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Cannoneer

Calling all Cannoneer mains, expectations for 5th job?

What do you hope to see in Cannoneer 5th job?

I would personally hope for a legit bossing skill that is fast in attack. I know its our identity to be hard hitting but slow. So maybe it can come with a cooldown or maybe a attack system where we fill up a gauge to use that bossing attack etc.

April 14, 2016

13 Comments • Newest first

believemenot

These are good ideas but a hurricane skill thats auto trigger and powerul may also be good

Reply May 15, 2016
Andzalot55

@stoker I'm sure many other Cannoneer main's must've played the class just for the lasers.

Reply May 15, 2016
Andzalot55

We need more lasers with Cannoneer. I missed old Cannoneer with 4th job Lasers "Cannon Bazooka."

Reply May 13, 2016
SmexiiNinja

@cannonball: I love the idea of more monkey summons! At this point I feel like we're master at cannons and our partnership with our monkey so we should get like their family or crew or something. SP would be great but it would need some draw back or some way to make it difficult to maintain, or we'd never hear the end of it from thieves. Xenon is ok because he's a hybrid. For us we'd probably need like our monkey crew to be a summon that gives us random buffs.

Like, our crews could be classes. (Edit!* You must imagine these monkeys in class armor!Adorable)
(Edit 2* I also feel like they're trained so their ai should show it.
They should attack like their class would normally attack but monkeys would probably be weaker)
Thief, attacks single target with 120% of your power three times (Shadow partner effect 60 sec)
(Summon also gets sp effect)
Warrior, attacks mob with 120% of your damage(%damage %hp %pdr/boss 20% 60 sec)
Mage, dispels curses and heals you and your nearby party mates (Holy Symbol 60 sec)
Archer, Snipe nearby enemy (Sharp Eyes 60 sec)
Pirate, Quad down (Speed Infusion 60 sec)

See because it would still fit in our pirates need to roll for powerful buffs. I think it adds to the fun

The bomb idea is sick! How I would do it is grant the option of an install time. Since its diagonal damage I imagine being able to quickly get to the other side of the map and do the same attack but effectively clearing the other side.

Ok so now that you have my combo in mind. The install time option would be something like, click to instantly activate, hold 1 second to do an additional 75% damage. Needs 1 second to detonate each time this skill was activated. Then you could hold it for 4 seconds. Tele to the other side of the map, hold for 1 second then let it off at the same time clearing the whole map. While the animation recycles you're charging your next attack for like 3-4 seconds, go to the opposite side again and repeat!

I love that bomb skill! I can hella see it man

Reply April 26, 2016 - edited
cannonball

@smexiininja:

pretty neat ideas all around. Enjoyed reading and imagining it bro.

Personally I would like a squad of monkeys shooting their mini cannons as a final attack or a huge ass gorilla / or even "cutter" the dude take made us cannon that acts like a shadow partner with a higher damage% w few lines. these boost would be fitting to the theme and a great upgrade in single target dps along w barrage.

Other than that, a huge mobbing tool to replace bazooka with drppping a big bomb diagonally across the screen hitting vertical and horizontal aoe. (not as wide as bazooka, it'd be too op)

What do yall think of this?

Reply April 26, 2016 - edited
SmexiiNinja

- These buffs alone are reasonable for the scenario I stated bellow the tldr. -
tldr;same attack speed. New Barrel installed-teleportation skill for map control.
Anchor, Militia buffs+ Monkey Magic buff, New Octo Summon that binds 7sec/status infects 35sec/debuffs 20sec(only on boss)Choices based on rng 2(3)choice
45 second summon duration/55 sec c/d. Monkey works like beholder now. 100%Mast high min-max crit. Hyper skills 2
...Continue for lengthier post.

I picture that their attacks shouldn't be faster. However they could have some barrel teleporting points in the map. Strategically placed and well timed would give them great map control to make up for speed. Along with that more to their installs. Like Increasing the range of anchor and militia as well as adding their own independent pdr reduction which can stack on each other if placed on top one another(Ideal for bossing.)

Militia: Install 3 trained monkeys to fight for you. Summon Duration: 60 sec, Damage: 350%, Max Enemies Hit: 1x5 lines 175%. Cool down: 1 sec. Monster hit have +50% meso rate (Plunder-dee-booty)

Anchor's Spirit: Summon Duration: 33 sec. 45 second cool down on skill. Pulls the enemy forward while dealing 740% damage at fixed intervals.Max Monsters Hit: 12.
When duration has run out, will explode to deal 1544%x3 lines additional damage
Stacks with Anchors Aweigh, effect added within prox of each other.
Any distance, reflect monsters attack at 35% chance dealing 1100% of incoming damage, 2 hits, ignore monsters defense 30%. Monsters in between anchors will suffer continuous damage. 180% damage 4 times. Cool down in between attacks 1 second.
Within 30 range of each other effects: Ignore 50% of monsters defense. Monster leaving gets rebuffed. Monster returning gets damage counter up to 35%. +7% for re entry.
Permanently increase Anchors Aweigh's pull damage 520% explosion 654%

I see them building on their defense and monkey magic type party skills. It'd be HP/MP+1.5k
All Stats: +75, Speed +30, Jump +20, ACC +25%, Avoid +15%, 10% all stats (Stacks with other skills) 40% HP-MP and incoming damage reduced by 15% for entire party. I don't think they'd really need that flashy of skills and their lines seem fine to me as well as % damage. They could maybe use some more % ignore skills.

