General

Aran

KMST 1.2.022 - Aran Changes

Skill descriptions updated as of 10/29, 2:45PM PST.

I didn't want to wait till Max's translation, so I translated it myself.
Source: http://m.blog.naver.com/tmvhsw/220523261855

Here's the summary if you don't want to read the rest of my post:
- Aran is officially a (badass-looking) woman.
- We get a link skill that is very, if not the most useless link skill in-game.
- Double/Triple/Full/Overswing were deleted, but we get an Overswing-like skill at 1st job that gets stronger with each job advancement.
- Getting combos is going to be harder now.
- Some of our skills with low utility are still there (i.e. Rolling Spin, etc.), and they only got graphical updates.
- We get a Super Saiyan mode that lasts for 10~15 seconds after our combo count reaches a certain number. We also get new skills that can only be used while in that mode.
- Key-press skills (using an attack skill with a key that you assigned it to) no longer consumes combos.
- Key-command skills (using an attack skill via a combination of arrow keys and the attack key) no longer gets a nerf in damage, but rather a small damage boost is given when skills are used via this method.
- Final Blow hit count has been decreased from 6 to 5 due to the removal of all Final Blow hyper skills. Thus, Final Blow has been given a damage boost to compensate. Beyond Blade also got a very beefy upgrade and is now a 4th job skill.

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[b]I'll translate each skill on that blog in order of the IN-GAME UI DESCRIPTIONS. They are below the descriptions written by the author.[/b]
*Note: I'm comparing the new skill changes with the skill changes KMS received in the KMS 1.2.238 patch 4 months ago. http://orangemushroom.net/2015/06/24/kms-ver-1-2-238-maplestory-reboot-character-balancing/
We have yet to receive the KMS 1.2.238 changes as well (though that should be coming to GMS any moment now).

Beginner Skill:
1) Combat Step:
Moved from 1st job.
2) [b]NEW SKILL - Combo Kill Advantage[/b]:
Passively increases EXP obtained from EXP orbs (the orbs that timely spawn in maps as you train) by 80%.
*This has a max skill level of 2, so I'm pretty sure this is our link skill.
3) [b]NEW SKILL - Return to Rien[/b]:
Self-explanatory. Cooldown: 300 seconds.

1st job:
1) [b]NEW SKILL - Smash Swing[/b]:
MP Cost: 5, attacks up to 6 enemies with 150% damage 2 times.
Basically this is an Overswing clone, albeit at a damage percentage that fits a 1st job skill tier.
2) Combo Ability:
[b]Now for every 100 combos,[/b] attack increases by 5, physical/magic defense increases by 20, movement speed increases by 3. Stacks 10 times.
3) Polearm Booster: Unchanged.
4) Body Pressure:
Moved from 2nd job. Reflect Damage increased from 400% to 500%.
5) Combo Smash:
Cooldown of 3 seconds added.
DELETED SKILL: Double Swing.

2nd job:
1) Polearm Mastery: Unchanged.
2) Physical Training: Unchanged.
3) Final Attack: Unchanged.
4) [b]NEW SKILL: Dynamic Mastery I[/b]:
When using the key-command version of a skill, the skill's damage is increased by 5%.
5) [b]NEW SKILL: Swing Research I[/b]:
Smash Swing damage increased by 200%. For 2 seconds after using Smash Swing, damage of all other skills increased by 20%. Smash Swing will now generate ripples that attacks up to 4 enemies with 100% damage 2 times (basically another final attack with 100% activation rate).
6) Combo Drain:
Now passively adds 1000 HP.
7) Final Charge:
Now when using its key-command version, enemies are stunned for 10 seconds.
8) Snow Charge: Unchanged.
9) Rolling Spin:
Moved from 3rd job. Now when using its key-command version, enemies are stunned for 5 seconds.
10) Final Toss:
Moved from 3rd job.
DELETED SKILLS: Triple Swing, Combo Fenrir.

