Hits up to 6 enemies.
Lv 10: MP -29, Damage: 380 x 2 hits, Hits up to 6 enemies.
Lv 20: MP -35, Damage: 400% x 2 hits, Hits up to 6 enemies.

Energy Field: Consumes the energy gauge to create a massive energy field, healing party members and blocking the effects of a monster's buffs when they're inside the field.
Can only be used when your energy is fully charged. Empties the energy gauge after it is used.
Enemies inside the field have their buffs ignored, which allows you and your party members to attack through buffs such as damage reflection, super weapon/magic defense, etc. Party members inside the field have their HP recovered at set intervals.
Range: Same as Shadower's Smokescreen. Cooldown: 60 seconds
Lv 1: Duration: 20 seconds. 6% of party's HP recovered every 4 seconds. Enemy buffs ignored.
Lv 5: Duration: 20 seconds. 10% of party's HP recovered every 4 seconds. Enemy buffs ignored.
Lv 10: Duration: 20 seconds. 15% of party's HP recovered every 4 seconds. Enemy buffs ignored.
Animation: A giant blue Energy Charge bubble. (Basically, a massive pre-mutiny Energy Charge.)

Heavy Tackle: Push back enemies with brute strength by tackling into them.
Can be linked with any skill to decrease delay. (Heavy Tackle + Tornado Kicks)
Tornado Kicks can also be linked with Heavy Tackle to decrease delay.
Passively increases the damage of Tornado Kicks.
Range: Has the same attack range and delay as Spiral Assault. Can also be used in mid-air.
Lv 1: MP-24, Damage: 555%. Rushes up to 6 targets. Tornado Kicks: Damage +62%
Lv 10: MP-28, Damage: 600%. Rushes up to 6 targets. Tornado Kicks: Damage +80%
Lv 20: MP-32, Damage: 650%. Rushes up to 6 targets. Tornado Kicks: Damage +100%

Toughened Form: Train your body to become as tough as steel, increasing your tolerance toward incoming attacks.
Permanently decreases damage taken from enemies and enables you to resist knock back from attacks.
Lv 1: Damage taken: -3%, Power Stance: 54%
Lv 5: Damage taken: -15%, Power Stance: 70%
Lv 10: Damage taken: -30%, Power Stance: 90%

Precision Strikes: Increases Critical Rate and Critical Damage. Additional Critical Rate against bosses.
Lv 1: Critical Rate: +6%, Critical Damage: +1%, Additional Critical Rate on Bosses: 2%
Lv 5: Critical Rate: +10%, Critical Damage: +5%, Additional Critical Rate on Bosses: 10%
Lv 10: Critical Rate: +15%, Critical Damage: +10%, Additional Critical Rate on Bosses: 20%

Roll of the Dice: Roll a dice to get a random buff. (Unchanged skill.)
Lv 1: MP -40, Buff Duration: 66 seconds, Cooldown: 480 seconds.
Lv 10: MP -50, Buff Duration: 120 seconds, Cooldown: 330 seconds.
Lv 20: MP -60, Buff Duration: 180 seconds, Cooldown: 180 seconds.

Removed Skills:
-Shockwave
-Stun Mastery
-Admiral Wings
Added Skills:
-Dragon Strike (moved)
-Energy Pummel
-Heavy Tackle
-Toughened Form
-Energy Field
Reasoning:
Major changes to 3rd job. Stun Mastery is removed because it's not efficient; all regular monsters die fast and bosses are not affected by Stun. Shockwave is removed because it is outclassed by Dragon Strike. Heavy Tackle is assumed to be used in conjunction with Tornado Kicks for increased mobility and damage while rushing. Admiral Wings has been replaced by Toughened Form, a Passive skill that also provides Stance from the original Energy Charge. Energy Field is somewhat out of place, it doesn't relate to Buccaneers at all; however, it has its uses past 3rd job and I miss the pre-mutiny Energy Charge bubble. Energy Pummel is a very fast skill, combining Flash Fist, Somersault Kick, and Energy Blast all into one skill. Dodge Rate and speed is built into Energy Charge as a passive effect because Buccaneers should be as evasive as revamped Thunder Breakers. Note that Energy Pummel has a high % damage to compensate for its low amount of hits (Compared to Kaiser's Dragon Slash, which is like 13 hits).

