General

Shade

Fanmade/Proposed Evan revamp

One of Evans worst and least pointed out issues is that all his extra sp and advancements go to waste because he has WAYY to many attacks that he'll wind up never using. do we NEED 3 attacks in 2nd? what about 5 attacks throughout 3rd job, other classes can make do with 2 attacks and 2-3 respectively. All these attacks clog up our advancements, and important buffs, are pushed into later advancement brackets (Magic Guard isn't even in 1st job bracket, booster isn't in 2nd's, nor is final attack's or rush's, stance's isn't even in 3rd job's bracket)

Another issue is that Evan's max mp was already lower than your average mage, and to add insult to injury, mages' extra mp per 10 int upon level was replaced with a passive increase to mp gain on level from Max MP Increase, which Evan doesn't have, so lets incorporate that into dragon soul.

Another thing, onyx dragons are supposed to be able to control a variety of elements. Yet, they basically only learn/use fire, dark, and physical skills endgame, so lets change that. A late game "advanced" skill that boosts all elemental attacks to be relevant to the meta.

And really, all that fire, and only TWO sources of DoT, only ONE of which is a FIRE skill? And trashy fire dot at that. duration is nice, but effect is too small for that to matter. WTF is 6% ticks supposed to do for us? Lets change that too!

A lot of evans complain that you can't see your dragon's armor or otherwise customize it, and others (such as myself) don't want to see their dragon's armor or have to PAY for transparent dragon armor. This is the best of both worlds!

I don't know a SINGLE evan who doesn't want to attack while mounted, and before you say that that's wild hunter's thing, aran's combo system has been jacked and modified slightly NUMEROUS times (in KMS, you actualy had to rack up [i]combos[/I] to use dragon link skills when Kaiser was first released), shad's chaining system is also used by db's, merc's (albeit nerfed), hayato, and yes, Thunder Breakers. Dark Knights Crossover Chains isnt too different from Demon Avenger's losing damage as he loses health (down to 70%) Trifling Wind and Carte Blanche/Noir are VERY similar I think. Night Walker's "special system" is just a mixture of different characteristics of chain lightning, final attack, and TB's Thunder (sort of)
Dawn Warrior's Sun/Moon things are a similar concept to equilibrium. Zero's Time Force is basically Kanna's Mana on steroids. And Beast Tamer's four animals isn't that different from Zero's two skill trees. Zero's tagging is a bit like Dawn Warrior's Equinox Cycle

I want a summoned onyx dragon that follows you around, with a constant uptime and [I]other[/I] evans want a summon that is affected by our numerous damage boosts.
The only thing standing in the way of what [I]I[/I] want is the ludicrous amount of status resist it gives.

Now I take away our hypers status resist, give it to the mount while attacking skill (while reducing it), remove its cooldown and increase its duration, make it follow us around, and make it so that it is affected by our boosts. Now, we've got something good

We'll also remove the cost of mounts, so their new usefulness can be restored.

Edit: Evan has a lot of party skills, but none are all that useful
Evan also doesn't really have a unique system that affects gameplay. Well, as the successor to the leader of the heroes, I've thought of an ingenious idea.
The Party Faction Boost system! For every party member buffed by the skill that's in the same faction (in this case, Heroes), it's effect is enhanced!