3rd Job:
1) Advanced Combo Ability: Unchanged.
2) Cleaving Blow: Unchanged.
3) [b]NEW SKILL - Adrenaline Boost[/b]:
After enduring countless battles, tap into the your adrenaline reserves to explode with power and reach your maximum combat potential.
When a combo count of 1500 is reached, the player is automatically granted the following buffs for 10 seconds on all attack skills:
Attack speed +2 (though not able to break the soft speed cap), +500% damage, and max enemies hit increased by 5. Combo count reset to 1000 once skill duration ends.
4) [b]NEW SKILL - Aero Swing[/b]:
Enables Smash Swing to be used in the air. Also passively increases Smash Swing damage by 100%.
5) Might:
Changed to a passive skill.
6) Maha's Blessing: Unchanged.
7) Combo Judgment:
In addition to the current key input, you can now input up-left or up-right arrow keys to use judgement diagonally and move yourself foward left/right, respectively.
8) [b]NEW SKILL - Gathering Catcher[/b]:
MP Cost: 20, pulls up to 10 enemies to you while dealing 170% damage 2 times. Cooldown: 5 seconds.
9) Final Blow:
Moved from 4th job.
Damage increased from 300% to 350%, defense ignored decreased from 20% to 15%. Final Blow will also replace the 3rd swing animation in Smash Swing.
When using this skill while Adrenaline Boost is active, Final Blow will also shoot out an energy wave that deals 350% damage 4 times on up to 6 enemies.
DELETED SKILLS: Full Swing, Combo Recharge.

4th Job:
1) High Mastery:
Mastery level increased from 70% to 75%. Passive attack boost increased from 30 to 40. Minimum critical damage boost increased from 15% to 23%.
2) High Defense: Unchanged.
3) Advanced Final Attack:
In addition to current effects, now increases accuracy by 10% (lol).
4) [b]NEW SKILL: Dynamic Mastery II[/b]:
When using the key-command version of a skill, the skill's damage is increased by 15%.
*No description on whether the 15% damage boost stacks with Dynamic Mastery I (if it did, it would give a total of 20% damage boost).
5) [b]NEW SKILL: Swing Research II:[/b]
Smash Swing damage increased by 400%. For 4 seconds after using Smash Swing, damage of all other skills increased by 30%. Also generates ripples that attacks up to 6 enemies with 350% damage 4 times.
6) Sudden Strike:
Now increases Combo Smash, Final Charge, Final Toss, Rolling Spin, Combo Judgment, and Final Blow's damage by 75%.
*I don't know if this means that the damage is either increased adding +75%, or if it is x1.75 (i.e. Final Blow would either be at 425% or 612.5%, respectively).
7) [b]NEW SKILL - "Boost End - Storm of Fear"[/b]:
Swing the polearm with extreme speed at enemies around you, generating a twister that pulls in even more enemies.
MP Cost: 200, Key-down skill. Can only be used in Adrenaline Boost mode. For up to 5 seconds, attacks up to 12 enemies with 2000% damage 1 time (akin to Angelic Buster's Soul Resonance skill).
8) Beyond Blade:
Moved from Hyper Skill. Attack count increased from 5 to 6.
9) Maple Warrior: Unchanged.
10) Hero's Will: Unchanged.
DELETED SKILLS: Overswing, Combo Tempest, Boss Reverse Combo, Combo Barrier.

Hyper Skill - Passive:
1) NEW SKILL: Smash Swing - Reinforce:
Damage increased by 20%.
2) NEW SKILL: Smash Swing - After Damage Reinforce:
Ripple damage increased by 20%.
3) NEW SKILL: Smash Swing - Remaining Time Reinforce:
Damage boost given to all skills after using Smash Swing increased by 20%.
4) NEW SKILL: Storm of Fear - Extra Target:
Max enemies hit increased by 3.
5) NEW SKILL: Hunter Targeting - Reinforce:
Damage increased by 30%.
*The corresponding skill for this hyper skill is described below.
6) NEW SKILL: Adrenaline Boost - Persist:
Skill duration increased by 5 seconds.
7) NEW SKILL: Beyond Blade - Reinforce:
Damage increased by 50%.
8) NEW SKILL: Beyond Blade - Ignore Defense:
Defense ignored increased by 20%.
9) NEW SKILL: Beyond Blade - Bonus Attack:
Attack count increased by 1.
DELETED SKILLS: All Combo Recharge, Final Blow, and Combo Tempest passives.