4th job

Energy Charge IV: Master the effects and charge rate of Energy Charge.
When Energy is fully charged, your attack is increased by 80. Duration: 60 seconds.
Lv 1: Energy Charge per attack: 710
Passive Effects: Ignore 11% of the target's PDR when attacking.
Double Energy Charge when attacking bosses.
Lv 10: Energy Charge per attack: 800
Passive Effects: Ignore 20% of the target's PDR when attacking.
Double Energy Charge when attacking bosses.
Lv 20: Energy Charge per attack: 900
Passive Effects: Ignore 30% of the target's PDR when attacking.
Double Energy Charge when attacking bosses.
Lv 30: Energy Charge per attack: 1000
Passive Effects: Ignore 40% of the target's PDR when attacking.
Double Energy Charge when attacking bosses.

Demolition: Vanish and quickly demolish 1 target in a blur of flashes.
Can be linked with any skill to decrease delay.
Demolition can also be used in mid-air.
Invincibility effect has been removed.
Delay: 900ms (Same as Octopunch. Animation is sped up rapidly.)
Range: Same as Pre-Mutiny Demolition.
Lv 1: MP -20, Damage: 362% x 5 hits.
Lv 10: MP -30, Damage: 380% x 5 hits.
Lv 20: MP -40,Damage: 400% x 5 hits.
Lv 30: MP -50, Damage: 420% x 5 hits.

Energy Quake: Generate a ball of energy and slam it down in front of you, releasing a powerful explosion that damages nearby enemies. Can be used in mid-air.
Delay: Same as Dragon Strike.
Range: Same as Dragon Strike.
Can be linked with any skill to decrease delay.
This skill charges additional Energy when used and does not consume MP.
Lv 1: Damage: 455% x 3 hits, Max Enemies Hit: 8, Additional Energy: 242
Lv 10: Damage: 500% x 3 hits, Max Enemies Hit: 8, Additional Energy: 260
Lv 20: Damage: 550%, x 3 hits, Max Enemies Hit: 9, Additional Energy: 280
Lv 30: Damage: 600% x 3 hits, Max Enemies Hit: 10, Additional Energy: 300

Energy Ripple: Vanish through space and time; only to reappear and ambush enemies with a blast of energy wherever you appear.
Delay: Same as Magician's teleport.
Range: Same as Magician's teleport. (With Teleport Mastery.)
Can be used as a mobility skill.
Can be used to cancel out of any skill to decrease post-delay.
(Think of mount canceling out of a Nautilus Strike/Buccaneer Blast, but without transforming.)
This skill charges additional Energy when used and does not consume MP.
Lv 1: Damage: 610%, Max Enemies Hit: 6, Additional Energy: 262, Teleportation.
Lv 10: Damage: 700%, Max Enemies Hit: 6, Additional Energy: 280, Teleportation.
Lv 20: Damage: 800%, Max Enemies Hit: 6, Additional Energy: 300, Teleportation.

Magnet Spiral: Spin in place to create tornado currents that draw in surrounding enemies toward you. At the same time while you're spinning, you kick nearby targets to deal damage.
Delay: Same as Octopunch.
Range: Same as Demon Slayer's Vortex, draws in targets from both sides while damaging them.
Can be linked with any skill to decrease delay.
Lv 1: MP -32, Damage: 404% x 3 hits. Max enemies hit: 8
Lv 10: MP -39, Damage: 440% x 3 hits. Max enemies hit: 8
Lv 20: MP -46, Damage: 480% x 3 hits. Max enemies hit: 8

Triple Kick: Deliver 3 quick, powerful kicks to surrounding enemies. Can be used in mid-air.
Delay: Same as Dragon Strike.
Range: Short ranged, same as Energy Blast, but in both directions.
Can be linked with any skill to decrease delay. (Best use: Triple Kick after Magnet Spiral.)
Lv 1: MP -45, Damage: 624% x 3 hits. Max enemies hit: 8
Lv 10: MP -50, Damage: 660% x 3 hits. Max enemies hit: 8
Lv 20: MP -55, Damage: 700% x 3 hits. Max enemies hit: 8