Miscellaneous changes:
-Evan now gains a 20% multiplier like the adventurer mages.
-Evan's creation has been updated to post-legends-style.
-the Evan Hair and Face are now available upon creation, but the starting clothes are the same. (The hat is in your inventory after finishing the tutorial)
-The tutorial is now a series of cutscenes in the present, interrupted a few times with visions of his past life as Freud, first one where you fight corrupted Netheworld Monks in the Dark Temple of Time at level 200 (with Mercedes as an "ally mob" like with hoblin pq or adventurer's first mount quest [the part with the pheromones/docs dr which]), 2nd cutscene shows him at the door to the BM's throne room, fighting off Dark Lyka and then Arkarium (again alongside Mercedes), which ends as they're about to enter the gate, third vision is an animated video that begins where mercedes' left off, Merc gets KO'd by the attack that she was standing against, and Freud and Afrien protect her as best they can, but ultimately are knocked unconscious. You exit the tutorial at level 10.
-His storyline has been overhauled, like the Cygnus and Adventurers before him; with new graphical effects and mini-content (such as battleground sequences), and a new plot (except that the first 70 levels of the story are the same more or less, just with updated special effects and such, but will be extended beyond that, and will feature appearances from other heroes)
-The meso requirements of the mount quests have been removed. Kenta is now willing to do it simply for the joy of doing something that's never been done
-Mir's received a makeover! He and most of his skills have been brought up-to-date graphically, and dragon equipment now show up on Mir, and you can uncheck a box in the Dragon Tab of the Equip window to make them invisible.
EDIT: - Evan's skills now have voice acting! Evan is special because he has two Voice Actors, one for Evan, and one for Mir! Certain skills have multiple voiceovers, and at least one will be Evan speaking, and the other is Mir's voice! And, Mir's voice changes! Depending on his stage of growth, his voice will be different. His voice is squeaky in first growth sounds like a two-year old, in second growth, sounds like a four-year old, in third/fourth growth, sounds like an 8-year old, 5th/6th growth sounds around 12 years old 7th/8th sounds like a 16 year old, 9th/10th sounds 20.
-There are now more level tiers of dragon equipment.
Level 10: Baby Dragon equipment (In first growth, you can only equip dragon hats, so the Egg Shell is the only piece in this set, which you start off with)
(level 20: Silver Dragon Equipment)
level 30: Sterling Silver Dragon Equipment
Level 40: Electrum Dragon Equipment
(Level 50: Gold Dragon Equipment)
Level 60: 24K Gold Dragon Equipment
Level 70: Saphire Dragon Equipment
(Level 80: Ruby Dragon Equipment)
level 90: Emerald Dragon Equipment
Level 100: Diamond Dragon Equipment
Level 110: Blue Elemental Dragon Equipment
(Level 120: Reverse Dragon Equipment)
(Level 125: Abyss Dragon Equipment)
Level 130: Imperial Dragon Equipment
Level 140: Dragon Tail Mage Dragon Equipment
Level 150: Inverse Dragon Equipment

New Cash item: Dragon Armor Fusion Anvil: Allows you to apply the look of a preffered Dragon armor to a dragon armor with the desired stats.

Skill Changes:
Beginner Growth:

New: Ferocity of the Onyx (Link Skill)
The wisdom of the Onyx allows one to recognize an opening and hit weak points more viciously.
Level 1: Max Critical Damage: 5%
Level 2: Max Critical Damage: 10%

New: Onyx's Ancestral Wisdom.
With the ancestral wisdom it possesses from birth, to explain the nature of the bond you now share, the Onyx Dragon provides you keen insight
Level 1: Insight level 20 Int: 10%

New: Unwavering Spirit:
The Onyx Dragon chose you because of your unbreakable spirit and unrelenting willpower.
Level 1: Allows you to bypass damage reflect and damage ignore for 60 seconds. Cooldown: 10 minutes. Passive effect: Immune to Seduction, Weakness, EDIT: and Dark Tornado. Willpower level 30.

New: Homesick:
Your family must be worried sick! It wouldn't hurt to visit every now and then, would it?
Teleports to Evan's House. Cooldown: 5 minutes.

New: Move as one, Fight as one: Max level 3:
To strengthen their bond, the Master rides the Dragon into battle; fighting as though they were a single being.
Level 1: Can now use skills while mounted. Certain skills work differently while mounted. While Mounted: Magic Attack: +10%; Defense and Magic Defense: +20%; Mount Movement Speed +10; All skill levels (9th growth+ bypasses master level): +0 Stance: +20% (stacks with onyx will) Status Resistance: +15%; PDR: 10% Boss Damage: 10%
Enables body attacks (while mounted): 100% upon contact with monster
Obtained at level 50 alongside Stage 1 Dragon by completing the mount quest
EDIT: Level 2: Can now use skills while mounted. Certain skills work differently while mounted. While Mounted: Magic Attack: +15%; Defense and Magic Defense: +25%; Mount Movement Speed +15; All skill levels (9th growth+ bypasses master level [does not stack with combat orders]): +1 Stance: +40% (stacks with onyx will) Status Resistance: +30%; PDR: 15% Boss Damage: 15%
Enables body attacks (while mounted): 150% upon contact with monster
Obtained at level 80 alongside Stage 2 Dragon by completing Uncomfortable Saddle I
EDIT: Level 3: Can now use skills while mounted. Certain skills work differently while mounted. While Mounted: Magic Attack: +20%; Defense and Magic Defense: +30%; Mount Movement Speed +20; All skill levels (certain skills bypass master level [does not stack with combat orders]): +2 Stance: +60% (stacks with onyx will) Status Resistance: +45%; PDR: 20% Boss Damage: 20%
Enables body attacks (while mounted): 200% upon contact with monster
Obtained at level 120 alongside Stage 2 Dragon by completing Uncomfortable Saddle II

