General

Corsair

If we could change our class

Regarding this [url=http://www.basilmarket.com/forum/2864875/1/Job_Experts___Nexon_needs_your_help.html]Job Expert thread[/url],
we may be in a unique position to make some changes to our class. Recently in [url=http://www.basilmarket.com/forum/2861304]a thread[/url] asking if corsairs were worth making, the majority of us voted "just quit MS again."
Let's discuss and try to come up with ideas for a corsair that we can tell people is worth making. I've talked to a few other candidates for representatives to pool ideas so that regardless of who is chosen, they will walk into it knowing what the rest of us want. I'm going to paste the ideas that have been pooled so far between myself, @FlamyHeavens, @Crizit, and @frisbeeness. Please reply with your thoughts.

Corsair was originally introduced as a bossing-focused class. With many classes coming out since their release, they have fallen behind the curve somewhat. For a class that has zero party buffs and is expected to be inherently strong, they come up short. Recent DPM charts place them towards the very bottom for 1v1 damage. Main complaints I hear from the Corsair community focus on:
-Inconsistent damage from buffs
-Difficult to compete with more mainstream classes for damage output.
-Players have a hard time knowing if it's worth stopping rapid fire to cast quick draw / brain scrambler
-We have a ton of buffs we need to juggle at all times. 7 class-specific buffs plus Luck of the Dice, Maple Warrior, Epic Adventure and Echo of the Hero,

[b]Summon Crew[/b] - Chances of getting a damage-increasing summon are low. The cooldown is as long as the duration, meaning that upon death you are without a very important buff that is the only source of status resistance, as well as +45 attack and whatever buffs come from the summons themselves.
Allow us to choose which crew members are summoned, similar to Xenon's modal shift skill so we might optimize the summons for our needs.
Allow the skill to be toggled on and off so we are not punished for losing this buff and can turn it off quickly for those times we don't want involuntary attacking. At present, the skill does not appear as a buff at the top of the window. Normally, right-clicking those icons is how we turn off buffs manually. Since Ahoy Mateys! has no icon, there is no way to unsummon the crew until the skill has run it's duration.

[b]Pirate's Revenge[/b] - Is a great buff. However for some reason it has never activated in the Magnus boss room making it impossible to fully buff when fighting this boss. Raising the chance to activate will help so we are not throwing ourselves into monsters just to reach our fully buffed potential.

[b]Rapid Fire[/b] - With the starforce rebalance removing cooldown cutter on brain scrambler, rapid fire is the definitive 1v1 bossing skill. This change hurt corsairs with less damage who relied on brain scrambler, though it was a buff to those who hit higher than roughly 32 million with Rapid Fire before the revamp. Majestic Presence was buffed to 250% but when competing with Mercedes' Ishtar Ring and other similar rapid attacks, Corsair is at a disadvantage. This could be fixed by making Majestic Presence do 300% damage, the same as Rapid Fire. Increasing the number of lines from Majestic Presence (similar to thieves' shadow partner) alternatively would help with damage and increase the corsair's max potential. Both of these options would also not benefit and overpower Phantoms.

Rapid Fire is now more mobile than ever, allowing us to move while attacking. The inability to jump comfortably while attacking limits us at some bosses. As with other similar attacks, such as Blade Masters' Asura, I would suggest allowing Rapid Fire to activate in the air, thereby allowing us to jump while we attack. This change is strictly for dodging purposes.

[b]Brain Scrambler[/b] - With Cooldown Cutter gone and extra lines added, players are expected to intermittently stop using rapid fire, use quick draw, and cast brain scrambler. This attack pattern is a lot to manage at many bosses, and it's hard to juggle so many skills while bossing to optimize damage. Players have a hard time monitoring multiple skill cooldowns while attacking and dodging at the same time. I recommend removing quick draw and adding it's bonuses to brain scramblers strength, thereby only needing two skills for our pattern rather than three.

It is also unclear, without doing lots of calculations, as to whether it's worth stopping rapid fire to cast Brain Scrambler. I humbly suggest allowing brain scrambler to cast without the need to stop Rapid Fire. In other words, allowing both skills to cast simultaneously while maintaining brain scrambler's new cooldown.

