General

Buccaneer

If Buccaneers had no lasers

Who says "Eat me" to a bug?

What was that? you're alright with the idea of a revamped buccaneer? Well here you are and scarf it down before you realize it's not happening.

Hello everyone, this is just another class change-up idea for buccaneers so have at it.

So first of all:
---Had a bucc between Unlimited and RED. Made it on the wrong account so it's collecting dust in the corner. Was fun.
---I don't know anything about them really.
---So I just like coming up with class ideas because I'm a maple addict and sometimes I wish a class had a bit more oomph.
---I picked buccaneer since..., idk, they need a bit of love?
---this is just for fun.

So moving on to the jobs of the proposed buccaneer:

General stats:
---sub weapon: changed from wrist-armour to: rope. Yes rope, tie some certain peeps up and make this happen.
---main stat: Still str. Should it change? No.
---health and mana: No changes. You would love some changes wouldn't you? Yes you would. If anything, flower power.
---weapon: No changes. Eunwol don't exist, remember? the prices are rising for no reason (I am so, totally sorry Eunwol. No offense.)
---energy system: Ditched.

Job 0: Beginner
---No changes. What, you want perma-beginners to be op all of a sudden?

Job 1: Pirate
---No changes. Don't want to deal with Jetts, Corsairs, and Cannon Meisters.

Job 2: Brawler
---Knuckle mastery: No changes. At max level, mastery of knuckles +50%(70%total), accuracy +1200000. Max level 20.
---Hp boost: No changes. Much needed it is, and an increase of 20% of maximum hp is alright..., or is it? Nax level 10.
---Physical training: No changes. Grants 30 dex and str at max level. Max level 5.
---Perseverance: No... why are there no changes? Heals 5% of mana and health every 5 seconds. Max level 5 .
---Knuckle booster: Animation update. I didn't even look at it, but spice it up anyway. Max level 10.
---Corkscrew blow: Damage reduced from 360% to 358%. Don't ask why. Will not push monsters with you. Max level 20.
---Tornado uppercut: REMOVED.
---Dark Clarity: REMOVED.
*NEW*
---Touch rush: for every 10% of missing health, raise max possible speed by 10, current speed by 5 and current jump by 1. Max level 10.
---Stern surge: backspin blow reskin. 242% damage to 6 monsters at max level. Pushes monsters back with you further than corkscrew. Monsters end up in front of you. Chains with corkscrew. Max level 20.
---Lemon soul: Consume a lemon(not really). For 15 sec. party gains 3% resistance to states. Party also deals an additional 2% damage to mobs afflicted with DOT or states. Both stack up to 5 times. If cast at 5 stacks, induce self slow of 10% for 10 sec. slow stacks up to 5 times. Max level 1.

Job 3: Marauder
---Precision strikes: Critical rate +15%. Critical damage +10%, Additional critical rate on bosses +20% Max level 10.
---Roll of dice: No change. Don't want to take any chances. Max level 20.
---The rest of Marauder's skills: REMOVED.
*NEW*
---Drunk mastery: Stun rate: 20%, additional critical rate on those with states (not DOT) +40%. In addition, while under a state, reduce damage taken by 20% for each state(multiplicative). Max level 10.
---Knot my specialty: Needs rope. Make a rope from above platform for 180sec. 180sec cooldown. Yes a rope. You can climb on it and stay safe. Does not work on certain maps. Max ropes 2. Max level 10.
---Pubstomping: Stomp to deal 300% damage to 6 monsters near and below(far down). 50% chance to stun. Subsequent casts lower pubstomping's delay at most 5 times. Cast delay: 540ms. Max level 20.
---Tangyoon Boucan: Tangyoon starts a campfire. Hp 20000. Takes 50 damage from monsters, 50 damage per line from party. anything that attacks boucan, eat, heal 500 hp. boucan does not have moments of invincibility. Raises speed of those in range by 10%. Raises drop rate and exp by 10%. max level 10.
---One-Two: strike 1 monster twice. First hit: 400%damage. Second hit: 500% damage, guaranteed critical. Stern surge and Corkscrew blow damage +40%. Max level 20.
---Vast net work: Throw a large net to reel in 10 monsters. At level 1: pull 1 monster, and at level 10: pull 10 monsters. Max level 10.
---Sweet lemon soul: Lower duration of states on party by 1 sec. Defense and Magic defense +3% per stack. Resistance raised to 5% per stack. Party damage raised to 3% per stack to enemies afflicted by states or dot. Max slow debuff stacks reduced to 3 at max level 20.