EDIT:Hero's Echo:
New Name: Legendary Hero's Echo
Cooldown removed; atack and magic attack boost increased to 20% (all hero classes get this change. The Nova's "Exclusive Skill was also buffed to 20%. The Hero's Echo was raised to 10%)

Dragon Soar: Can no longer be used while not mounted

Removed: Three Snails

Removed: Quick Feet

Removed: Recovery

1st Growth:
New: Fire Circle: Moved from 2nd Growth; animation renewed; on top of existing effects; now inflicts 15% fire dot every second for 8 seconds. +20

Dragon Soul: On top of existing effects, now permanently increases max MP by 20%, and increases MP gain for each level
Removed: Magic Missile -20

2nd Growth:
New: Magic Guard: Moved from 3rd Growth; Can no longer be dispelled; animation renewed to match explorer's Magic Guard

Teleport: Teleport Distance increased; in addition to existing effects, can now be used in midair, animation renewed to match explorer's teleport

Removed: Fire Circle; Moved to First Growth

3rd Growth:

New: High Wisdom: Moved From 4th Growth

New: Spell Mastery: Moved from 4th Growth

Lightning Bolt: Animation Renewed, now stuns at a 60% chance for 4 seconds

Removed: Magic Guard: moved to 2nd growth

4th Growth:
New : Dragon Sparking: Moved from 7th growth; animation renewed

New: Magic Booster: Moved From 6th Growth; animation renewed

New: Dragon Sparking: Moved from 7th Growth; Animation Renewed

Removed: Spell Mastery: Moved to 3rd Growth

Removed: High Wisdom: Moved to 3rd growth

Removed: Ice Breath: Moved to 8th Growth

5th Growth:

New: Slow: Returning Skill:
Animation Renewed; Max Level: 10
Level 10: For 150 seconds, has a 60% chance to inflict a debuff that reduces Monster speed by 80 for 12 seconds Applies to boss monsters at half strength.

Magic Shield: Animation renewed; Cooldown Removed; Duration increased to 180 seconds Damage Reduction increased to 15%; Defense boost increased to 500; Max HP
bonus changed to an active effect that applies to the party; in addition to existing effects; now increases mp by 20%; EDIT: and damage reduction effect increases by 3% for every different Hero class it is applied to (other than Evan); animation renewed

Magic Flare: Master level reduced to 10; Animation renewed; Now has the Holy Element; Stun effect removed and replaced with a Sealing effect: 70% chance to seal enemies for 10 seconds

Elemental Decrease: Animation Renewed

6th Growth:
New: Magic Resistance: Moved from 7th Growth; animation renewed; in addition to existing effects, EDIT: Magic Resistance-boosting effect is increased by 3% for every different hero class it is applied to (excluding Evan)

Dragon Thrust: Knockback effect is now applied to boss monsters; animation renewed
While mounted; works like warrior's Rush.

Removed: Magic Booster: Moved to 4th Growth

7th Growth:
New: Phantom Imprint: Damage increased from 440% to 600%. In addition to existing effects, now applies an effect that causes all attacks in range to target that monster, and an effect that causes the target to take 90% Dark element DoT for 8 seconds, Damage taken increased from 20% to 25%, Debuff now permanently applied, but damage taken and DoT effects are only applied for the first 30 seconds of its duration; animation renewed

New: Ice Breath: Moved From 4th Growth; Damage Decreased to 480%; Max hits increased from 1 to 2; animation renewed

New: Onyx Shroud: Moved From 8th Growth; Status Resistance boost changed to an active effect and now applies to the party; animation renewed, EDIT: Avoid Rate-boosting effect (to the whole party) now increases by 4%, and Status Resistance-boosting effect (to the whole party) now increases by 3% for each DIFFERENT hero class (and ofc I don't mean the adventurer warrior) they are applied to

Magic Amplification: Effect now applied to summons and damage over time

Fire Breath: Now Inflicts 80% fire DoT Every Second for 15 seconds; stun effect removed; animation renewed

