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Hero

Hero revamp/buff brainstorming session

Bored. Just a discussion on possible changes to Heroes to improve them. Personally, I think they need a semi-revamp. There attack doesn't make up for their sub-par difference and mobbing ability.

Idea:

Passive Rage
Passive Booster
Passive Raging Blow - faster attack - Neutral element animation
Passive Intrepid Slash
Passive Puncture
Passive Combo Orbs

Main skill upgraded like demon slayers attack skill.

Recover - % based

Shout - Removed (for god sakes! its like an std) , replaced with something with zero's sword throw, slower movement + rush effect. Uses 1 orb.

Combo Fury - Removed replaced with ?

Remove Flash Jump-
New Skill - Back jump/forward jump/high jump (like shade/NW) but no cool-down forward + key , up + skill, or back + key. Horizontal movement with attack canceling. Using skill has a chance to increase combo count by 1.

Panic - Improve animation - change animation to match range. Uses 1 orb.

Combo - Orbs passively increase by 1 every 3 seconds.
Incorporate damage reduction into combo. Would force use of other skills to reduce orb count.

So at 0 combo you would have: + 40% damage and 0% damage reduction, 0% status ignore . At 5 orbs it would be 20% damage and 20% damage reduction, 20% status resistance. At 10 orbs it would be 0% damage and 40% damage reduction, 40% status ignore. (Or some combination of damage reduction and damage that was balanced)

Enrage - Uses up 10 orbs- stops passive recovery of orbs, doubles combo effect (+80% damage), Reduces number of monsters hit from 6 to 3. Changes attack animation, increases attack range, x% boss damage.

New Skill?
New Skill?
-Any other ideas -

January 7, 2016

11 Comments • Newest first

DannyJ

@cb000: They should just increase the range shout covers. And maybe even put a large circle effect like demon cry so we kinda know how far the skill hits. Thanks for adding more lines, but adding a cooldown will surely make this a useless skill. (Especially when you cap on raging blow)

Reply January 9, 2016
cb000

I think I'm the only one who likes Shout the way it is right now. It's very useful at Oz Tower and the upcoming KMS changes would be particularly annoying for me. I just wish I had a better horizontal reach with RB (particularly for 42f), but that's a sacrifice I'm more than willing to make for my strong bossing capabilities.

Of course, I'm like the only Hero who does Oz Tower, so oh well.

Reply January 8, 2016
SilverFoxR

Let's see... if I were to do a Hero revamp, what would I choose to alter... hm...

Well, first off, although it does make our class stand out, I think the combo orb system is clearly becoming a novelty that even Nexon isn't sure what to do with it anymore. Most skills that once used orbs are gone or don't use them anymore. Even so, some semblance of a combo effect could be utilized, but perhaps something a bit more like Kaiser or Buccaneer in where a gauge fills up and can be used to do different things... or at least be used to activate a powerful buff while the gauge has power in it. Perhaps link it to Enrage - toggle the skill on/off and it powers up all of your attacks and changes their animation (possibly change the properties of the attack as well). The gauge being full can also activate a small passive buff as well.

Naturally, since I'm talking about the absence of orbs, there will need to be some passive buffs (or complete re-working of skills) to give us the same kind of damage we had before. One advantage to this would be a tighter display of our damage ranges (as people always think Heroes have had bad ranges, when in reality, they're only deceptive).

Next up, although people tend not to like Intrepid Slash, I think it can still work fine. It does mob decently, but even Nexon admits that a Hero's mobbing capabilities are not quite there most often. So, perhaps tweak IS into a skill that hits a few more enemies, but more importantly, gains more horizontal reach. Maybe not as extreme as, say Hayato's Sanrenzan, but maybe something in between. I wouldn't mind an animation change as well... maybe a series of slashes similar to Brandish, only bigger. Kind of makes sense.

Panic as a debuff is still a pretty good idea, honestly... though Puncture? Eh... not so much, really. What would be cool to see is that we have Panic (and perhaps it can cost some combo gauge) and it do a large debuff, then in 4th job, a new attack also comes with passive bonuses to damage and debuff capabilities to Panic. This would also open up space in our attack skills for something new... and perhaps a dedicated 1v1 attack might be just the thing. Since we have this combo gauge system that now alters all our attacks, this means we could use it for mobbing or bossing.

