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Maple Leaf Council - Aran

Aran Forum Talk about Aran

Feeling Level 250 Bera Aran 4
Hey everyone,
I've been chosen to represent Arans in the MLC. As such, I'd like to hear thoughts and concerns from the community about our class.
What are your major concerns? What issues should I bring up? Are you satisfied with the direction Nexon is taking our class?
These are the types of questions I want to ask and bring up within the council.

In light of the recent KMS update, are you satisfied with the changes? Were you hoping for anything else, or something entirely different?
Please let me know your thoughts and opinions, everybody's is important, and it's my job to make sure we're heard and listened to.

EDIT:
The most sought after change seems to be the re-addition of the OS+FB+BB combo, and I completely agree, with some beneficial changes.
Chaining multiple attacks together was the original allure of our class, and it should stay that way.
The entire OSFBBB combo should not be mandatory--we should still be able to use FB+BB when we want--but changes should be made to encourage using the full combo. Perhaps whenever the full combo is used, it would have higher damage, more lines, faster attacking speed, etc, as well as having the option to break the chain with Combat Step or Final Charge at any moment, similar to Shade's Backstep. I believe this would resurface the original concept of our class, while not penalizing us at end-game bosses.

Snow Charge's new buff to bosses is quite useless, since basically all bosses that matter are strong to ice. A change should be made so that this effect is applied to ice-resistant bosses, perhaps by removing the ice charge from the buff itself.

Combo Drain should be readjusted as well. The new 2% is pretty awful. It doesn't need to be as high as the current 20%, but 2% is quite low--it should be buffed to 5%, like @Rokani: suggested.

About Combo Unlimited's usefulness- with Tempest not being usable consecutively, Combo Unlimited is pretty useless, aside from saving you a couple combos here and there. It does offer 10% extra damage, but this hardly makes up for the change. Some other type of buff or mechanic should be added to this hyper, any suggestions?

For Tempest- I think the nerf was unneeded. Ever since Aran was released, we have always been a class for mobbing. Because of this, we were never great bossers, and we still aren't, even after the KMS buff. With the nerf to Tempest, we're now mediocre bossers and hardly average mobbers--jack of all trades, master of none. Tempest is a great skill, and with the current combo stacking system, I think it's quite balanced. We get 30 seconds of amazing mobbing with Combo Unlimited, with a 60 second cooldown to balance everything out. I think the current system with Tempest / CU is the last thing standing that makes us outstanding mobbers--what we were meant to be--and I think we should push to have it stay this way.
Posted: June 2015 Permalink

Replies

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Carveldon Level 120 Renegades Luminous 4
I love my Aran. The only thing I can think of is installing a fix to make our main attacking skill easier to use. If we could eliminate the key mashing that would be great. Thanks for volunteering your time to represent us. Best of luck going forward.
Jun 30 2015
GiveLess Level 213 Bera Aran 4
Something that's pretty small, but has always bugged me is that Final Charge doesn't always pull mobs and I end up wasting time using CS and trying to pull until I do. And concerning the recent KMS changes, the nerf on drain has been bitting at me since I've never really had to rely on potions and kinda don't want to start. Another small thing is after getting to 100 combos I'm not able to use Combo Smash or Fenrir, really enjoyed those skills in earlier levels and would love to have a way to enjoy them again without having a 9 stack on Tempest. Not going to lie, I expected new skills or a complete overhaul with the changes but I guess if 5th job does become a thing it'll add new skills for Aran. Who knows, maybe this Reboot patch is in preparation for it. By the way, I dont know how much of an influence members of the council have in terms or things like in game equips, but I've always wanted Aran to have Maha as an actual weapon that would work similarly to Zeros weapons where it's upgraded throughout the levels and can be added to any set. Anyways congradulations on being chosen for the council to represent our class. Really the best choice they could have made.

Edit: I don't know how I could have possibly forgotten to add this, but it would be beyond wonderful if linking skills together like OS -> FB -> BB was added back in or optional. Maybe even letting Arans combo skills like Final Charge, Final Toss, Rolling Spin and combo skills from earlier jobs. This is probably the biggest thing I'd want as an Aran.
Jun 30 2015
Raiden Level 209 Scania Aran 4 See what games, anime & art Raiden is intoRaiden
Eyy wall of text.

We've traded some of class identity in exchange for reliability, in the sense that combos per 10 give less of an effect now, as they're now always applied, and all of the previous skills that had to be done with key commands are hot keyable. It's a buff overall anyway, and it's definitely a lot easier than when the class first came out, but it's like when they started giving flash jump to everyone. Keyboard is actually starting to fill up now.

I'm not sure how useful drain will be after the patch, as I see it as a nerf pretty much, considering that the damage was always high enough for 10% drain to reach the maximum cap of 20% hp recovered, and now we're down to 2%. This does affect all classes though, but assuming its per attack and not per line, I don't think we'll be able to heal quickly enough compared to say, Bowmaster's drain arrows.