Removed: Killer Wings: Effects incorporated into Phantom Imprint

Removed: Magic Sparking: Moved to 4th Growth

Removed: Magic Resistance: Moved to 6th Growth

8th Growth:

New: Magic Mastery: Moved From 9th Growth; Master level decreased from 30 to 25

New: Onyx Will: Moved from 10th Growth; animation renewed; Master level decreased from 20 to 15; EDIT: Stance boost reduced to 40% (to make way for mount bonus)

New: Expert Elemental: Max Level: 10 An Onyx Dragon doesn't rely on just one element like other dragons, and must hone various elemental powers. Fire Breath/Ice Breath: Damage reduced by 30%; number of hits doubled, DoT increased to 120%; Freeze effect duration increased to 8 seconds
Phantom Imprint damage reduced by 50%; number of hits tripled; Lightning Bolt's damage reduced by 10%; number of hits is tripled; Stun effect duration increased to 8 seconds
Magic Flare: Damage cut in half; number of hits tripled; Seal effect duration increased to 15 seconds
Requires: Level 20 Lightning Bolt, Level 10 Magic Flare, Level 15 Fire Breath, Level 15 Ice Breath, and Level 10 Phantom Imprint

Dragon fury: Animation renewed

Removed: Earthquake

Removed: Phantom Imprint: Moved to 7th Growth

Removed: Onyx Shroud: Moved to 7th Growth

9th Growth
New: Advanced Dragon Sparking: Master level: 30
Level 30: Has a 60% chance to apply 2 extra hits at 260% damage Passive effect: Magic Attack: +30 Avoidability: +10%

Flame Wheel: DoT Damage increased from 60 to 80%; Animation Renewed

Illusion: Animation Renewed; Number of hits increased from 4 to 8; damage dealt has been reduced from 420% to 300% Stun effect removed; now Blind's the enemy at a 60% chance; reducing their accuracy by 60%; effect applied to boss monsters at half strength; range increased.

EDIT: Maple Warrior:
New Name: Legendary Maple Hero:
Animation Renewed and delay decreased to match Explorer's Maple Warrior
In addition to existing effects, the all stat boosting effect is increased by 1% for every different Hero class (excluding yourself) that it affects, additionally, if another hero class applies maple warrior's effect to you, its effect receives that boost

Removed: Magic Mastery: Moved to 8th Growth

10th Growth:
New: Buff Mastery: Permanently increases buff duration and M.atk. Master Level: 20
Level 20assive effect: M.Atk: +30; Buff Duration: +50%

Soul Stone: Soul Stone Buff now applies automatically, and now works in places with special death conditions such as Death Count or Auto Respawn; basically works like Bishop's Hyper's Buff; animation renewed; EDIT: Recovery upon revival reduced to 75%. For every different hero class that was affected by the Soul Stone buff (Except Evan): its effect to recover HP and MP recovery upon death increased by 5% (max effect: 100%)

Dark fog: Damage reduced to 825%; number of hits increased to 4; cooldown decreased to 15 seconds; Animation renewed; EDIT: can now blind monsters at an 100% chance for 15 seconds, reducing their accuracy by 90, affects boss monsters, but effect is lowered to 60%. Between Illusion's/Flashbang's/Four-Point Assault's Blind and Dark Fog's Blind, the higher boost will be applied

Blaze: Stun effect removed; now inflicts 150% fire dot every second for 15 seconds; splash attack's vertical range is doubled. Animation Renewed

Removed: Onyx Will: Moved to 8th Growth

Hyper Skills:
Active:
Frenzied Soul: Damage boost reduced to 20%; Cooldown removed; duration increased to 90 seconds. EDIT: In addition to existing effects; for every different hero class (Evan excluded) that was buffed when it was casted: 3% additional damage.

Summon Onyx Dragon; now follows the character; now applies damage boosts from phantom imprint, dragon fury, and magic amplification; Status resistance boost while summoned has been removed (EDIT:to make way for mount boost); cooldown removed; Summon Duration increased to 120 seconds; attack delay
cut in half.

EDIT: New: Heroic Memories of Leadership: The memories of your past life as the leader of the hero come forth, remembering the oath he took, rallying the other heroes currently fighting alongside of you, reminding them of what they're fighting for.
Cooldown: 120 second
Active affect: Casts Heroic Memories (Evan): 10% damage, max damage: +5,000,000, duration: 60 seconds. Affects every hero class in the entire map.