February 1, 2015

16 Comments • Newest first

TheKingslayer

Or yall can.. get a second gun and dual wield.

Reply March 2, 2015
SnailPresident

I really, honestly think they could just make one small tweak and we'd be in the top tiers for dpm.
Make Brain Scrambler no delay. Like a Shade's MW. Let us cast it without stopping Rapid Fire.

Well, that and the summons tweaks we mentioned for more damage stability.
And jump while Rapid Fire.
And Wings.

But can I just say it's funny how so many of us are having the same ideas. Like, look at that poll! It just feels like we had a consensus from the beginning...

Reply February 18, 2015 - edited
SilentJudicator

Raise the low triggering chance of pirates revenge. Corsairs aren't made for taking smacks to the face like buccs.

Reply February 14, 2015 - edited
Bribes

**Warning: tl;dr ahead**

The main thing I'd like to see changed is a reduction in the amount of RNG we have as well as making summons play a bigger role in our damage. As nice as it would be to have our old mount-based attacking back, I think that revamped Mechanics and Wild Hunters already do this way better than Corsairs ever could. I think focusing on summons is a better way to buff Corsair DPS and make them more unique at the same time. These are some suggestions:

Our damage drops noticeably if we don't roll a 5 on dice or have Murat summoned. Dice should have more damage-increasing effects. Replace #2 and #3 with +20% Ignore Def and +30% Boss Damage. That way our damage doesn't fluctuate as much if we don't roll a 5 and it would make Dice more worthwhile to cast. I currently don't even bother casting Dice while bossing because of how unreliable it is and how long the delay is.

Make the effects of our Crew Members passive but nerf them slightly. This way, we always have Murat's +critical damage active and our damage doesn't drop significantly if we don't have him out.

Replace Dice hypers with Eight-Legs Easton hypers (+2 targets, +20% damage, +1 hit).

Get rid of bullets entirely and turn Infinity Blast into a passive skill that gives +20 ATK to make up for the lost ATK from bullets. Ammunition is such an outdated mechanic and it just wastes inventory space. None of the newer classes require ammunition despite being projectile-based.

Make Cross-Cut Blast passive to reduce the amount of buffs we have to cast.

All of our summon damage should be calculated like any other attack (ie. they can crit, be affected by boss damage, etc.) Our summon % damage should be reduced accordingly to account for this of course. Recent summons are capable of doing this already, such as Night Walker's bats and the revamped Wild Hunter's jaguar. If they want Corsairs to be a summon-based class, then summons should play a bigger role in our damage and should scale better as we upgrade our gear.

Broadside is pretty useless currently, aside from a few niche cases like Commerci or Dimension Invasion. Turn it into a summon skill with 20 second duration/120 second cooldown. This also stops people from "AFK-training" with it and passing me on ranks . Kyrin could take over the driver's seat

Octo-Cannon's duration is too short. Buff the duration to 90 seconds. Remove the cooldown to allow us to reposition it when needed.

Replace Nautilus Strike with a giant Octopus summon, something kind of like Evan's Onyx Dragon. 45 second duration/90 second cooldown or something like that.

Whaler's Potion (level 150 hyper) is trash. Outlaw's Code (3rd job skill) is also trash. Move Whaler's Potion's current effects to Outlaw's Code. Instead, make Whaler's Potion increase the damage of all our summons (Crew Members, Octopi, and Broadside) by 30% since the alcohol will remove their inhibitions

Update Pirate's Revenge with the version that Buccaneers recently got in KMS. Make it activate against all boss attacks. A lot of high-end bosses don't trigger the skill currently (Magnus, Root Abyss, Empress).

Increase Brain Scrambler's # of hits to 15 but reduce the damage to 400% per hit. This way it's actually worthwhile interrupting Rapid Fire to use it.

Make Quick Draw an entirely passive skill: When attacking, there is an 8% chance to increase the damage of your attack by 20%. When using Brain Scrambler, there's an 80% chance to activate instead.

