General

Phantom

Mlc Phantom Questions and Suggestions for Gms

Hi, Daxterbeer here.

If you have a questions on Phantom or have Phantom suggestions to improve gameplay, shoot them here!

Some people wanted Mille Augilles to be able to use in mid-air like Xenon's Blade Dancing as well as a larger skill pool of stolen skills. Give us your feedback, and hopefully your wishes may be granted.

PS: Zelkova stole DB position F3, so bother him with the DB questions!

Top is suppose to say "GMS" not "GMs"

August 8, 2015

55 Comments • Newest first

AeroDragoon

Gosh I love this thread
Phantom should get a threaten skill. Something along the lines of a super bluff like how he bluffed his way out the Hilla encounter at the beginning

Reply August 29, 2015 - edited
d34thr4y99

@saiberyouk: but it's not a proper bind skill, it only binds for as long as you're holding down the key really, it means you have to kill the boss within the breath which is pretty much weak, i'd prefer stealing a bind attack where you don't have to stand around till it ends, phantom is to me, from the intro vids of all the heroes and also going back in time for silent crusade, is kinda like the lone wolf, you wouldn't be using an attack where it's more oriented to party play

@cherrytigers: suggesting stealing a better rush skill basically means you've admitted that it has poor rush skills, that's my point, the rush skills arn't good and i'm suggesting that they get some improvements cause it really is pretty sad

Reply August 29, 2015 - edited
AeroDragoon

[quote=d34thr4y99]@aerodragoon me-> nope, that's not what i wanted, also i think u mean beam dance and not mecha purge[/quote]

It's mecha purge, the one with Roo-D and its not what I want either. I'm just sayin' that Nexon would be lazy and just re-skin it

Reply August 28, 2015 - edited
Saiberyouk

[quote=d34thr4y99]@saiberyouk other than #3 which is already happening, i don't think 1 or 2 is ever going to happen(explained already, read above) and #4 doesnt really change much since there are no bind skills to steal, nerfs on showdowns drop and exp, although i do agree, i'd like to have res or mc handy with my fc + showdown already on my 4th

I/L has a Bind you can steal.

Reply August 28, 2015 - edited
CherryTigers

[quote=d34thr4y99]@saiberyouk other than #3 which is already happening, i don't think 1 or 2 is ever going to happen(explained already, read above) and #4 doesnt really change much since there are no bind skills to steal, nerfs on showdowns drop and exp, although i do agree, i'd like to have res or mc handy with my fc + showdown already on my 4th

@aerodragoon me-> nope, that's not what i wanted, also i think u mean beam dance and not mecha purge

@cherrytigers : doesnt change the fact that the warriors have better rush skill even though their mobility is considered poor[/quote]

Phantom mobility is poor? I was going to say that Phantom mobility was one of the best in the whole game..

Listing a few situations off the top of my head:
Queen, penombre is the most practical way to do a lot of things such as hopping past queen when she bends over to do the "I'll destroy you all" mode and then you can proceed to attack her from behind.
Pierre, penombre hops backwards between 2 hat falls perfectly.
Von bon, Penombre can effectively cross him over nicely. This is useful when you don't want to use dark sight in the last part of the fight and he's about to knock you to the wrong direction. You can use penombre's instant movement to actually bypass the knockback and go the other direction since it's a teleport.
Chaos vellum, penombre can effectively save your life as it is an instant teleport. Penombre is BETTER than flash jump, shroud walk, and rapier wit if you need an instant movement after being stunned while having tail circles under you. Also, Penombre allows for the most amount of DPS dealt. As a Phantom using rapid fire, if the tails get in the way, your shooting does 0 damage. Penombre's instant movement allows you to stack tail circles until the last moment for you to hop, continue using rapid fire, and then finishing off with a judgement draw as a burrowing hit. I have tested this extensively and this is the best way to utilize rapid fire for a non-capping Phantom.
Lotus, Penombre hops between lasers easily and can hit mobs for nice damage. Since it's a teleport, you can get close to mobs and hop away and the mobs will explode, renderring them harmless.
Penombre in empress, dodge genesis if you get cornered by being really unlucky or good for mob control.
Hard magnus, penombre is instantaneous, which allows you to hop between meteors and also can save you from multiple stacks of 100% KO situations at one time. A carefully penombre is all you need. Sometimes, dark sight is not going to cut it since using a flash jump + dark sight = cancel dark sight = death. If you need the instant mobility, penombre is for you.

Do you want more rush? Go and steal a dual blade's 2nd job tornado spin.

The Phantom job is the MOST flexible job in the game. If you know how to utilize the character correctly, it can adapt to almost any situation.

____________________________
Can a warrior's rush do this? Some of these situations, yes, but not comparable to all of them. And if you want to compare Warrior mobility with Phantoms...

Phantom mobility:
Shroud walk.
Rapier wit.
Penombre.
Flash jump.
2nd job dual blade rush: Tornado spin.
You can steal rush if you really wanted to as well.

Warrior mobility:
rush
flash jump

Reply August 28, 2015 - edited
d34thr4y99

@saiberyouk other than #3 which is already happening, i don't think 1 or 2 is ever going to happen(explained already, read above) and #4 doesnt really change much since there are no bind skills to steal, nerfs on showdowns drop and exp, although i do agree, i'd like to have res or mc handy with my fc + showdown already on my 4th

@aerodragoon me-> nope, that's not what i wanted, also i think u mean beam dance and not mecha purge

@cherrytigers : doesnt change the fact that the warriors have better rush skill even though their mobility is considered poor

Reply August 28, 2015 - edited
Saiberyouk

1) Lower CD on switching
2) Hyper Skill to steal Hypers
3) Buff on Mille Aiguilles
4) More Slots for 4th Job (I usually have to steal Bind, Bossing, Mobbing, and Showdown skills)

Reply August 27, 2015 - edited
AeroDragoon

@d34thr4y99 They would probably re-skin Xenon's Mecha Purge attacks

Reply August 27, 2015 - edited
CherryTigers

@d34thr4y99: When used correctly, you can dodge situations that would result in your death in many boss fights.

Reply August 26, 2015 - edited
d34thr4y99

@cherrytigers: penombre is also pretty slow having a weird pause, i see saders and shads using their rush skills successively to outrun me easily, if u call it a proper rush skill then i don't know what u consider their rush skills as

@jakbeer: i personally loved chump change, it would make an excellent bait skill, i wish we had something decent rather than having to steal something from archers or cannon's cause we don't get bind either

also why do we have a personal ship following us and no skills to use it for attacks or such with the personel? ?, also did any1 else find it funny how in black heaven our ship suddenly becomes much larger?