Passively affects all Hero Classes in the party (Beast Tamer style) with an effect that makes heroic memories reach the entire map (Echo Style), and makes it so that everyone who is affected by Heroic Memories will cast their own heroic memories, if they have it, even if its cooldown is currently in effect, restarting the cooldown, they will cast the skill at the same time as another skill if necessary (telecast style), the force-casts will not trigger more force casting, (The idea is that you either see them all using them at once, in rapid succession, or one first, then the others immediately follow, like an epic anime battle cry and/or serious battle prep! (ex, goku going Super Saiyan and then the other Z-Fighters going super saiyan/releasing their ki in synch about a second later when a huge threat looms on the horizon)

Furthermore, For every Different hero class affected by this skill's passive party buff (except Evan), when Heroic Memories is activated, its duration is increased by 12 seconds. (max effect: 120 second duration)

Heroic memories: Is now a hidden skill (as in, it doesn't show up in your skill book and automatically gains sp for each point in a visible skill) that is automatically applied when Heroic Memories of Leadership is used. Now affects all applicable targets from anywhere on the map, like Hero's Echo, and causes anyone affected by the buff, to use their Heroic Memories, if they have it, and apply its own range to those character's heroic memories.

Passive:
New: Illusion - Release: Blind Effect reduction on boss monsters reduced to 25%

New: Elemental Expert - Reinforce: Increases damage of Fire Breath, Ice Breath, Lightning Bolt, Magic Flare, and Phantom Imprint by 20%

New: Elemental Expert - Persist: Increases the status duration of Fire Breath, Ice Breath, Lightning Bolt, and Magic Flare

New: Elemental Expert - Guard Break: Increases the Defense ignored when using fire Breath, Ice Breath, Lightning Bolt, Magic Flare, and Phantom Imprint by 20%

Illusion - Reinforce: In addition to existing effects, now adds an extra hit to illusion (also modifies the animation, speeding it up and adding an extra segment)

Removed: Dark Fog - Cooldown Cutter; effects now bult-in

Removed: Dark Fog - Reinforce; Dark Fog's Natural Damage has been increased

Removed: Dark Fog - Damage Splitter; Effects now built-in

Removed: Illusion - Add Range; Effect now built in

What do you think?

July 5, 2014

15 Comments • Newest first

vivek234

It's quite nice and this is a very good idea but somethings you might wanna change.

Reply July 6, 2014
jlt2624

You talk so much bro. I couldn't even read through the first quarter before falling asleep.

Reply July 5, 2014
justsofly

The changes were already looking skeptical when a majority of these were just straight OP buffs.

I lost complete interest when I read "Removed: Earthquake". You must be out of your god dam mind.

Reply July 5, 2014
Momijii

Please don't give Evan voice acting. Even Nexon realized that was a mistake. Also a sort of small note, the 150 Dragon equips should be Dunwitch equips since they're related to CRA.

Reply July 5, 2014
XVi3tX

[quote=juarmo]That's your problem
I'd rather not waste potential lines on a stat that I shouldn't need to boost excessively. I'd rather have higher natural mp so I could use my pot for %w.def or %avoid lines/ My hp:mp ratio is about 3:10 (I have less than 100% int), but in order to maximize efficiency, I need it to be 3:17
My character an archmage pre-red, it'd have more like 6:25 ratio. and the problem with mp is worse for newer evans. Without the new OR old method of gaining extra mp per level, they'll have VERY low mp.[/quote]

I never said anything about getting %mp through potential lines. Also, why would you rather go for % w.def and % avoid lines as potential? O_o
I didn't disagree with the mp gain per level, all I argued about was the extra 40% mp skills.

[quote=juarmo]Also, the adventurer mages have undispellable magic guard. I think that's enough. Don't want to get greedy and covet something that ONE class has (Luminous), that'd be nice to have, but not something we should feel entitled to. We're already better off than them without as it is.

We can tank a hit or two without magic guard well enough, just forgetting to buff before entering a map shouldn't be too bad, and its the ONE buff that wouldn't speed up our
cast time by becoming passive, because it already has NO skill delay.