The following are not hyper skills, but rather 4th job skills. The blogger messed up the order when copy/pasting the in-game UI skill descriptions and animations.
1) [b]NEW SKILL - "Boost End - Hunter Targeting"[/b]:
Putting all your strength into your polearm, rush towards 1 enemy at blinding speed, dealing 1500% damage 10 times to it.
MP Cost: 200. Charge-type skill. Can only be used in Adrenaline Boost mode.
For every second the key is held down to charge this skill, damage of the skill is increased by 100%. This damage increase can be stacked 5 times (thus, the skill will be fully charged after 5 seconds, which will then deal 2000% damage 10 times on 1 enemy).
2) "Boost End - Storm of Fear": (The blogger made an error and posted this skill twice).

Hyper Skill - Active:
1) [b]NEW SKILL - Maha's Domain:[/b]
Summon Maha the Polearm from Rien who will come crashing into the ground, attacking up to 15 enemies with 1400% damage 5 times. Maha will then generate an energy field for 10 seconds, where all enemies within it will receive 500% damage 3 times and heal allies with 20% HP/MP every second.
2) Heroic Memories: Unchanged.
3) [b]NEW SKILL - Adrenaline Generator:[/b]
MP Cost: 300, immediately enter the Adrenaline Boost mode. Cooldown: 300 seconds.

My thoughts (updated):
This revamp finally answered some of the major complaints I had with this class (i.e. making key-command version of the skill stronger than the key-press skills). There are still bits that I would like addressed by the next test server (in order of importance):

1) We need 1000 combos to be at our full combat potential now, but we still lose combos after 1-2 seconds of inactivity. Mind you, the higher our combo count is, the greater number of combo counts we lose. Here's my solution:
a. Decrease the combo interval required for stat boosts from Normal/Advanced Combo Ability to 50 combos from 100.
b. Bring back Combo Recharge and make it recharge to 500 combos regardless of your current combo count, instead of adding 200 counts (this is to prevent abuse of Adrenaline Boost).
c. Make Adrenaline Boost be accessible at 1000 combos instead of 1500. After Adrenaline Boost ends, reset the combo count back to 500.
d. Remove the function where combo count decreases after 1-2 seconds of inactivity, or at least lessen the amount of combos decreased.
e. (Minor): Update the color scheme of the combo count. The colors changed at the following intervals before:
30 combos (Blue) - When the first combo consuming skill, Combo Smash, became usable.
100 combos (Purple) - When full combat potential is reached from Normal/Advanced Combo Ability.
200 combos (Orange) - When the last combo consuming skill, Combo Tempest, became usable.
Now, the colors should change at:
50 combos (Blue) - When the first stat boost from Normal/Advanced Combo Ability is granted.
250 combos (Purple) - When half of the stat boosts from Normal/Advanced Combo Ability are granted.
500 combos (Orange) - When full combat potential is reached from Normal/Advanced Combo Ability.
100 combos = Infinity Combos (Red) - Adrenaline Boost stage.

2) Get rid of Rolling Spin entirely and replace it with a skill of higher utility (like bringing back Combo Recharge).
3) We have the lowest base HP out of all Warrior classes. I was appalled at how some mages and thieves had more HP than me.
Before, our OP Combo Drain compensated for it. But not only was it was nerfed to the ground in the KMS 1.2.238 update, but now they're getting rid of Combo Barrier as well. That'll make us squishy AF. Either reallocate the received damage reduction to High Defense or keep Combo Barrier.
4) Increase the number of attack lines on Smash Swing by 1 per job advancement (and decrease the damage boost given by Swing Research I, II, and Aero Swing).
5) Give us the ability to key-cancel, that is, having the ability to stop mid-way through an attack animation. This is vital for Arans as our main attack skill is still the Final Blow + Beyonder combo, which is long enough for bosses to land a 1HKO on us while we are stuck in place until we finish skill animations.
6) Duration of Adrenaline Boost should be longer but with reduced effects. Even with the hyper skill extension, 15 seconds is too short. Should be something like 20-25 seconds.
7) Maha's Domain's skill delay of 2490ms is far too long. It should be at least 1 second shorter.