Crossbones: Summons the soul of past pirates to increase attack. (unchanged skill)
Passively increases Knuckle Mastery, Elemental Resistance, and Status Resistance.
Lv 1: MP -30, Duration: 64 sec, Attack: +1%. Passive Effects - Knuckle Mastery: 56%, Status/Elemental Resistance: +1%
Lv 10: MP -35, Duration: 100 sec, Attack: +5%. Passive Effects - Knuckle Mastery: 60%, Status/Elemental Resistance: +10%
Lv 20: MP -40, Duration: 140 sec, Attack: +10%. Passive Effects - Knuckle Mastery: 65%, Status/Elemental Resistance: +20%
Lv 30: MP -45, Duration: 180 sec, Attack: +15%. Passive Effects - Knuckle Mastery: 70%, Status/Elemental Resistance: +30%

Double Down: Gives a chance to roll 2 dice, improving your overall buffs. (unchanged skill.)
Lv 1: MP -60, 10% chance of rolling a Double Down , Buff Duration: 184 sec. Cooldown: 200 seconds
Lv 5: MP -60, 50% chance of rolling a Double Down , Buff Duration: 200 sec. Cooldown: 200 seconds

Time Leap: Resets the cooldown for your skills and your party member's skills. Does not reset the cooldown of Time Leap.
Lv 1: MP -465, Cooldown: 18 minutes
Lv 5: MP-405, Cooldown: 10 minutes
Change: Cooldown time has been decreased. 10 minutes is not overpowered.

Speed Infusion: Uses HP and MP to double your team's attack speed. This can be combined with other boosters. (unchanged skill)
Lv 1: -78 HP and 78 MP, Duration: 110 seconds
Lv 10: -60 HP and 60 MP, Duration: 200 seconds
Lv 20: -40 HP and 40 MP, Duration: 300 seconds

Pirate's Revenge: Increase your attack damage to seek greater revenge against all opponents. Passive Skill.
Lv 1: Damage +6%
Lv 5: Damage +10%
Lv 10: Damage +15%
Change: The effect is now passive, it does not have to be triggered.

Pirate's Rage(Hero's Will): Cures you from the state of being seduced/abnormal status effects. (unchanged skill)
Lv 1: MP -30, Cooldown: 600 sec
Lv 5: MP -30, Cooldown: 360 sec

Maple Warrior: Increases the stats of all party members. (Obvious)
Lv 1: MP-10, All stats: +1%, Duration: 30 seconds.
Lv 30: MP-60, All stats: +15%, Duration: 900 seconds.

Removed Skills:
-Buccaneer Blast
-Nautilus Strike
-Typhoon Crush
-Octopunch
Added Skills:
-Energy Charge IV
-Demolition
-Energy Quake
-Energy Ripple
-Magnet Spiral
-Triple Kick
Reasoning:
One thing to remember before judging: Buccaneers are excellent at mobbing.
Buccaneer Blast was removed because it's almost too powerful, and a little slow.
All the new added mobbing skills do not pass the total % damage of Buccaneer Blast, but they are much faster. The cost is that Buccaneers lose the horizontal reach of Buccaneer Blast, in exchange for quick mobbing skills.
Demolition returns to provide more range than Octopunch. The animation would be sped up so it would have the same delay as Octopunch, and the number of hits have been decreased to 5 to prevent overpoweredness. The invincibility effect is also gone.
Nautilus Strike is not that great and should remain with Cannoneers. Typhoon Crush has been built into Energy Charge IV, only now it provides 40% PDR; instead of a 40% chance to ignore 100% of the enemy's PDR. They both provide almost the exact same effects anyway.
Energy Ripple is basically a mage's teleport. I doubt this would make sense, but since Buccaneers always push targets around, they should be quick enough to vanish and instantly appear right in front of mobs; with a little help from their overflowing Energy of course. Magnet Spiral is fun for pulling targets in and Triple Kick actually goes well with the whole Buccaneer theme. Energy Ripple offers increased mobility without rushing. Demolition offers more reach than Octopunch. Energy Quake is an improved Dragon Strike. Linking all the skills together allows for increased attack speed and mobility.