Reply August 26, 2015 - edited
CherryTigers

@d34thr4y99 Penombre is the skill you should use for "rushing." Rapier wit slides you across the map, which means your hitbox is VERY big and you can be hit in the middle of your slide by: chaos vellum spikes/tails, hard magnus meteors, etc. Penombre is a teleport skill that does an instantaneous transport. This is your rush skill. Phantoms have too many options of mobility as it is. I personally don't see any need to change this if you can utilize every part of mobility provided for Phantoms.

Also, shroud walk works when you jump cast it. This is especially useful for survival in boss runs. When used correctly, you'll actually find a lot of use for it.

Reply August 26, 2015 - edited
jakbeer

[quote=d34thr4y99]still thou, i want proper rush skills, say rapier wit without the 2nd part, or make it such that u tap it twice for the 2nd part or some other skill like mercs would be nice :L
edit: this part added for sake of clarifying, i wouldn't need shadow partner anyways cause the 60% dmg from fc doesn't affect range, rather it's a seperate multiplier, it's basically shadow partner anyways, also about darksight, we had a tiny short one in the intro, maybe u should remake a phant, u'll see, we had one Q.Q a short one, i want a darksight where u don't hafta steal it and a tele kinda like zero's tele and not the weird one we have, it's not even useful for bossing that much since the shroud walk's tele has some awkward delays turning on and off still and being shrouded doesnt even protect u from the mag's poop orbs and gas all in all we don't really have any mobility at all really compared 2 other jobs even though phantoms are considered to have alot of mobility according to nexon
http://maplestory.nexon.net/game/classes-and-jobs/3203/phantom
edit again: i agree with @jakbeer in that it looks awkward using tempest, also get auto judgment during tempest fixed already cause i hate how u suddenly stop doing dmg during tempest cause auto judgment casted
edited 3rd time the lucky: also i wouldn't have hypersteals cause it'd break the game 2 much @cherrytigers ,@kelvin8604 ,@jakbeer , stealing pally hyper is going to do nothing compared to stealing heavens door, casting it, then switching to shad hyper where you could basically hit 100mx3 every 130ms or better yet the cannon hyper where u can possibly hit 50mx9 every 130ms[/quote]

Thank you for the input on Rapier Wit, but modifying shroud walk may be difficult. In Reboot, KMS plans on cutting down prime animations on skills as well as their delays. We can think about Dark Sight because I remember using that skill stealth as well as chump change.

Reply August 25, 2015 - edited
d34thr4y99

[quote=jakbeer]That has been noted already. Players want a Dark Sight to stay on while using Phantom Swiftness if that is what you want. In terms of Shadow Partners, Phantoms would be way to OP.[/quote]
still thou, i want proper rush skills, say rapier wit without the 2nd part, or make it such that u tap it twice for the 2nd part or some other skill like mercs would be nice :L
edit: this part added for sake of clarifying, i wouldn't need shadow partner anyways cause the 60% dmg from fc doesn't affect range, rather it's a seperate multiplier, it's basically shadow partner anyways, also about darksight, we had a tiny short one in the intro, maybe u should remake a phant, u'll see, we had one Q.Q a short one, i want a darksight where u don't hafta steal it and a tele kinda like zero's tele and not the weird one we have, it's not even useful for bossing that much since the shroud walk's tele has some awkward delays turning on and off still and being shrouded doesnt even protect u from the mag's poop orbs and gas all in all we don't really have any mobility at all really compared 2 other jobs even though phantoms are considered to have alot of mobility according to nexon
http://maplestory.nexon.net/game/classes-and-jobs/3203/phantom
edit again: i agree with @jakbeer in that it looks awkward using tempest, also get auto judgment during tempest fixed already cause i hate how u suddenly stop doing dmg during tempest cause auto judgment casted
edited 3rd time the lucky: also i wouldn't have hypersteals cause it'd break the game 2 much @cherrytigers ,@kelvin8604 ,@jakbeer , stealing pally hyper is going to do nothing compared to stealing heavens door, casting it, then switching to shad hyper where you could basically hit 100mx3 every 130ms or better yet the cannon hyper where u can possibly hit 50mx9 every 130ms

Reply August 24, 2015 - edited
jakbeer

[quote=d34thr4y99]a dark sight skill for themselves, i find it quite dumb how you have darksight during the intro quest, but after that, kaput, also fix the tele to be more useful
i'm not sure about why every1 complains about phantom's damage when we have a high output of lines and pretty good dmg compared to most jobs, reboot's going to fix it so that we use mille + fc for bossing, however i've been mille'ing + fc for bossing since 50% buff dur anyways
some notes i'd like to make is it sometimes feels like a struggle since for the ultimate dps we need 100% crit rate which is hard to get without having eqps which makes it horrible for us compared to other jobs
what i'd really like to see is mobility attacks with actual mobility, i hate how they have this weird small pause compared to other jobs, the delay makes it really hard to use them bossing to escape attacks[/quote]

That has been noted already. Players want a Dark Sight to stay on while using Phantom Swiftness if that is what you want. In terms of Shadow Partners, Phantoms would be way to OP.

Reply August 23, 2015 - edited
d34thr4y99

a dark sight skill for themselves, i find it quite dumb how you have darksight during the intro quest, but after that, kaput, also fix the tele to be more useful
i'm not sure about why every1 complains about phantom's damage when we have a high output of lines and pretty good dmg compared to most jobs, reboot's going to fix it so that we use mille + fc for bossing, however i've been mille'ing + fc for bossing since 50% buff dur anyways
some notes i'd like to make is it sometimes feels like a struggle since for the ultimate dps we need 100% crit rate which is hard to get without having eqps which makes it horrible for us compared to other jobs
what i'd really like to see is mobility attacks with actual mobility, i hate how they have this weird small pause compared to other jobs, the delay makes it really hard to use them bossing to escape attacks

Reply August 23, 2015 - edited
Lynerus

I dont use final cut or CRA since i cant anyways
Who uses heal? it does nothing unless you have massive int(i dont im a phantom)
Hyper buff should be moved to judgement so it would do the same thing since it already does it just one at a time
No idea what a burrowing hit is
There is nothing worth getting droprate on other then CRA (dont they always drop anyways?)
My phantom is not rich i think the game lied to us
My dark knight rekts my phantoms damage when my phantom has 2 times better gear with all links and is 25 lvls higher 70% from shadow wouldnt hurt

What is this roboot you speak of

Reply August 22, 2015 - edited
CherryTigers

[quote=lynerus]Phantoms just need to get there own version of shadow i dont get why they dont have it
rapior or whatever its called should be removed along with tempest since its STILL bugged so no one even uses it aymore

I sort of agree that the hypers should do something else.. i mean the attack one is ok i use it alot but it could be more usefull as something else
The buff one is fine i guess (could just make cart do this when its rdy to go off and make the hyper do something else since ti already does it just only one buff)

adding moar!
all of Bad Luck Ward hypers needs to be removed
All Tempest along with the skill
Carte Rose Finale needs to do something else
Final Judgment Draw should be remade to something else and put this effect on judgment

Heres an idea
Carte Rose Finale > Phantom Form
Same as shadow partner but already on (no need to cast) could be made to 150 or 170 lvl hyper
The shadows image is blue like the cape they get when attacking

Final Judgment Draw>Phantom Dealer
Removes cooldowns from stolen skills
Allows full use of stolen skills[/quote]

Phantoms do not possess a burrowing hit, yet they can still solo chaos vellum in 5 minutes with Reboot's revamp. If you understand anything about chaos vellum, you will know that this translates to an insane amount of lines per second.