Plus, Don't want to waste mp pots when we're training on maps we could confidently survive 3-5 hits or higher without healing. You have VAST amounts of mp, and that means that having it drained would cost TONS. MP pots are twice as costly as hp pots, so if you're in a situation where you're confident in your ability to survive without mg, which is considerably more common than adventurer mages, you wouldn't want to waste power elixirs, or elixirs on healing, and you would therefore turn to npc pots. Like, if I was farming pieces of time at oblivion lane, to make reverse gear to maintain meister rank.

I'd be able to heal at least ~1/3 of my health with a melting cheese, but if I couldn't turn off magic guard, i'd have to waste dozens of sunrise dew to refill mp.[/quote]

Boogie familiars can help to maintain your mp also + Recovery Aura.

[quote=juarmo]Well, they do stack. I wasn't sure what was "average" damage for DoT. Could you give me an example of "Decent" Dot?[/quote]

Fire Breath DoTs and so on are all right, but ones like fire circle at earlier levels is kinda useless. But overall, we aren't a class that specializes on damage over time, we don't even have skills that boosts our damage for each DoT applied. Right now, I'm content with Flame Wheel's DoT since it helps me see some mobs like vb and vellum where they teleport/go underground.

[quote=juarmo]First, With the buffs to illusion (does 8 hits), you wouldn't be bossing with thrust anyway. Second, I had area bosses/party play mobs in mind (the evo mobs are still boss tagged, right? haven't trained there with a class that can insta since the update began). Like with warrior's rush, you could kb Ghostwood Stumpy. Or with marksman's rush. Evan's is unable to kb Ghostwood Stumpy or link 9 mobs. Basically, anything that a warrior can kb, we'd be able to now. Please, use common sense. The game isn't just endgame bosses.[/quote]

Well, then you should've also mention party play mobs to prevent confusion. Knocking those seems fair, ya.

[quote=juarmo]Only the "target lock" part of the debuff from killer wings is permanent (like it was before it was integrated). The damage boost still only lasts 30 seconds, and the dot's duration was raised to match the existing part's duration of 30 seconds.[/quote]

My bad, missed that part.

[quote=juarmo]Was thinking of a 6 hit one, The thing is, revamps have to take into account much more than just endgame content. One could use it against Ghostwood Stumpy, or against MP Ghostwood Stumpy.
Second, it wouldn't change much game balance wise, Zero would still leave [i]everyone[/i] in the dust. I think it would possibly put them at about half of Zero's dps (Zero: 50,000% X_X compared to Evan: 25-30,000%), and in my own world, I'd have the other 5 heroes' dps capabilities boosted to all above dark knight's, but Evan's would be highest. They are maple world's greatest heroes in history.
Are you saying Evan's not good enough to have a revamp that puts him at the top of the list? There have been classes that moved to the top from [I]much[/I] farther down the list from a major revamp. (dark knights were lower on the charts pre-red, right? wind archers weren't even worth mentioning) We're not even the best mage! We're weaker than F/P by a CONSIDERABLE margin, and ofc, too many heroes are on the bottom half of the chart, when imo, they should all be top 10![/quote]

At the end of the day, Nexon will never be able to balance every single class. Yes, I think we should put Evans higher on the list but rather not all the way at the top. I wouldn't want a ton more people to just start making evans just for that purpose.

[quote=juarmo]Well, the scenario you suggested is kind of minor exploitation of a skill's presumably unintended function. Second, the reason it doesn't work is [i]because[/I] it doesn't auto spawn, because it basically is coded like a wheel, where it replaces the normal death popup with a special one. The problem is, if the map already replaces the normal death mechanic and death window, it cancels out wheels and soul stone.
In maps with special death mechanics it requires to basically restore the health at the last second, rather than a true self-revival. As a Final Feint, the enemy believes they've got you beat, this last gambit, revealing that you've actually got more stamina in reserve. Some maps with special death conditions auto res you after 5-10 seconds, and being able to wait would 1. cause you to be able to not activate it fast enough and putting it to waste, and 2. make it suck when you lag after death

Plus, no one else with a self-res buff can choose to wait for spawn, so it wouldn't be fair to keep that feature AND get what they have.[/quote]

All right fine, let's say Soul stone does become an auto-revive skills. That gives all party members two self reviving skills (other being the bishop one) which seems a teeny bit too much.

