Reiterating our problems I put together a checklist of the things that need to be fixed about Kanna; figured I might as well post it here for posterity or whatever. MASSIVE EDIT: The Tynerium patch fixed many of our bugs. The ones I've confirmed to be fixed have been struck from the list. Bugs: -Bellflower Barrier doesn't work [b]Acknowleged by Nexon[/b] -Certain potentials do not work when active on Haku, including critical rate modifiers. Unsure whether this is intended or not, given that they all DO work on Kataras. -Nebulites also do not work on Haku [b]Acknowledged by Nexon[/b] -Haku's priority for buffing when his transform buff is cast is seemingly random. -Graphically, hit registers for Soul Shear's active effect are bugged. Specifi
Kanna/Hayato hypers in JMS--names So the link from uni-wz we saw before had Japanese names for the hyper skills in TMS, except those weren't the official names. I'll post the names for both the Kanna and Hayato hyper skills: [b]By the way, BasilMarket is le dumb and won't let me post Japanese text for some stupid reason.[/b] Hayato: 150 (buff) - Musou juttou-kei - Not surprisingly, this one's pretty odd in translation, given the unusual combination of terms. Literally "Peerless ten blades form," as "form" would refer to a standard set of moves in any recognizable martial arts style. 170 (attack) - Akatsuki no Oodachi - "Blade of Daybreak" (an Oodachi is a very large war sword) 200 (same buff all classes have, b
Ways to improve the class As most of us Kanna players know, the class's offensive abilities need a bit of work. Our "rapid-fire" (keydown) 1v1 skill is a joke that nobody cares about because even it you max it, your shikigami skill at level one will basically match the damage--not to mention the latter can hit 3 targets, jump cast, and proc the mobbing final attack/40% chance to drop a bomb orb thingy on Soul Shear at a faster rate given the aforementioned ability to hit triple the targets at once. In terms of utility, damage, and how it feels to use it, Shikigami is just [b]better.[/b] 4th job mobbing [i]could[/i] use some work, perhaps. It often takes too many steps to be effective one way or another; Shikigami only hits 3 mobs
Effects of fans on Haku I know that the base stats of fans on Haku don't count, but that SOME potentials do (and that half of his fan's attack is also added when he casts his 50% MATK buff). But which potentials do work when he equips them? I heard that it was just basic flat stat values and boss damage, but that was one post on some random forum.
Jms Kanna changes in Seed part 1 I did the same thing for Hayato, so let's see what changes have been made to my OTHER favorite class, according to [url=http://uni-wz.com/blog-entry-2364.html]Silver Bullet.[/url] I'm going to somewhat simplify the stuff at lower levels. SB put a decent amount of effort into the details. By the way, all % changes mentioned are flat values taken from the original amount, e.g. "10% decrease" = x%damage - 10% FIRST JOB: -Haku now gives +5 movement speed. [b]Yes, that's it.[/b] SECOND JOB: Flaming Shikigami Haunting: Master level increased to 20. -Base duration increased. Duration per level decreased. Nimbus Curse: Master level reduced to 15. -Mana cost reduced to 50. -Hit damage increased by 10% at al