Finally, there's Shout... seems that they're trying to make it better in KMS, but really, it doesn't seem all that amazing. However, if it was majorly upgraded, it could be a useful Hyper skill replacement to Rage Uprising. Make it fast, flashy, do some serious damage... but also activate a debuff similar to Panic to all enemies (and bosses). Speaking of Hyper Skills, our Cry of Valhalla could also have an additional effect of infinite combo gauge for a limited time.

Everything else is pretty much alright where it is... we only have 3 main buffs (easily macroed) plus Maple Warrior, all the 2nd and 3rd job skills (minus Shout) are still servicable for the time being. So yeah...

Reply January 8, 2016
DannyJ

the only time you should ever buff on a hero is every 15 minutes, for MW. Or every 4 minutes if you have decent skills. 3 Auto buff covers all of Hero's buffs.

Before they do another revamp, I just want Nexon to fix the existing bugged hero skills and stat calculations. If they manage to get that right, that in itself is a huge buff...

But it's nexon right? 0 expectation on any fixes

Reply January 8, 2016
Rexaar

@piana: [quote] "Apply stun effect from combo force and shout to boss as well to make use of chance attack. If paladin can have it why not hero?" [/quote]
You hit the panic button for that.

Reply January 8, 2016
Kaiser

@stevenman76: Keep in mind that the chart ur using is solely based on single line damage percentages. The amount of funding is also a significant factor. As for the validility of that chart, I'd say it's mediocre at best.

Reply January 8, 2016
stevenman76

@lovedocabc: www.insoya.com/bbs/zboard.php?id=talkmaple_job&;amp;page=6&category=999&divpage=85&no=416404

Copy and paste the link... basil's not a fan of insoya links.
To translate the first 10 for you:
1.evan
2.F/p
3.Battle Mage
4.Hero(2H)
5.MM
6.aran and Demon avenger
7.NW
8.Kaiser
9. Dawn Warrior
10.DK
As you can see, in KMS they're currently rated #4 when not capping. Even when capping, their hps is pretty good
I'd say heroes are far from mediocre bossers. Along with dark knights, heroes are up there as one of the earliest capping classes. Their attack delays are pretty good, (780ms at (6)), they deal a lot of lines(10 in KMS), have decent %s on their attacks, and get tons of free damage from skills.

Going through my skills right now in game, I count up:
Rage + Orbs + AFA= 100att
Combo orbs = 170% damage after range (not affected by %boss/%TD, making it even better), 20% boss
Panic = 25% damage after range (not affected by %boss/%td)
Enrage = 60% damage after range(not affected by %boss/%td), 20% crit rate, 15% min crit
Puncture= 20% more crit damage for you, 10% for party members
Combat mastery= A free 50% pdr line

Total:
100 att
20% boss
255% damage after range (not affected by %boss/%td)
20% crit
15% min crit
20%crit damage for you, 10% for party members
50% pdr line

Reply January 8, 2016
fradddd

I'd be fine if they made Raging Blow have a longer range and attack faster, and probably a new attack animation (in non-Enraged mode).

Reply January 8, 2016
cb000

You said their attack doesn't make up for bad mobbing ability...and so your solution is to basically nerf the bossing ability AND hunting.

Reply January 8, 2016
LoveDocABC

I haven't seen that chart. They're number 7 or 8 and behind dark knights in the its dark chart.

Passive as in adoing poit's into intrepid uparades brandish. 3Rd and 4th job attacks just upgrade brandish. No need for three different skills that do the same thing. Heroes have decent damage but overall are mediocre bossers and are close to other top classes yet lack utilities skills. I've job changed between all three and dark knights are stronger.

Reply January 8, 2016
stevenman76

ngl, I don't like most of the changes here lol...
Only things I like/think are fair are:
-Passive puncture
-Proper panic range
What do you mean passive intrepid slash?
IS is an attack, not a buff...
"Main skill upgraded like demon slayers attack skill." What do you mean by this?
I really don't think they need a revamp. In KMS theyre #4 on DPS charts. our hps is pretty high too for a non-rapid fire class

Reply January 7, 2016