HYPERS

Choose 5 of the following 9:

Demolition - Reinforce: Increases the damage of Demolition by 20%. (Lv 149)
Demolition - Extra hit: Increases the attack count of Demolition by 1. (Lv 168)
Demolition - Boss Killer: Demolition does 20% more damage when used on bosses. (Lv 189)

Energy Quake - Extra targets: Energy Quake hits 2 more targets. (Lv 143)
Energy Quake - Extra hit: Increase the hit count of Energy Quake by 1. (Lv 162)
Energy Quake - Reinforce: Increases the damage of Energy Quake by 20%. (Lv 183)

Energy Field - Reinforce: Increases the recovery rate of Energy Field by 10%. (Lv 155)
Energy Field - Duration boost: Increases the duration of Energy Field by 10 seconds. (Lv 177)
Energy Field - Cooldown Reduction: Decreases the cooldown of Energy Field by 30%. (Lv 195)

Reasoning: With this set up, you cannot have everything, because Energy Field is drastically improved at Lv 195.

Active Hypers: (All are unchanged)

Stimulate: Your Energy bar stays full and your damage is increased by 20% for 120 seconds. There is a cooldown of 240 seconds. Passive effect - 20% bossing damage. [required level: 150]

Unity of Power: Your Energy is condensed and unleashed on up to 8 enemies, dealing 800% damage 5 times. Can only be used when your Energy bar is full and it consumes it. There is a cooldown of 8 seconds. [required level: 170]

Epic Adventure: A buff that gives the legendary Adventurers of the Maple World 10% increased damage and the ability to pass the damage cap for 60 seconds. There is a cooldown of 120 seconds. [required level: 200]

Criticism is expected as it is a very unrealistic revamp.
Enjoy your day Buccaneers!
May the future balance in KMS forever be in your favor
Posted: March 2013 Permalink

Replies

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Spamming energy skills..... Kamehameha forever >;D
Mar 20 2013
Nexon, please hire this man.

I really love the way there are a wide variety of skills, ranging from physical to Energy ones. Not to mention, most of them can be used in midair (One of the things I hate about Dragon Strike).

Looks to me like this revamp would give us the mobility skills of a Hayato, and the skill-chaining of a revamped TB.

Since there are two types of attacks, physical and Energy, what would be your thoughts on gimping one type to strengthen the other? For example, reducing the charge speed of Energy in order to increase the range and damage of physical-type skills, or reducing physical attack speed in order to speed up Energy charge and strengthen Energy damage. Kinda like the Defensive/Offensive passive toggle that Kaiser has.

Otherwise, it's great. Very cool, I'm very impressed. This is what the KMS revamp should've been IMO.
Mar 20 2013
CanonkILL99 Level 11 Elnido Demon Avenger 1
If Buccs had this kind of revamp I would make one right away.
Mar 20 2013
RubberDonkey Level 68 Scania Assassin
I like that you made up a good amount of energy based attack skills. Current one lacks with only 3.
Mar 20 2013
som1233 Level 178 Windia Buccaneer
We have to spread the word on this, our kept our original skills like DS and Corkscrew blow, but you made us even better. Although I dont think our GMS maple makes the patches, by we just get them from KMS. You made Buccs how I imaged them, a combo class. We MUST spread the word on this. And I will send this to KMS IN Korean.
But, we need some passive hypers becasue all of classes have those 3, but other than that, EXELLENT
Mar 20 2013
missingpinky Level 207 Bellocan Buccaneer
L>For Energy Charge II, III, IV with the built in passives.
Energy Ripple is basically a stronger teleport huh?
Eh, still love it
Mar 20 2013
AnthonysWill Level 62 Bellocan Blaze Wizard 1
Mercedes recently received a new skill, although it was only 1.
This is definitely not a re-balancing adjustment where the % damage of the current skills are tweeked.
Mar 21 2013
This is perfect. Love to see what you have in mind for the other adventurers
Mar 21 2013
MizuiChan Level 209 Galicia Buccaneer Justaway Guild
I really like the ideas here, but while some of your ideas are quite interesting, others are a bit odd to me, but it seems like you know what you're doing. Either way, what you've got thus far is pretty good~ Hope to hear more from you~
Mar 22 2013
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