Rapier Wit is a useful skill that is used in boss arena for dodging as well as empress for mob control. There're other uses for this skill, which I will not mention. Please study up on the proper usage of skills before proposing changes that will affect them.

The hyper skill should remain unchanged as the Phantom possess too much utility already. If any changes are to be made on this one, it can only be a decrease in the cooldown, but I do not feel there should be any made at all.
The Phantom's hyper skill level 150 buff is one of the BEST in the game, as it's the only one that provides %drop rate. This makes Phantoms the job in Maplestory with the highest amount of %drop rate. Phantom's storyline says that he is rich, which is accurate so the 20% drop rate is accurate. It also gives a temporory %status resist increase, which makes chaos queen's flame mode harmless as she cannot affect Phantoms. Finally, the healing effect this hyper gives effectively means that potion cooldowns are harmless to Phantoms as they will always heal.

That being said, Phantoms have "Heal" from a 2nd job steal so potion cooldowns don't affect Phantoms to begin with.

Full use of stolen skills?
This effectively allows Phantoms an automatic 60% damage increase from final cut. We do not need this edge above other jobs. An extra shadow partner too? Shadow partner gives 70% extra damage increase. You want Phantoms to have that + another 60% damage increase from final cut too?
Status effects casted on Phantoms would be harmless as Phantoms can switch to dispel from bishops and cast it and switch back to their original skills. Phantoms, by definition, already have an insane amount of %status resist AND Hero's Will. We do not need dispel as well.
Phantoms also do not have much use for cubing %pdr lines as they can cast "Threaten" from paladins and switch back to their skills. We don't need to have this edge above other jobs as Pally is very weak and needs this for themselves.
With a rotation of magic crash and Vol D'ame, damage reflect also no longer affects Phantoms either.
With full use of skills, Phantoms don't need to keep "Heal" on their second job slot. They can use a 30 attack buff instead and switch to "Heal" whenever they want. Of course, they already have their level 150 hyper skill so that don't need to switch to "Heal" anyways.

Phantoms no longer use rapid fire as their main attack from "Reboot." This means that they use mille and without any cooldowns from stolen skills, they can juggle 4th job skills as well. I don't want to explain the implications of the changes that can happen, [b]so I have excluded any discussion of 4th job in my comment.[/b] I've only talked about 2nd and 3rd job, and hyper skills.

I understand you want your main to be better, but what you don't understand is what that will do to the balance of the game. Let's remain unbiased when asking for changes. If you have any more propositions, please take more time to think them through before proposing them without thought.

Reply August 22, 2015 - edited
Lynerus

Phantoms just need to get there own version of shadow i dont get why they dont have it
rapior or whatever its called should be removed along with tempest since its STILL bugged so no one even uses it aymore

I sort of agree that the hypers should do something else.. i mean the attack one is ok i use it alot but it could be more usefull as something else
The buff one is fine i guess (could just make cart do this when its rdy to go off and make the hyper do something else since ti already does it just only one buff)

adding moar!
all of Bad Luck Ward hypers needs to be removed
All Tempest along with the skill
Carte Rose Finale needs to do something else
Final Judgment Draw should be remade to something else and put this effect on judgment

Heres an idea
Carte Rose Finale > Phantom Form
Same as shadow partner but already on (no need to cast) could be made to 150 or 170 lvl hyper
The shadows image is blue like the cape they get when attacking

Final Judgment Draw>Phantom Dealer
Removes cooldowns from stolen skills
Allows full use of stolen skills

Reply August 19, 2015 - edited
jakbeer

Also my fellow phantoms and random people, do you think Phantom's pose when he uses Tempest a bit strange. He is literally hunched over when casting the tornado. Wouldn't it make more sense if it he actually spins?

Reply August 13, 2015 - edited
kelvin8604

@cherrytigers: just imagining stealing paladin hyper would be a maplegasm

Reply August 11, 2015 - edited
kelvin8604

[quote=cherrytigers]@jakbeer: I do believe having more stolen skill slots would be nice, given the 30 second cooldown remains the same. It's not abusable and it's VERY convenient.

As for the FM skill stealing, I'd love to be able to steal skills again in there. I wonder if Nexon will go out of their way to change this though, since blocking all skill usage in the FM seemed like a quick fix to many of the DCs and glitches. (Let's all take a minute to remember the angelic buster DC) It was a good reason to block skill usage in the FM. I wonder if it'll be too much trouble for them to change this. I guess only time will tell.

As for robbing a skill and skill levels, you cannot read all the details BEFORE you rob the skill, however, you ARE able to read the level of the skill you stole in your "Loadout" window after you've taken the skill. That will show you that you stole level 1 sharp eyes before you go to the training grounds and facepalm.

"skill's level should only be determined by the number of SP assigned to Impeccable Memory."
I like this. It's def going to make things more convenient.

One more addition. "And allow Tempest to function properly without having to toggle Judgement Draw off, please."
@SadVirgin
Yes please.

_____
@kelvin8604:
For Hard Magnus' gas, having the ally die due to gas isn't that big of a deal in the sense that you have 40 lives total. That being said, the more surefire way than changing the cooldown: read magnus better and react faster. Sometimes, it's inevitable and you will either have to choose between 100% death or gas, which usually results in death as well. That's just what happens, but usually in a 15 minute fight, I'll get gassed 0-1 times, and I find that my friends that I bring into magnus also have no problems with the gas. I think this isn't an issue pertaining to Phantoms' 30 second cooldown, but rather, an issue pertaining to boss mechanics.

As for ranges: Ranges between jobs are simply not an accurate way to calculate damage. Rather, range is something that should be [b]ignored.[/b] The most accurate way to calculate damage is by calculating cost efficiency:
Line up all the characters in the game. Hypothetically give them all 200b mesos to spend on gear.
Ignore range and see what their damage outputs are like. Which jobs kill bosses faster? Which jobs kill bosses slower?
Thankfully, I currently have both NW and Phantom funded, and looking and comparing gears, my Phantom was able to buff up to 2m~2m range SO EARLY, while my NW is only barely 1.2m range. With final cut + rune, my Phantom was able to solo hell gollux barely at 3.5m buffed range. We all know what it takes on a NW.
Another comparison: 1m range [pre-nerf] blaze wizards can solo chaos vellum. 1m range xenons [post-revamp] barely put a dent in chaos vellum.
TL;DR to this long-winded paragraph: The comparison of ranges is inaccurate and is not a justification for lowering the cooldown.

