Corsair Small patch Kmst 1.2.003

ELE attack range did not match the animation.
ELE vertical range has been increased

I can finally hit those pesky Mobs that bunch up on the small 2nd platform in SDH when I train.

January 8, 2015

7 Comments • Newest first


Vertical range increase? Wooo, I can finally stop using blunderbuster at SH.

Reply January 10, 2015

Yeah seeing how they want us to be summon based, there are so many ways to efficiently do this however the way it is atm is way to much rng, then again we are the rng class of nexon.. And I would agree how our 150 hyper pales in comparison to others that are out there..

Reply January 9, 2015

id say the 150 hyper being lackluster is more a product of how nexon designs end game bosses (if you think of it even the high HP classes don't get anything out of having high HP because of all the % HP attacks) as opposed to it being specifically lack luster for corsairs. I would assume they would have to tweak the jetts 150 hyper if they did corsairs.

Reply January 9, 2015

That's a nice buff, I hope the vertical range is as nice as Blunderbuster's.

I wish they'd do something about the annoying amount of RNG sairs have with their summons and Dice.
Also our level 150 Hyper is pretty lackluster since % HP and Damage Reduction is completely useless at high level bosses.

Reply January 9, 2015

@frisbeeness: does it really? :O

i just wish they'd do something about our summons. 120 seconds definitely isn't enough for me x_x

Reply January 9, 2015

Love how a couple of pixels of vertical range nearly doubles the training efficiency
Also waiting on them to add the distance to RF

Reply January 8, 2015

I'm still waiting for Summon Mastery, or whatever can make the crew members actually do damage instead of standing around doing nothing.

Reply January 8, 2015