October 29, 2015

28 Comments • Newest first

Raiden

Edit: -Bumping old threads doesn't seem to bump them to front page, so reposting to a new thread.-

Reply November 5, 2015 - edited
VoidWreck

Wait, so we are getting buffed in the Reboot patch, right? And then we get another buff a few months later?

Reply November 5, 2015 - edited
HirakuNoShadow

From browsing through Insoya + watching vids, I think the biggest problems that the Koreans are feeling about the update are:
1. Removal of combo barrier & 15% dmg reduction during the animation of Beyond Blade (which they received from the earlier patch) - this is by far the biggest complaint, especially the latter
2. Revamped combo & adrenaline system which increases the difficulty & more punishing especially if you ever die in the middle of bosses (which also related back to point 1) due to the ridiculous 300s CD on the adrenaline generator compared to combo recharge + the absurd combo requirement and the changes to the way combos are accumulated (only increases the count by the # of hits per skill used, irrespective of # of monster). It takes too long to fully stack the stats from the combos and the boost you receive from adrenaline is so short for the amount of effort required (the fact that it's automatically activated as soon as you hit 1.5k combo doesn't help) + everything is lost the moment you die (compare to DrK w/ Beholder & sacrifice)
3. Combat step nerf - although I hear it may be a bug
3. Final Blow command change (now requires an extra down input)
4. THE most useless link skill in game
5. Removal of combo tempest - honestly it does not seem like a worth tradeoff (despite its absolutely gorgeous visuals) especially considering it's a hyper skill with a 300s CD

There's a lot of other glaring functional problems with the update that's been mentioned or not as notable... but man the new character art & visual effects *drool*
http://i.imgur.com/WGFyLpg.png

Reply November 2, 2015 - edited
Raiden

@feeling: Please tell me KMST is lacking sound files and FB/Beyonder has a sound instead of just *woosh*

Reply November 2, 2015 - edited
Fumumu

Wish they made FB 6 lines...

They only added one to BB.

Reply November 2, 2015 - edited
Feeling

https://www.youtube.com/watch?v=05ofgL9TxyY
Combos still go up pretty quickly, and after leaving Adrenaline Mode, you're still left with 1000 combos, so you retain all the stat boosts. Only need to get 500 more to enter AM again.

Reply November 1, 2015 - edited
Outrace

Thank you MetalCoconut for this! Much love

Reply October 31, 2015 - edited
GarrettsHot

@imaclubyou
@AranBhav
@trumpet205
@hyperfire7
@raiden

I believe this sums up how the majority of Arans are @feeling about this update! As well as how the the new animation looks!

https://www.youtube.com/watch?v=6EfhAFA2yFE&ab_channel=doku

tribute to tempest, i still love you! https://www.youtube.com/watch?v=6E8qx_6togw&ab_channel=VineComedia

Reply October 30, 2015 - edited
ImaClubYou

@xdwow2: I don't think I understand that statement even a little bit.

If you're talking Aran, definitely Brazilian. And Aran's gender is not female nor male, Aran's gender is Aran.

Reply October 30, 2015 - edited
Feeling

https://youtu.be/g8xFz-QA2xw?t=294 (around 4:55)
Adrenaline Mode gives us enough burst DPM to kill Chaos Pierre before he splits, even without a green MPE potion!

Reply October 30, 2015 - edited
xTagg

I don't know how to feel about this. I'm excited regardless!

Reply October 30, 2015 - edited
Fumumu

I really like these changes. So hyped but this update is so far away . I like how they're bringing back key comboing again. Thank god.

Reply October 30, 2015 - edited
trumpet205

And it's up. Orange Mushroom have just published the changes:

http://orangemushroom.net/2015/10/29/kmst-ver-1-2-022-aran-evan-reorganization/

Reply October 30, 2015 - edited
Ichii

The 170 hyper was glorious. <3

Seems pretty much the same gameplay wise though.

Reply October 30, 2015 - edited
trumpet205

Okay so according to this video:

https://youtu.be/WvXmCqjO51c

After Adrenaline Boost is over (around 2:40), combo count falls back to 1,000. So I guess it can kick in again without cooldown, as long as you reached combo count of 1,500.