And I'm more concerned with potentially being wanted in a party for my utility than exploiting some content that at least 80% of players can't actually do to shave a few seconds off my time (Dojo)

[quote=juarmo]Well, the normal Elemental Expert makes those skills relevant endgame. For training and such, where elements might actually matter, hypers could work for endgame grinding. Possibly better than using the blaze hypers for grinding on classes with elemental weaknesses, and still not as stupid as dark fog's hypers[/quote]

Lately, new training mobs doesn't have an elemental weakness or anything. You would never use the skills that Elemental Expert boosts for endgame grinding at all. Blaze and Flame Wheel can already cover that.

Also, I didn't even noticed Earthquake was removed. I'd rather keep earthquake since that the only aoe skill we have.

Reply July 5, 2014
shiratsuki

I'll tell you now that I don't have the time to read all this you're typing, but ill tell you one thing, anyone who is dedicated enough to spend this much time going over evans and every aspect of their uniqueness as a character in the game deserves to be recognized. now all i really gotta say to this is thumbs up and lets hope someday nexon makes it happen though -doubt it-

Reply July 5, 2014
juarmo

[quote=XVi3tX]- Riding Mir while using skills are cool and all, but stat bonuses could be lower.
- I think we have relatively high mp, my evan card always heals all my mp back o: Also too many %mp + skills.
- I would want passive magic guard.[/quote]
That's your problem
I'd rather not waste potential lines on a stat that I shouldn't need to boost excessively. I'd rather have higher natural mp so I could use my pot for %w.def or %avoid lines/ My hp:mp ratio is about 3:10 (I have less than 100% int), but in order to maximize efficiency, I need it to be 3:17
My character an archmage pre-red, it'd have more like 6:25 ratio. and the problem with mp is worse for newer evans. Without the new OR old method of gaining extra mp per level, they'll have VERY low mp.

Also, the adventurer mages have undispellable magic guard. I think that's enough. Don't want to get greedy and covet something that ONE class has (Luminous), that'd be nice to have, but not something we should feel entitled to. We're already better off than them without as it is.

We can tank a hit or two without magic guard well enough, just forgetting to buff before entering a map shouldn't be too bad, and its the ONE buff that wouldn't speed up our
cast time by becoming passive, because it already has NO skill delay.

Plus, Don't want to waste mp pots when we're training on maps we could confidently survive 3-5 hits or higher without healing. You have VAST amounts of mp, and that means that having it drained would cost TONS. MP pots are twice as costly as hp pots, so if you're in a situation where you're confident in your ability to survive without mg, which is considerably more common than adventurer mages, you wouldn't want to waste power elixirs, or elixirs on healing, and you would therefore turn to npc pots. Like, if I was farming pieces of time at oblivion lane, to make reverse gear to maintain meister rank.

I'd be able to heal at least ~1/3 of my health with a melting cheese, but if I couldn't turn off magic guard, i'd have to waste dozens of sunrise dew to refill mp

[quote=XVi3tX]- Some DoT skills are just too low that I find them unnecessary.[/quote]
Well, they do stack. I wasn't sure what was "average" damage for DoT. Could you give me an example of "Decent" Dot?

[quot=xvi3tX]- End game bosses aren't meant to be kbed (no class can kb them..imagine cvellum getting kbed) With Dragon Thrust attack speed, knockback effects would be really awkward to me.[/quote]
First, With the buffs to illusion (does 8 hits), you wouldn't be bossing with thrust anyway. Second, I had area bosses/party play mobs in mind (the evo mobs are still boss tagged, right? haven't trained there with a class that can insta since the update began). Like with warrior's rush, you could kb Ghostwood Stumpy. Or with marksman's rush. Evan's is unable to kb Ghostwood Stumpy or link 9 mobs. Basically, anything that a warrior can kb, we'd be able to now. Please, use common sense. The game isn't just endgame bosses.
[Quote=Xvi3tX]- Imprint permanent debuff effect would be too much.[/quote]
Only the "target lock" part of the debuff from killer wings is permanent (like it was before it was integrated). The damage boost still only lasts 30 seconds, and the dot's duration was raised to match the existing part's duration of 30 seconds.
[quote=xvi3tx]- Magic Amp affecting summons are nice + Advanced Dragon Spark.[/quote]
[quote=xvi3tX]- Number of hit changes on illusion is a bit too high, maybe 1-2 more lines is enough. Accuracy debuff is not needed when end game bosses can hit you at a 100% rate.[/quote]
Was thinking of a 6 hit one, The thing is, revamps have to take into account much more than just endgame content. One could use it against Ghostwood Stumpy, or against MP Ghostwood Stumpy.
Second, it wouldn't change much game balance wise, Zero would still leave [i]everyone[/i] in the dust. I think it would possibly put them at about half of Zero's dps (Zero: 50,000% X_X compared to Evan: 25-30,000%), and in my own world, I'd have the other 5 heroes' dps capabilities boosted to all above dark knight's, but Evan's would be highest. They are maple world's greatest heroes in history.
Are you saying Evan's not good enough to have a revamp that puts him at the top of the list? There have been classes that moved to the top from [I]much[/I] farther down the list from a major revamp. (dark knights were lower on the charts pre-red, right? wind archers weren't even worth mentioning) We're not even the best mage! We're weaker than F/P by a CONSIDERABLE margin, and ofc, too many heroes are on the bottom half of the chart, when imo, they should all be top 10!