An indicator to show when the 30 second cooldown is out. I love the idea!
Jumping Mille: One issue that I've found with my Phantom is that sometimes, they just have no vertical range for attacking. When my 170 hyper is on CD and when I just don't want to use tempest, I just wish that I could jump and mille. It's not asking too much anyways. Xenons' blade dancing hits in front and behind. At least let us jump, Nexon! Thanks!

_____________
From the looks of things, most of the suggestions here are just convenience suggestions. I do honestly feel that Phantoms will be a balanced job after the Reboot update.
Trust me, as a Phantom main, I'd LOVE to be able to toolbox through all my skills and just wreck. Not only do Phantoms have INSANE attack speed as it is, but with the utility of no cooldown loadout, we'd blow the other jobs in the water when considering every part of the game (not just pure damage).
But to have such a thing would simply be unfair.

I mean... just imagine getting statused, and double clicking dispel i Loadout and casting it quickly. Oh, I can just imagine the utility... o.o

Phantoms would be invincible.[/quote]

Well technically, phantom rekt lotus and now lotus is wrecking everyone that doesn't cap along with a bunch of people who caps soo.... its ok for dem to be invincible
I could care less for the cooldown time. I think we should have a better hyper. Carte rose finale sucks d. It's a dream to steal dualblader's asura.

Reply August 11, 2015 - edited
SadVirgin

[quote=cherrytigers]@jakbeer: I do believe having more stolen skill slots would be nice, given the 30 second cooldown remains the same. It's not abusable and it's VERY convenient.

As for robbing a skill and skill levels, you cannot read all the details BEFORE you rob the skill, however, you ARE able to read the level of the skill you stole in your "Loadout" window after you've taken the skill. That will show you that you stole level 1 sharp eyes before you go to the training grounds and facepalm.

Jumping Mille: One issue that I've found with my Phantom is that sometimes, they just have no vertical range for attacking. When my 170 hyper is on CD and when I just don't want to use tempest, I just wish that I could jump and mille. It's not asking too much anyways. Xenons' blade dancing hits in front and behind. At least let us jump, Nexon! Thanks![/quote]

I'd be pleased with the 30 second cooldown staying in exchange for more skill slots. Even one extra for 4th job would do wonders. Especially since it's harder to find people with certain skills and how we're currently now allowed to steal skills in the FM. Also because I love hoarding dumb skills for fun.

One potential issue with using the Impeccable Memory SP to determine the stolen skill level is that some skills are maxed at 10 and 30 while Impeccable Memory is 20. Not saying it's impossible to implement, just that I can understand why it works the way it does today with "skill level"/"impeccable memory level".
I would also like for there to be more transparency on what "Stolen skills have reduced attack power" means for each skill, since it's hard to tell (for new users who don't read every FAQ there is) which skills are more efficient to steal.

My problem with Mille as a main attacking skill (after the KMS buff) would be that it attacks multiple targets, so I'd still want to use Rapid Fire/whatever for some bosses.
Not sure how I feel about jumping Mille, on one hand I would love to have more vertical range, as you said, since now I normally have to use Blason for specific situations where I don't want to/can't use any of the other skills. But at the same time I feel like it's already quite fast and we're able to walk around with it, would it be fair if we could also jump-attack with it..? But then again you mentioned xenon's skill, so I suppose I don't really know where I stand on it.

Reply August 11, 2015 - edited
kelvin8604

Also noticed on my hard magnus run that the hyper cancels out dark sight as well. Every single hit during the 2nd part of the hyper puts you out of dark sight.

Reply August 11, 2015 - edited
CherryTigers

@jakbeer: I do believe having more stolen skill slots would be nice, given the 30 second cooldown remains the same. It's not abusable and it's VERY convenient.

As for the FM skill stealing, I'd love to be able to steal skills again in there. I wonder if Nexon will go out of their way to change this though, since blocking all skill usage in the FM seemed like a quick fix to many of the DCs and glitches. (Let's all take a minute to remember the angelic buster DC) It was a good reason to block skill usage in the FM. I wonder if it'll be too much trouble for them to change this. I guess only time will tell.

As for robbing a skill and skill levels, you cannot read all the details BEFORE you rob the skill, however, you ARE able to read the level of the skill you stole in your "Loadout" window after you've taken the skill. That will show you that you stole level 1 sharp eyes before you go to the training grounds and facepalm.

"skill's level should only be determined by the number of SP assigned to Impeccable Memory."
I like this. It's def going to make things more convenient.

One more addition. "And allow Tempest to function properly without having to toggle Judgement Draw off, please."
@SadVirgin
Yes please.

_____
@kelvin8604:
For Hard Magnus' gas, having the ally die due to gas isn't that big of a deal in the sense that you have 40 lives total. That being said, the more surefire way than changing the cooldown: read magnus better and react faster. Sometimes, it's inevitable and you will either have to choose between 100% death or gas, which usually results in death as well. That's just what happens, but usually in a 15 minute fight, I'll get gassed 0-1 times, and I find that my friends that I bring into magnus also have no problems with the gas. I think this isn't an issue pertaining to Phantoms' 30 second cooldown, but rather, an issue pertaining to boss mechanics.

As for ranges: Ranges between jobs are simply not an accurate way to calculate damage. Rather, range is something that should be [b]ignored.[/b] The most accurate way to calculate damage is by calculating cost efficiency:
Line up all the characters in the game. Hypothetically give them all 200b mesos to spend on gear.
Ignore range and see what their damage outputs are like. Which jobs kill bosses faster? Which jobs kill bosses slower?
Thankfully, I currently have both NW and Phantom funded, and looking and comparing gears, my Phantom was able to buff up to 2m~2m range SO EARLY, while my NW is only barely 1.2m range. With final cut + rune, my Phantom was able to solo hell gollux barely at 3.5m buffed range. We all know what it takes on a NW.
Another comparison: 1m range [pre-nerf] blaze wizards can solo chaos vellum. 1m range xenons [post-revamp] barely put a dent in chaos vellum.
TL;DR to this long-winded paragraph: The comparison of ranges is inaccurate and is not a justification for lowering the cooldown.

An indicator to show when the 30 second cooldown is out. I love the idea!
Jumping Mille: One issue that I've found with my Phantom is that sometimes, they just have no vertical range for attacking. When my 170 hyper is on CD and when I just don't want to use tempest, I just wish that I could jump and mille. It's not asking too much anyways. Xenons' blade dancing hits in front and behind. At least let us jump, Nexon! Thanks!