And apparently if you use Adrenaline Generator to get into Adrenaline Boost your combo count immediate goes up to 1,000 (around 1:20).

Reply October 30, 2015 - edited
rixworkwix

o my god. that ult was so amazing to look at. I hope every job slowly gets an ult as beautifle as that

Reply October 29, 2015 - edited
hyperfire7

@modsaredumb: That's pretty harsh. This update overall is still very good and better than the small revamps that we've had over the years.

Reply October 29, 2015 - edited
ImaClubYou

@modsaredumb: honestly these are pretty big changes.

Idk if you've played an aran or not but this type of play may only be similar because that what aran players always wanted to do. At least myself.

we essentially have 4 jumps from final toss(twice) + the flash jump(wow kinda like smash bros huh?).

We actually have a reason to use combo only moves instead of spamming beyonder to 250 derp. Smash, Fenrir, and tempest without the infinite spam were useless skills tbh. The game went back to its roots and gave Aran the reason to use them now.

Getting to high combos past the buff up cap now has a purpose, which is the enhanced or adrenaline mode which rewards Aran for optimal play.

other things im too lazy to type out atm.

Reply October 29, 2015 - edited
ModsAreDumb

Not sure why everyone's excited. Overall it's just a reskin with a few new skills. Evan got the real revamp, Aran just had their crappy gameplay built up a tiny on instead of redesigned. The new swings look good, the Maha Limit skill looks good, everything else looks like the same crap Aran has gotten thrown at it for years now.

Worst revamp since Battle Mage

Reply October 29, 2015 - edited
Feeling

Keep in mind this is all still in KMST, things could change at any time.
Waiting for orangemushroom's post before I make a solid opinion.

Reply October 29, 2015 - edited
trumpet205

I'm very mixed about these changes. For starter my biggest issue is the Adrenaline Boost. If it kicks in automatically what then? Does it go into cooldown or does it reset our combo? Having our combo resets means we lose the Combo boost on our stance, critical rate, status resistance, and attack boost.

For Rolling Spin and Final Toss, I much rather Nexon deletes one of them than to delete Combo Fenrir.

Snow Charge attack boost should've been active. Just how many bosses in game are weak to ice anyway?

Sad to see we are losing Combo Barrier. On the other hand with how much boost Final Blow and Beyond Blade gets I can see a nerf coming after this.

Reply October 29, 2015 - edited
ImaClubYou

Behold, the Aran has truly reawakened!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Plot twist, with Arans new found power she defeats the black mage and becomes evil herself!

Reply October 29, 2015 - edited
XMatXZerkX

New Maha ult is the most beautiful thing ive seen on maplestory.

Reply October 29, 2015 - edited
Raiden

Man I was reading this entire thread stressing out. Quite a bit to take in. Final blow damage increases are pretty ridiculous, but I'll have to check out all of the new attack's usage first to make a final judgment. I mean, we're only really going to use the skills that do the most, but I'm glad they implemented the 20%/30% bonus damage to other skills from Overswing. All of those hypers seem pretty useful too, so at least right now it doesn't seem too obvious which ones to get. Rip Tempest, but I'm hoping the animation for the new Maha ulti is good.

Hope to see the changes soon.

Reply October 29, 2015 - edited
Feeling

Thank you for posting this! This is looking awesome. [url=http://www.insoya.com/bbs/zboard.php?id=ucc&divpage=9&no=58883]Here's a video for those of you that haven't seen.[/url]

Reply October 29, 2015 - edited
Shini

Without the skill images... I'm still not as interested to be honest. I mean from the looks of it according to your translation, it simply looks like damage/numbers increases. It doesn't seem like the gameplay mechanics were changed that much.

Nevermind i was reading everything strictly from your post and didn't bother clicking the link. My lord the effects look amazing. I have an old level 200 Aran i abandoned from a few years ago. I wonder if i should come back for this update.

Hey everyone here's a video demonstration of the revamped aran;
https://www.youtube.com/watch?v=WkypykJQQ-Q
https://www.youtube.com/watch?v=caPkYzHkwlo
https://www.youtube.com/watch?v=WOPLOH7RkJk

Reply October 29, 2015 - edited