[quote=xvi3tx]- Yes yes yes yes to the blaze change![/quote]
[quote=xvi3tx]- Soul stone working at death count maps would be great, but I'd rather not want it to auto spawn us like door (might be times where I want to wait when to spawn)[/quote]
Well, the scenario you suggested is kind of minor exploitation of a skill's presumably unintended function. Second, the reason it doesn't work is [i]because[/I] it doesn't auto spawn, because it basically is coded like a wheel, where it replaces the normal death popup with a special one. The problem is, if the map already replaces the normal death mechanic and death window, it cancels out wheels and soul stone.
In maps with special death mechanics it requires to basically restore the health at the last second, rather than a true self-revival. As a Final Feint, the enemy believes they've got you beat, this last gambit, revealing that you've actually got more stamina in reserve. Some maps with special death conditions auto res you after 5-10 seconds, and being able to wait would 1. cause you to be able to not activate it fast enough and putting it to waste, and 2. make it suck when you lag after death

Plus, no one else with a self-res buff can choose to wait for spawn, so it wouldn't be fair to keep that feature AND get what they have.

And I'm more concerned with potentially being wanted in a party for my utility than exploiting some content that at least 80% of players can't actually do to shave a few seconds off my time (Dojo)

[quote=xvi3tx]- Elemental expert hypers seems useless endgame.[/quote]
Well, the normal Elemental Expert makes those skills relevant endgame. For training and such, where elements might actually matter, hypers could work for endgame grinding. Possibly better than using the blaze hypers for grinding on classes with elemental weaknesses, and still not as stupid as dark fog's hypers

Reply July 5, 2014
SorLilly

Well I just want something ... illusion's number of hits increased to 5/6 while lower down %dmg, blaze's range could be made to be longer :v That's all ... :'( Oh and some animations if possible otherwise I just want those two things

Reply July 5, 2014
jh92

I don't know if I want dragon mount attacks ever since magnus. Having a bigger hitbox means it will be harder to dodge his death balls.

Reply July 5, 2014
Finalily

this makes Evan way too overpowered and has many useless "enhancements."

Reply July 5, 2014
XVi3tX

- Riding Mir while using skills are cool and all, but stat bonuses could be lower.
- I think we have relatively high mp, my evan card always heals all my mp back o: Also too many %mp + skills.
- I would want passive magic guard.
- Some DoT skills are just too low that I find them unnecessary.
- End game bosses aren't meant to be kbed (no class can kb them..imagine cvellum getting kbed) With Dragon Thrust attack speed, knockback effects would be really awkward to me.
- Imprint permanent debuff effect would be too much.
- Magic Amp affecting summons are nice + Advanced Dragon Spark.
- Number of hit changes on illusion is a bit too high, maybe 1-2 more lines is enough. Accuracy debuff is not needed when end game bosses can hit you at a 100% rate.
- Yes yes yes yes to the blaze change!
- Soul stone working at death count maps would be great, but I'd rather not want it to auto spawn us like door (might be times where I want to wait when to spawn)
- Elemental expert hypers seems useless endgame.

Reply July 5, 2014 - edited
Saru79

Holy crap that's a lot of writing.

Reply July 5, 2014 - edited
lovesupport

Basically making it a very OP class, I guess?

Reply July 5, 2014 - edited
Momijii

A lot of it is very bad and very pointless.

Reply July 5, 2014 - edited
SkyBreak

i wouldn't mind a passive mg

Reply July 5, 2014 - edited