"Combo Tempest has been changed so that it is more useful in battle while having a cooldown." - I think Tempest is the last map ulti without a cooldown, so sad to see it go, but I don't get how the change to make mobs 1000 hp instead of frozen and one-shotable is making it more useful in battle.

Snow Charge's extra damage boost will be useless if the boss resists ice, which is a good chunk of bosses.

I like the idea of buffing attacking skills from previous jobs to keep them useful and not be strictly worse, but I don't think anyones using Combo Smash in the small range between 10-20 combo past 4th job when literally anything else would be better, unless they decide to make them hotkeyable. And even then, both Smash and Fenrir are straight line attacks, and the combo usage is a bit irrelevant at that point, so there'd have to be a utility difference. Like going both directions/up/down or something idk.

I do appreciate the extra lines on Beyonder and FB, even if I don't cap yet. And Overswing's damage % is pretty ridiculous now compared to where it started at, I don't think they've ever nerfed it, heh.
My issue with it is that it seems useless to buff the damage on it if we're only going to be using FBBB (Assuming that it's still top DPS), ever since they split it away from OS. Other than the Arans still below 170, we'd need a reason to use it. Dealing more damage than FB would just make that combo less useful, and it likely still has less or equal attack range even with the buffs to full swing, so we'll have to see if the cast delays make it better on more mobile fights like Magnus.
I'd like to be able to (optionally) chain OS and FB as smoothly as it did before the split, if they make the entire combo useful. We don't have to be forced to use OS first to use FB again since there's a hotkey for it now, but I see that they added "the next skill used after Double Swing/Triple Swing will have its damage increased by 20%/35%", so maybe making the last hit of OS buff the next FB would promote using the entire combo, while not forcing the player to use it if they need to move. Hell, maybe that's what it does already, though the wording under Full Swing(the next skill used after the first swing will have its damage increased by 10%) makes it sound like only the second swing gets buffed, in which case why not just buff the damage % eh?

Idk, most of that last paragraph is a "it would be cool if it was in" kind of thing, as it sounds like a hassle to put in compared to just buffing FBBB, and I don't know if anyone shares this sentiment.

Man, I started writing this once the thread was made, and now it's 50 minutes later
TL;DR Drain seems to suck now, RIP in piece Combo tempest, where's my OSFB rabble rabble rabble.
Jun 30 2015
GiveLess Level 213 Bera Aran 4
@Raiden I was looking at the changes to tempest and was wondering if it would still be spammable while under the effect of Combo Unlimited. If it isn't it would be nice for that to be added as I only every spam tempest while CU is active, was kind of the whole point of giving us a buff that lets us spam combo skills.
Jun 30 2015
Raiden Level 209 Scania Aran 4 See what games, anime & art Raiden is intoRaiden
@Raiden I was looking at the changes to tempest and was wondering if it would still be spammable while under the effect of Combo Unlimited. If it isn't it would be nice for that to be added as I only every spam tempest while CU is active, was kind of the whole point of giving us a buff that lets us spam combo skills.[/quote]

That sounds pretty good - have it remove the cooldown of Tempest while it's up. It'll basically be the same thing as Demon Slayer's Boundless Rage + Demon Cry.

Can we even use tempest like we used to though? If it leaves all monsters with 1000 HP, will the second cast kill them?
Jun 30 2015
GiveLess Level 213 Bera Aran 4
@Raiden Would be best if CU functioned to set Tempest to pre nerf where it actually does lines of damage and has no cooldown. If thats not "balanced" enough they could just have it while CU is up the stacks on tempest don't apply and it'll cost 50 or 100(depending on your hyper skill build) combo each use for 30 seconds.
Jun 30 2015
Jack Level 230 Bera Demon Slayer 4 See what games, anime & art Jack is intoJack
I will list concerns as I am pro Aran as well.
1. Our rush skill should move us forward regardless of mobs being present or not.
2. The intermittent delay while using a key bound combat step should be decreased.
3. Final blow and beyonder should have a tiny bit more horizontal range, due to animation size.
4. I haven't thought about how well this would function but what if beyond blade could be held down to cast the three different stages, and the animation could be canceled by combat step or combo spin. (Similar to what they did with shades 'bomb punch')

Please reply back to give me your opinion on my ideas.
Jun 30 2015
MapleBhav Level 204 Khaini Aran 4
Don't know if GMS can do anything about the changes unless the pass the message on to KMS, but if they do pass the message on. Lf>Bind/Magic Crash skill, I feel like we are the only warrior class without one. Also if drain could be like 5%max hp (kms) that would be nice.

Congratz on becoming the representative!
Jun 30 2015
Star909 Level 220 Windia Phantom 4
Don't know if GMS can do anything about the changes unless the pass the message on to KMS, but if they do pass the message on. Lf>Bind/Magic Crash skill, I feel like we are the only warrior class without one. Also if drain could be like 5%max hp (kms) that would be nice.

Congratz on becoming the representative![/quote]

Pretty sure Dark Knight, Hero, Mihile don't have binds. as for magic gaurd I think that should stay an explorer warrior exclusive.
Jun 30 2015
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