_____________
From the looks of things, most of the suggestions here are just convenience suggestions. I do honestly feel that Phantoms will be a balanced job after the Reboot update.
Trust me, as a Phantom main, I'd LOVE to be able to toolbox through all my skills and just wreck. Not only do Phantoms have INSANE attack speed as it is, but with the utility of no cooldown loadout, we'd blow the other jobs in the water when considering every part of the game (not just pure damage).
But to have such a thing would simply be unfair.

I mean... just imagine getting statused, and double clicking dispel i Loadout and casting it quickly. Oh, I can just imagine the utility... o.o

Phantoms would be invincible.

Reply August 10, 2015 - edited
WowChowMein

@taisuke
I'm assuming these changes, if they do come, are going to be after the KMS revamp. KMS is improving the speed of all buffs and lowering the cooldown on our ultimate. If you have a level 6 resistance link, it should be more then enough time to buff up everything. If you have pet buff, then you have way more then enough time to cast every buff.

@kelvin8604 I think that's a bad example to use. Your ally is probably going to get hit by a rock and get killed tbh. The deadly thing about gas is the stun duration and the falling rocks. Heals is also a 2nd job skill. I'm willing to sacrifice 30atk buff to improve my survivablity. In fact I do so during my normal lotus kills.

Also there's a difference between each of those skills we can use. The walking speed is different. I think Mille is 160% walking speed, Rapid Fire is 120% walking speed and Hurricane is 100% w/ the ability to jump. Guess it's nexon's way of adding flexibility to the game. If they give us jumping Mille, they might as well give it to corsairs as well. It would kind of give us an edge during Chaos Von Bon when he uses his jump attacks or energy ball.

I think we can all agree on a cooldown indicator. It's just a mild inconvenience but it really would help to have it. Most end game bosses do have timers, so we can just look at the time that we switch at.

Also I kind of hate the animation for Mille, it's too big and flashy. I can't see the effect of the nx weapon I have equipped. It's probably just me tho >_>

Reply August 10, 2015 - edited
kelvin8604

@cherrytigers: I'm also a player that has played phantom since release. When they were released, there was no 30 second delay, so they were quite overpowered. However, the 30 second delay is not something that should stay. Let's say you're doing hard magnus and an ally gets gassed. 30 seconds changing to heal is far too long for the ally to survive. 10 seconds is far more sufficient. You can still crash right now and switch to rapid fire, it's just 20 seconds longer. Phantoms are nowhere near the top of the dps chain until they cap while is like .03% of the population. 20 more seconds of dps isn't game breaking. I'm unable to solo hellux at 1.8m range, while a nightwalker can do so at 1.2m (Possibly even after nerf because of the jump attack mechanic). I think a lowered cooldown is quite fair. Of course, removing can be a balancing issue.
However, the issue I am getting at is that the cooldowns need an indicator. Very often would I swap final cut and rf just to find myself unable to rapidfire 25seconds later. It's not good to manually count to 30 seconds while fighting a boss. All I want is the skill icon to have the cooldown fade so I know when I can use it.
Lastly, this isn't a reply but I think a jumping milles is not necessary, but should be implemented. Wildhunters, xenons, they can all jump while firing. Why is milles and rapid fire unable to do so? If you can jump while firing arrows, it's only logic to jump while firing bullets and swinging a cane no?

Reply August 10, 2015 - edited
jakbeer

@cherrytigers

Someone further back wanted us to have the ability to rob Shadow Partner. We have Carte Noir as our version, so having both in play will be more destructive than a cooldown less skill management.

Some players requested more slots for stolen skills, and as a critic, do you think this can give some help Phantoms without giving them steroids like Final Cut?

Some other pet peeves that can be solved. Get a few laughs from the scenarios .

1. When stealing skills, they do not present information on the skill's damage, mobs hits, buff durations and effects.

2. Even if you maxed out Impeccable Memory VI , if you want a maxed Sharp Eyes, you need to find someone with maxed Sharp Eyes. I maxed out Impeccable Memory IV as a 206 Phantom, and I stoleSharp Eyes from a level 100 Henehoe just to find out this nimrod has it at level 1. The only pros are the ones at SDH or FDH (what an issue.) I either have to continue that long search, or ask my HSing Alliance members to come to Ard just to "borrow" their Sharp Eyes.

3. I know using skills in the FM is to reduce crashing people's shops, but copying an Explorer's skill won't lag them. I find the Robin Hood in my server GRAZED in the FM entrance/room and find out I cannot copy his skill and he is AFK. Do I have to shake him and persuade him to go to Ard if my buddies are grinding, or be able to pinch that Sharp Eye skill I need?

What I believe is that you should be able to read all the details before you rob a skill, FM shouldn't restrict one from stealing skills, and the skill's level should only be determined by the number of SP assigned to Impeccable Memory.

Reply August 10, 2015 - edited
Taisuke

I have played all the thief classes and they are by far the clunkiest. They have to constantly recast 8-10 buffs and have skills with a lot of animation delay. Their hyper skills are next to useless due to how underwhelming they are. Remove the ultimate and give a skill with lower cd. They lack the smooth gameplay you would find in playing other thieves. THe 30 sec delay is fine to stop abuse of rotating buffs.

Reply August 10, 2015 - edited
CherryTigers

@jakbeer @kelvin8604 My comments are coming from the point of view of a Phantom that solos chaos vellum and a Phantom that mains other jobs as well. Because I've funded other jobs, I know what is considered "balanced" and "busted."

If there are any further questions regarding Phantom, you can comment @ me and I'll be glad to give my opinions and insight. I've been playing the job since it came out so I got to experience all the changes to it as well as being privileged with the ability to boss on multiple characters, I'll be happy to help assist with any questions about balance.

[b]We must be unbiased about the changes to our Phantom job. If we come into this with bias, we will unbalance the game. It's not about self-interest, but rather, about bettering the game as a whole.[/b]

_____________________
The 30 second cooldown should stay and NEVER be removed. To remove it would break the game. Magic crash, final cut, to open this door would allow for very busted plays. I don't want to go into every bossing scenario, but understand that Phantom is already the most flexible job in the game. The only thing Phantom truly lacks is "damage." That is our limitation but we by no means lack damage potential.

Please consider the implications of the suggestions by the people here. Some of the people who make these comments here don't know what these decisions can cause. Imagine a Phantom with the ability to rotate skills. Final cut to 60% dmg increase followed by Pally's 'threaten' skill. These type of changes wouldn't be healthy.

With the change that comes soon from the KMS revamps, we will use mille as a main attack. Because of this, we can easily switch our loadout without any problems. Currently and in the past, we use rapid fire so switching it would result in a 30 second cooldown, this right now limits us, which is VERY necessary.

In the future, we will use mille as a main attack. Without a fear of losing our main attack [rapid fire] due to a loadout switch, this 30 seconds MUST remain. Otherwise, there will be a massive inbalance, which makes Phantoms too powerful.