Job 4: Buccaneer
---Pirate's revenge: No change. 40% chance to gain +15% damage for 45 sec. Max level 10.
---Double Down: No change. Max level 5.
---Typhoon crush: No change. 40% chance to ignore all enemy defense. Max level 20.
---Maple warrior: Kyrin animation. >,> Max level 30.
---Hero's will: No change. Max level 5.
---Nautilus strike: No change. Max level 30.
---Octopunch: 8 punches, 240% damage, subsequent lines deal 8% more damage than last. Subsequent casts reduces delay up to 5 times. Max level 30.
---Speed infusion: No changes. Max level 20.
*NEW*
---Serpent strike: dragon strike with a kick. After a short, flashy delay, move like a serpent in the direction you choose. No rush, but you kind of tele. 777% damage 2 times. Max enemies hit: 10. Max level 30.
---Superior lime soul: Lower party cooldowns by 2 sec(3 with DCO). +20% stance per stack(only for self). Resistance to states raised to 7% per stack. Party damage raised to 5% per stack to enemies afflicted with states or dot. slow debuff reduced to 5%. Max level 10.
---Resonant wake: Cast while pressing down, push 10 monsters away from you in all directions at 2400% damage. Cast while pressing left or right, burst water at foes at 2400% damage a pop to 10 monsters. Subsequent casts increase lines of damage by 1, reduces delay up to 5 times, and range by 50pixels(starts off shorter than buccblast), but divides damage amongst lines, for 5 sec. 15 line cap. Max level 30.
---Oil soaked threads: Needs rope. Wrap yourself in fireproof rope(magic) soaked in oil. 100% chance to apply 160% damage DOT for 15sec. Increase damage by 15%. Increase knuckle mastery to +70%(90%total). Max level 30.

Hyper skills:
-Passive
---No changes
-Skills
---Double downs no changes
---Octopunch extra hit hyper turned to halved damage for double lines (cap 15)
---Resonant wake +20% damage, +2 mobs hit, damage halved, but lines doubled.
-Actives
---Rum motion: belch loud enough to deal 800% damage 5 times. 20 second cooldown. gain +10% max and min critical damage for 90, stacking up to 3 times.
---Epic adventurer: no changes.
---Fist talking: Skills apply 10sec debuff that causes monsters to squawk for the duration, and increases damage to monster by +8%, capped at +40%.

After thoughts: Feel free to criticize. Now that I think about it, was there anything wrong with buccs in the first place? I hear there's a glitch, but other than that, their damage looks alright. Why aren't there more of you guys out there?

*Edit* ---5/11/2014, 00:42BT--- made changes to octopunch in response to RubberDonkey's point on KMS VIPs. Working on an energy based style for buccaneers as it is more fitting.

May 11, 2014

10 Comments • Newest first

sidho

i think its really good, i like how its basically drunken style kung fu but i think the hyper skill should be something more cooler than just burping loud. Maybe a cool, flashy punch or rush skill

Reply July 10, 2014
galaxian

It would be cool if there was a seperate job for energy and another one for transform
but transform doesnt even exist other than a mount anymore so n_n

Reply July 9, 2014
som1233

I would still keep the energy, its like apart of us. Like if you took away TL or SI, i just want it to stay. But yah the whole energy from the beginning lv30? Nope.

Reply June 1, 2014
getoffmeCAT

I like the drunken bar fighter sorta thing, it would fit buccs pretty well (gragas anyone?).
and nothing against the energy lasers'n'stuff system but we should have a little more punching involved.