Mobbing skill *Cannon Flux* Max Enemies Hit: 12, Damage: 658%, Number of Attacks: 5 5th line is always critical, Permanently increase Maximum Critical Rate: 15% While using skill monsters defense is ignored by 35%,-5% less after 8th monster for each monster. Stacks w/summons.

Bossing skill *Focused Fire* Number of Attacks: 8, Damage: 420%, Permanently increase Minimum Critical Rate: 15% While using skill damage against boss +35% Applies to summons.

"New" turret skill *Octo-cannon* Monsters hit:12 Octopus Damage: 870%, 4 times every 5 seconds. Monsters hit have a 25% chance to be cursed with bind(for 7 seconds the monster will be held in place) Status(Poison,Crit damage received increased,Blinded,25%pdr-boss)Status last 35 seconds Debuff and prevent monster from buffing for 20 seconds based.(Only avilable while bossing.)
Skills activate on rng 2(or3) choices - then multiple choices when status infect is selected.
Summon Duration: 45 sec, Cool down: 55 sec

And finally we get to our Monkey partner that's been with us since the island.
For our furry simian friend I dub thy final 5th job skill...*Drumrolls*....
*Chimpanship* Grants complete mastery of the cannon. Exploding skills get an extra hit and 90% final damage increase. Permanently increase Min/Max critical damage by +25%
Then the rest would be hyper skills that increase the other skills in some way. What do you guys think?

Reply April 23, 2016 - edited
RagerRaging

nerf to 4th job and a bunch of skills introduced into 5th job including a mega ultra beam of cannons or aquatic life.

Reply April 17, 2016 - edited
Highhorsery

@cannonball "you little contradicting prick." Permission to use that everytime he posts BS.

Anyways back on topic, maybe invite gorillas to help carry BIGGER cannons or something that works like nw's shadow servant, that way there won't be a problem with the 15 line cap. I know it's copying, but it'll be damn cool.

Reply April 17, 2016 - edited
cannonball

@galbatore:
Hey, neat suggestions on all 3 explorer pirates. Cannoneer should definitely need to drift away from summons and focus on mad explosions to fit the theme and i sincerely hope buccs get a complete overhaul, the theme is absolutely thrashy and its kit is weird af

Reply April 16, 2016 - edited
Galbatore

@cannonball: Ouuuuuuchhhh.

That is amongst the most savage posts I've ever caught on here!

I mean, Believemenot may be the inarguable Court Jester/Comic Relief/Pariah/Town Idiot (your preference) of the Pirate forums, but I'll at least grudgingly award him kudos for keeping them kicking with his... passion. No need to call him out so! Better just to take his messages with a pinch of salt... or more likely, an entire Wal-Mart 500g of table salt shaker's worth.

-

For me personally, I do hope that all 3 Explorer Pirates become more clearly diversified from one another after 5th-job as it is inarguable that there's a bit of overlap, at least in how they look and handle if not in their execution. Bucc and Cannoneer have a very similar-working mobskill, quite a similarity in Pirate's Revenge and Counter Crush; and an identity that paints them as slow-moving hard hitters (that's what their aesthetics and sound effects suggest, if not the lines and mobilities themselves), whereas Corsair and Cannoneer both riff on each other's gig by being in the top three of summoning classes in the game (hard to place Corsair, Cannoneer and Mechanic but they're all up there).

As a tentative view, I'd suggest that Corsair's summoning and map control is heavily expanded; turning them into a true Captain. Buccaneer to gain a great deal of mobility (it's pretty outrageous that the class that literally uses its body to fight also happens to be the worst of the Pirates at propelling said body about the map), some moves that provide hard invincibility frames and allow general juking in and around mobs. Cannoneer's mobility is already more than I think it should have thematically, so stick with that; but go complete jamon iberico on the mobbing and general explosive tomfoolery. We're talking even more ground-covering and LOUD! mobbing. We're talking ball-breaking damage per line (might be an unpopular suggestion, but I think Buckshot - though spectacularly effective due to the way the damage cap works - is a bit counter to the feeling you get from the class before. Imo, Buckshot should be changed come damage cap removal to simply be a whacking great damage boost) on those boss-slaying explosions.

And maybe an attack where your monkey(s) get to rip an enemy up. I'd like that!

Reply April 14, 2016 - edited
cannonball

@believemenot: wow youre such a troll till this date.

You used dpm charts to shine light on buccs and call it a raw power class due to a "rank 10" performance on such punching bag charts. And here you went to say that cannons are insanely strong and not have 5th while your dumb ass charts shows that we're 30?

You little contradicting prick.

Reply April 14, 2016 - edited
believemenot

cannoneer is already insanely strong... they should not have a 5th job

Reply April 14, 2016 - edited