Again, I said that Phantoms are the most flexible job in the game. This revamp now gives us a massive damage boost. We have to tread lightly or we'll overpower the Phantom job.

Next, consider putting @wowchowmein 's suggestion about Piercing Vision's 10% min/max critical damage. I feel like this wouldn't be bad. It's not entirely necessary, but it's not game breaking and it gives us even more of an edge.

Reply August 10, 2015 - edited
kelvin8604

@nitsua2789: Actually final cut stays because it's a charge up buff. Those buffs cannot be dispelled by bosses just like the decent skills. With 66%buff duration, it's basically up all the time for me and I change to rapid fire. The cooldown makes almost no difference to me. The only problem is that I do not know when I can start using the skill again.

Reply August 9, 2015 - edited
WowChowMein

[quote=nitsua2789]I want jumping Mille b/c it feels more natural and allows for better mobility making it viable to train with in some maps rather than having to stop and start while moving btwn plats.

Also you wouldn't be able to switch between FC and another skill without losing the FC buff, when you swap skills out it removes any active buff from that skill. The CD is only there so you can't benefit from things like Crash or Threaten on top of other buffs.[/quote]

I thought the FC buff stayed? Unless they changed it. I dont use FC anymore but I remember it used to stay even after you changed the skill.

Reply August 9, 2015 - edited
nitsua2789

[quote=wowchowmein]Wow I see a lot of response. I definitely did not know that Arkarium could be knocked back and I'm don't really do Tower of Oz so I didn't know about 40F. I do plan to start Oz one day but atm I have no time at all @_@

An animation to show that Loadout cooldown is done would be great. Also more slots in Loadout would be amazing. There are certain classes that are very very underplayed so it's hard to find some skills after deleting them. Jesus I don't remember the last time I deleted Rapid Fire or Cross Surge.

I also agree on Tempest needing that fix. Allowing hurricane to trigger judgement draw would also be nice.

@sadvirgin May I ask what situation you use Rapier Wit in? The delay is the exact reason why I don't use it at all. Also you can press ESC to exit out of Loadout.

@kelvin8604 Nobody does boss arena unless they're trying to get the emblem though.

@jakbeer I think you are misunderstanding something or you misread what I said. I'm saying Loadout cooldown should stay because if it were to be removed. You can jump right into another skill after using FC. If you have 50% buff duration, you basically have 100% uptime on the skill. Having an extra 60% damage is a lot. This combo is the #1 reason I think the CD will stay.

@nitsua2789 Why are people asking for jumping Mille? Do you think this would be necessary after the KMS Mille buff? Since they did say the animation for it is going to be shortened.[/quote]

I want jumping Mille b/c it feels more natural and allows for better mobility making it viable to train with in some maps rather than having to stop and start while moving btwn plats.

Also you wouldn't be able to switch between FC and another skill without losing the FC buff, when you swap skills out it removes any active buff from that skill. The CD is only there so you can't benefit from things like Crash or Threaten on top of other buffs.

Reply August 9, 2015 - edited
SadVirgin

[quote=masterobert]@wowchowmein: I find Rapier Wit to be helpful in many situations. The slowness that you find I believe is the extra added attack at the end after rushing (which I find useful at times).[/quote]
Ah yes that is what I thought as well. It's like you do a full stop before the somersault and that way it feels kinda clunky.

Reply August 9, 2015 - edited
wingless666

@siaty:

I agree it would be op if you are including judgement procs when comparing the new mille speed but how would 130 ms work. I thought it would either be in multiples of 300 or 30( for the 90/120/180 ms meta that nexon made). Also hyper skills included, +2 mobcount should be interchanged with boss or something considering we have a lowered range which is compensated by our ability to mob and our split dmg is compensated for our lack of summons and sp(which every thief and some nonethieves have), not including stolen skills which are better mobbing usually. Though I guess that is what impeccable is for. I just get a little bit disturbed on how nexon just doesn't feel like optimizing phantoms to their skills simply because impeccable adds variation to it.

The biggest thing for me at least is our hypers as a whole which depending on the end game content just isn't usable but I'm hoping the delay changes help. I mentioned in a different post how mille for some bosses can't be used because of delay/range/effectiveness makes those hypers out and tempest hypers for above reasons. Bad luck ward is fine but our carte finale(which was nerfed from previously) at times miss and really isn't all to useful except for training(debatable). Final judgement also is an issue because of delay(hopefully fixed) and considering that noir procs and judgement draw for the most part cap around 70~80% crit. But the speed changes help that. Lowering the cd for the changing impeccable would be nice since changing mid battle leaves you buff-less/skill-less for that 30 sec period or they can change it instead of lowering it by allowing us to use the skill immediately after but requiring 30 sec to switch to another skill. Even a better UI for switching skill akin to the bar that the nova classes have would make things pleasant. Another suggestion would be showing the cd time for impeccable so people can know when the skill is off cd instead of guessing or wasting time. Granted a few other classes need better optimization of skills so I am not holding my breath for anything. Another thing they could do is give a buff for linking rapier>peno ect since i see almost no reason to use the whole combo especially since we don't usually break the rush threshhold for most mobs.

Reply August 9, 2015 - edited
Masterobert

@wowchowmein: I find Rapier Wit to be helpful in many situations. The slowness that you feel I believe is the extra added attack at the end after rushing (which I find useful at times). Having both rush and push skills are important, even if some find Penombre better at most times.

As for Tempest, what if we could set it up like Arrow Platter for example, where it would grow and hit mobs just as it does except you wouldn't have to be stationary to keep using it and could continue attacking with other skills.

Reply August 9, 2015 - edited
SadVirgin

@wowchowmein: I tend to use Rapier Wit to get out of harms way at Vellum after being stunned and he's about to fireball me, I sometimes also have a slight delay after activating Shroud Walk so I find Rapier Wit to be easier to control in certain situations. And just general situations where I need to get somewhere and might as well hit a mob when I get there. Like clearing out the spawns at HT after being seduced, Rapier Wit to the middle then FJ onto rope. I don't use Penombre for that since it'd take me two of them and land me on the opposite side of where I want to be.
Distance matters as well, I might need Rapier Wit to get to a specific spot in time, whereas two Shroud Walks would take me too far, and one would not be enough. And where FJ is not an option due to falling things, or fireballs, as mentioned. If timed correctly the delay on Rapier Wit doesn't matter much.
idk, I find it useful at least. It's just another way to get around for me when other options are less effective. I hardly use it for training though.
As for Loadout, my esc button is quite far from the key I have Loadout mapped on, it's just a hassle, I wish it would close with the same button like most other windows do. Convenience etc.

Reply August 9, 2015 - edited
WowChowMein

Wow I see a lot of response. I definitely did not know that Arkarium could be knocked back and I'm don't really do Tower of Oz so I didn't know about 40F. I do plan to start Oz one day but atm I have no time at all @_@

An animation to show that Loadout cooldown is done would be great. Also more slots in Loadout would be amazing. There are certain classes that are very very underplayed so it's hard to find some skills after deleting them. Jesus I don't remember the last time I deleted Rapid Fire or Cross Surge.