Reply May 13, 2014
AILoki808

@Pippy404

I'll save my rope trick for my archer idea then.

In response to your idea I propose a skill called "Rope jumping". It throws a rope around 1 monster which is then rooted momentarily. After 3 seconds your character will be vaulted greatly at increasing speed, depending on angle and distance, from the rooted monster. The user is invincible while in the air, and up to 10 monsters are damaged 10 times at 84% damage.

So what do you think? I think it needs a new name, but tell me if there are any other problems with the proposal.

Reply May 13, 2014
Pippy404

The rope would be much more fun in my opinion if it played a larger part in the combat style. Something like a diagonal toss of the rope to the ceiling into a swing to push monsters. Or maybe toss a lasso on to the enemy into a throw (like snatch) or even kick the enemy up high and yank them back down. Of course I'm one of those reminiscent noobs that remembers buccs for combos and iframes.

Reply May 13, 2014
AILoki808

Okay, I think I get it. KMS already caps out so damage bonuses mean nothing to them. Don't really have a solution for that other than maybe letting octopunch break speed cap like I'm doing with Resonant Wake. Well, just ideas out there.

And it would be cool if Nexon went and made more of Bucc's skills centered around the energy system, like how Bishop's are party-centric and how f/ps are all about dot stacking. As it is Buccs just have the energy charge buff and enhanced attack skills. Not too original in effect or applications compared to other classes who have a single awe-inspiring buff.

Will have to go back to the energy system then. It's sounding far more promising than my rope and fist idea right now.

Reply May 11, 2014
RubberDonkey

[quote=AILoki808]@RubberDonkey

I thought I kinda balanced out octopunch while making it a bit stronger; still not enough for the power needs of KMS huh? Is it a problem with the number of lines or just the damage? I also have some bias against the whole energy laser thing. Having energy from raw awesomeness is great, but suddenly letting loose a laser seemed weird to me. Especially since buccs seemed like a class that moved its body around so much. Maybe I should just get rid of the laser and take back the energy system?

Now we wait for Eunwol to disappear again.[/quote]

What I mean is if KMS used your octopunch idea they would have to give octopunch like a 60m-70m cap. It sure helps people who don't hit the 50m cap, but ultra funded people(the people nexon loves so much), who can already hit 50m with octopunch won't benefit from the buff. Or just have KMS pull unlimited patch v2, then it's fixed.

As for the energy/energy blast thing, idk. To me, it's like why wouldn't you give a skill that fires an energy blast when it specializes in energy. I would love for KMS to flesh out more energy buff, like maybe come up with a 00part version for bucc. Consume x amount of energy to gain % buff or use energy to create some energy barrier for your party. Possibility is endless with energy, but nexon won't give enough attention to it.

Reply May 11, 2014 - edited
AILoki808

@RubberDonkey

I thought I kinda balanced out octopunch while making it a bit stronger; still not enough for the power needs of KMS huh? Is it a problem with the number of lines or just the damage? I also have some bias against the whole energy laser thing. Having energy from raw awesomeness is great, but suddenly letting loose a laser seemed weird to me. Especially since buccs seemed like a class that moved its body around so much. Maybe I should just get rid of the laser and take back the energy system?

Now we wait for Eunwol to disappear again.

Reply May 11, 2014 - edited
RubberDonkey

I didn't read all of it, but I can tell you put thoughts into it. I like the nice mechanics you added on octopunch to make it work similar to barrage, but you also got to give it its own damage crap or the ultra funded Koreans will see it as nothing. I like the energy theme and bucc blast tbh, and people hate it for the sake of hating. It's just like any other job mobbing skill except it has a really long range. It's sad bucc got the skill at the wrong time. If bucc got their proper jump patch before the release of cannoneer, maybe they wouldn't get this weird hate for it.

Yeah, there really isn't much wrong with the current bucc other than needing a range increase on octopunch and the existence of eunwol.

Reply May 11, 2014 - edited