I also agree on Tempest needing that fix. Allowing hurricane to trigger judgement draw would also be nice.

@sadvirgin May I ask what situation you use Rapier Wit in? The delay is the exact reason why I don't use it at all. Also you can press ESC to exit out of Loadout.

@kelvin8604 Nobody does boss arena unless they're trying to get the emblem though.

@jakbeer I think you are misunderstanding something or you misread what I said. I'm saying Loadout cooldown should stay because if it were to be removed. You can jump right into another skill after using FC. If you have 50% buff duration, you basically have 100% uptime on the skill. Having an extra 60% damage is a lot. This combo is the #1 reason I think the CD will stay.

@nitsua2789 Why are people asking for jumping Mille? Do you think this would be necessary after the KMS Mille buff? Since they did say the animation for it is going to be shortened.

Reply August 9, 2015 - edited
Sabspirit

@xxtriikzz:
Yeah I'm sorry I didn't know that. I don't play phantom but I thought the buffs stayed

Reply August 9, 2015 - edited
XxTRiiKzZ

1) Stay in DS while Flash Jumping
2) Maybe reduce skill switch c/d to 15 sec?
3) Fix Tempest (Doesn't do damage if auto judgement draw is on)
4) It would be nice to have a hyper skill that lets us steal other hypers :o
Also @sabspirit won't be able to do that because if you switch to a different buff, it gets rid of the one you casted, I.E if you cast rage, but switch it out for dark clairty, rage goes away.

Reply August 9, 2015 - edited
nitsua2789

@jakbeer
My main requests / ideas for changes are the following (not necessarily in any order) :

1. Flash Jump not cancelling Dark Sight
2. Jumping enabled with Milles (like Xenon's Blade dancing)
3. Maybe change the Hyper Passives for Tempest into passives for Impecc IV / Loadout to allow use to pick 1 hyper passive for the 4th job skill of choice and to increase the # of skills we can keep in storage for 3rd/4th job by 1. (So 1 for Impecc IV to allow the hyper, 1 for Loadout 3rd job space, 1 for Loadout 4th job space)

As far as the underutilized skills that @wowchowmein mentioned, Milles Carte is particularly useful in Tower of Oz 40F, as well as a few other rushable bosses, so I would prefer that to stay as is. I do agree that Rapier Wit is very slow but I'm not sure if Phantoms really need more mobility and the range on it is kind of long for dodging purposes (like how warriors use rush in bosses) so again I'm not really sure if that should be adjusted or not.

I do think the Loadout CD should be reduced, if not only to improve utility then to spare us the tedium. That's more of a preference thing though.

Not really sure if Nexon's looking to alter classes based on community opinion but at the very least it's great to know that the Phant representative is taking steps to listen to the community

Reply August 9, 2015 - edited
jakbeer

[quote=wowchowmein]Great to see that the Phantom MLC is doing something... and he is a DB? Whatever as long as you can make stuff happen I don't care. Keep in mind my damage is higher then most phantoms so my insights may not be the best. There are a few underutilized skills that bother me.

1) Mille Carte - Phantoms are an extremely mobile class. I feel like there is absolutely no need to have a KB skill when we have Flash Jump, a Triple Tele and pretty much an attacking teleport debuff skill. You can't use this skill for training at low levels either since it is so slow. I honestly can't think of a single use for this skill.

2) Rapier Wit - Another rarely used skill. I think movement skills are extremely useful. However the slowness of this skills really discourages me from using this skill during. There is a slow start up for this skill so it's hard to find use for it during bosses. Penombre moves faster then this skill. Really shows you how OP Penombre is

3) Mille Carte, Rapier Wilt & Penombre skill chaining. Apparently, using one after another is suppose to reduce "downtime" and "cooldown" but they are hardly noticeable. In fact I don't see any difference at all. Perhaps you can give it a little buff. Maybe something like a damage boost or a stronger debuff after chaining the skills? I haven't put too much thought into this but I just know that this combo is rarely ever used. Overall, I think we either need to remove this "skill combo" or revamp it.

4) Piercing Vision - I think this skill should give us a bit of max/min critical damage. Perhaps 10% would be fine. Phantoms have nothing that gives max/min.

This is all I can think of at the moment. However, I don't really agree with the other phantoms in this thread. I think the Loadout cooldown should stay. Do you know how OP Cross Surge + Final Cut + RF/Mille is? Although I'd love it if they did that. I feel like it'd be too op.[/quote]

Cross surge is a 3rd job Beserker Skill, Blade Master's Final Cut is 4th job, and Rapid Fire is a Corsair's skill. If you change a skill after using a buff, the buff would vanish (Final Cut is an exception being an undebuffable skill)

EXAMPLE: You just received Final Cut's buff and you want to switch or Corsair, you can , but you cannot switching from Sharp Eyes to Rapid Fire without losing Sharp Eyes. Switching out an active buff from your skill manager will immediately cancel it out, but since Final Cut cannot be debuffed, it is an exception to this rule.

There are some other pains I bet every Phantom has.

1. Also when stealing skills, they do not present information on the skill's damage, mobs hits, buff durations and effects.

2. Even if you maxed out Impeccable Memory VI , if you want a maxed Sharp Eyes, you need to find someone with maxed Sharp Eyes. I maxed out Impeccable Memory IV as a 206 Phantom, and I stoleSharp Eyes from a level 100 Henehoe just to find out this nimrod has it at level 1. The only pros are the ones at SDH or FDH (what an issue.) I either have to continue that long search, or ask my HSing Alliance members to come to Ard just to "borrow" their Sharp Eyes.

3. I know using skills in the FM is to reduce crashing people's shops, but copying an Explorer's skill won't lag them. I find the Robin Hood in my server GRAZED in the FM entrance/room and find out I cannot copy his skill and he is AFK. Do I have to shake him and persuade him to go to Ard if my buddies are grinding, or be able to pinch that Sharp Eye skill I need?

What I believe is that you should be able to read all the details before you rob a skill, FM shouldn't restrict one from stealing skills, and the skill's level should only be determined by the number of SP assigned to Impeccable Memory.

Reply August 9, 2015 - edited
kelvin8604

[quote=wowchowmein]Great to see that the Phantom MLC is doing something... and he is a DB? Whatever as long as you can make stuff happen I don't care. Keep in mind my damage is higher then most phantoms so my insights may not be the best. There are a few underutilized skills that bother me.

1) Mille Carte - Phantoms are an extremely mobile class. I feel like there is absolutely no need to have a KB skill when we have Flash Jump, a Triple Tele and pretty much an attacking teleport debuff skill. You can't use this skill for training at low levels either since it is so slow. I honestly can't think of a single use for this skill.

2) Rapier Wit - Another rarely used skill. I think movement skills are extremely useful. However the slowness of this skills really discourages me from using this skill during. There is a slow start up for this skill so it's hard to find use for it during bosses. Penombre moves faster then this skill. Really shows you how OP Penombre is

3) Mille Carte, Rapier Wilt & Penombre skill chaining. Apparently, using one after another is suppose to reduce "downtime" and "cooldown" but they are hardly noticeable. In fact I don't see any difference at all. Perhaps you can give it a little buff. Maybe something like a damage boost or a stronger debuff after chaining the skills? I haven't put too much thought into this but I just know that this combo is rarely ever used. Overall, I think we either need to remove this "skill combo" or revamp it.

4) Piercing Vision - I think this skill should give us a bit of max/min critical damage. Perhaps 10% would be fine. Phantoms have nothing that gives max/min.

This is all I can think of at the moment. However, I don't really agree with the other phantoms in this thread. I think the Loadout cooldown should stay. Do you know how OP Cross Surge + Final Cut + RF/Mille is? Although I'd love it if they did that. I feel like it'd be too op.[/quote]

Maybe you have the damage to kill bosses like arkarium before it does the full map aoe attack. It does it around 2-3 times before I can kill it, and milles cartes is extremely useful for zoning arkarium. By zoning ark to the right, it allows a small safe spot all the way on the left where you can triple tele to.

Rapier wit delay sucks, but you can use it in boss arena.

Revamping or removing combo is a good idea, but generally phantoms just steal skills to grind or pnombre across the map anyway.

Piercing vision i have no comment, but no one would mind buffs.

FC and rf together isnt quite op, since fc has 60secbuff/90sec cd. There will be a 30 sec wait. Don't forget rapid fire is 270%, not 300%. If anything, they should have a notice that tells you when the skill is up. It's painfully annoying to mash the key until the cooldown is up.

Reply August 9, 2015 - edited
SadVirgin

@wowchowmein
I use Rapier Wit frequently, but yes there is an annoying delay in it. Can't quite describe it.
I disagree on not noticing the reduced cooldown when chaining skills though, but I also very rarely chain these skills because they don't make sense to use together.

The Loadout cooldown should be reduced to like 10 seconds or less in my opinion. It's very annoying to wait 30 seconds. 30 seconds is a lot in-game. I don't think a lower cooldown would be much of a problem, since the buffs are cancelled when switching them out.
And I'd like for a cooldown animation on the stolen skill's icon so that I know when I can use the new skill, without having to count down in my head or constantly try it.
Oh speaking of Loadout, the window doesn't close when pressing the mapped key. You have to manually press the x to close it after opening Loadout. Minor inconvenience, but still.

And allow Tempest to function properly without having to toggle Judgement Draw off, please.

Reply August 9, 2015 - edited
Sabspirit

Wouldn't taking away the cooldown away from skill swap be a bad idea though?
I mean one could easily have rage, channel karma, dark clarity and bless in 2nd job and be able to use all four buffs very quickly by just opening the skill swap tab, double clicking the said buff and use it. I might be wrong but I think phantom is able to use buffs in skill swap which just makes it more easier. Furthermore if you don't use rapid fire to boss you could have thorns or something in 4th job too and not worry about switching back to your other 4th job stolen skill. This may seem like it'll make phantom take a long time to buff but in all honestly it seems like a really simple and easy process. All you'd have to do is use your regular phantom buffs, open up your skill swap tab, and then go from there. You use rage, quickly switch to channel karma, use it, rinse and repeat. It'd only take a few seconds to do this if you do it correctly. I think Nexon enabled this Cd so phantoms wouldn't have so many buffs on at once.

Then again I don't main phantom (got mine to 120 for link), so I don't know too much. And idk if this happens, but maybe when you switch buffs the previous buff disappears? If so then this post is really wrong and I apologize

Reply August 9, 2015 - edited
WowChowMein

Great to see that the Phantom MLC is doing something... and he is a DB? Whatever as long as you can make stuff happen I don't care. Keep in mind my damage is higher then most phantoms so my insights may not be the best. There are a few underutilized skills that bother me.

1) Mille Carte - Phantoms are an extremely mobile class. I feel like there is absolutely no need to have a KB skill when we have Flash Jump, a Triple Tele and pretty much an attacking teleport debuff skill. You can't use this skill for training at low levels either since it is so slow. I honestly can't think of a single use for this skill.

2) Rapier Wit - Another rarely used skill. I think movement skills are extremely useful. However the slowness of this skills really discourages me from using this skill during. There is a slow start up for this skill so it's hard to find use for it during bosses. Penombre moves faster then this skill. Really shows you how OP Penombre is

3) Mille Carte, Rapier Wilt & Penombre skill chaining. Apparently, using one after another is suppose to reduce "downtime" and "cooldown" but they are hardly noticeable. In fact I don't see any difference at all. Perhaps you can give it a little buff. Maybe something like a damage boost or a stronger debuff after chaining the skills? I haven't put too much thought into this but I just know that this combo is rarely ever used. Overall, I think we either need to remove this "skill combo" or revamp it.

4) Piercing Vision - I think this skill should give us a bit of max/min critical damage. Perhaps 10% would be fine. Phantoms have nothing that gives max/min.

This is all I can think of at the moment. However, I don't really agree with the other phantoms in this thread. I think the Loadout cooldown should stay. Do you know how OP Cross Surge + Final Cut + RF/Mille is? Although I'd love it if they did that. I feel like it'd be too op.

Reply August 9, 2015 - edited
mla123

using mille in the air would be nice and shadow partner would be a good compensation for not being able to steal other class's skills. I would love to use reflection on my phantom or any other skill besides explorer skill. and it would be nice if hyper was something related to phantom more and his stealing. and maybe extra slots in the stolen skills tab

Reply August 9, 2015 - edited
kelvin8604

[quote=jakbeer]The cooldown on stolen skills should be removed, but suggestion number 4 would make Phantoms see a ^(%# load of numbers on top of their cards and DPS would be insane. Sorry for the disappointment .

What someone said about Impeccable Memory hyper, it cannot be called Impeccable Memory V in case 5th job comes out. A Hyper than can steal any hyper would be called "Grand Theft."[/quote]

I believe that is quite a fitting name for such a hyper.
But please get that cooldown removed @_@

Reply August 9, 2015 - edited
yanjiahuiZ

I feel that Vol D' Ame should have some tuning. Zero's have a 30 second debuff to everything in a pretty large area which has a cooldown that can be reset. Warriors have magic crash, which cancels and restricts buffs (sure you can steal that but you can't use it until the weapon cancel or dr wears off -.-). Plus the hitbox to only steal buffs can be annoying and has a really small cast area. Larger AoE?

Reply August 9, 2015 - edited
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