Increase Majestic Presence's horizontal range so that it always hits the target. Currently, it's range is 450%. With the +range hyper, Rapid Fire's range becomes 500% so if you're hitting a target between 451-500% range, MP does not hit the target. Similarly, Brain Scrambler's range is 600% so if you're attacking a target between 451%-600% range, MP does not hit the target.

Make Wings less wonky. The Glide effect is hard to activate reliably.

Dash is useless since it's so easy to reach max speed these days. Dash should be allowed to break the speed cap.

Allow us to jump and attack with Rapid Fire like how most Archers can with their clones of the skill.

Reply February 7, 2015 - edited
Caeg

Make our current boat like before but with faster moving speed, give us back cannon, and give us back torpedo but with more lines and a longer range.
Also get rid of the stupid gambling concept of pirates. Like you said, let us chose which buff we want. Making dice an option would be great as well. Maybe to balance it out, each buff could come with a drawback. I feel Nexon's intention was that pirates are gamblers so they made the skills have risks to take a chance, but who said a pirate is honest?...

Reply February 5, 2015 - edited
SanjuPM

I have a post saved on word so I'll post this here and post it when I get on my laptop.

Reply February 3, 2015 - edited
dabronxenigma

[quote=CrazyChaosZ0]Ideally, I would like to see a 5th job split of some sort between a summon focused corsair with a boat and gunslinger corsair that plays more like it did throughout previous jobs. Nobody else is probably okay with this though.

As far as realistic changes go, I think some adjustments to the amount of uncertainty in the class altogether would be good. We have 4 buffs that rely on RNG, crew, dice, revenge, and quickdraw. These are all sort of fun when you are simply grinding on mobs or something, but in a bossing scenario they are unreliable and can be the big difference between a good run and a bad run. Other classes have some mechanics change when fighting bosses such as demon slayer gaining fury as it damages the boss rather than having to get kills (if I remembered that correctly). So maybe something like that could be arranged? Revenge and quickdraw are probably fine being as they are since they have so many chances to activate anyway. Crew could have a hyper skill buff, or a natural effect, that allows a full crew assault of some sort during boss fights that will summon all crew members at once. Dice could have a drastically reduced cooldown during boss fights to give additional chances to reroll frequently until something that the player wants comes up.

Wings is rather wonky. The animation can be canceled at seemingly random times which prevents the glide from activating, though there is one method that will cancel it 100% of the time. If you dash, then use wings within about .5~1 sec after dashing (Before the goldish colored animation that surrounds your character finishes), the animation will cancel. This is nifty if you want to be able to attack quickly after using it, or rather while you are using it, but it is ultimately something that probably should not be there (though I actually like it a lot since it gets me back into the action quicker rather than making me linger like a sitting duck, and is very fun to do it and then spam recoil shot to blast across an entire map from the bottom right to the top left or something). It also tends to cancel if you use it and then use it again immediately after landing, depending on how much time is spent in the air. I think it cancels at some other moments as well that I still have not quite figured out yet. I also think separating the the vertical recoil shot jump and the slow fall parts of the skill into two different skills would be beneficial, since it somehow seems to activate the slow fall even when I am no longer pressing the skill sometimes.

Recoil shot is fine, especially now, we should have never gotten a flash jump. Buccs may have had a use for it, but why not only give it to them? (And make it look more visually fitting for them as well.) If we were to get any sort of mid-air jump skill, a vertical one would have been more interesting. Though that is not really a thing for any other class aside from what Jett has, sort of, so I do not see it happening. I do not really care though I guess, I just left it without any sp anyway. Recoil shot is what I loved most about the class from the beginning.

Octo-cannon has a mad short duration. Sort of feels not worthwhile to spend the extra time to summon it, though I usually squeeze it in with a quickdraw+headshot. Not sure if that is technically better for dps though.

I personally dislike how locked-down we become after hitting 4th job, considering how free we are from 1st-3rd job. Though I also understand how other players would still want the boat back, hence why I would like to see a gunslinger corsair alternate path thing. Even ELE sort of locks us down with it's cast speed, though at least we can jump with it. Having keydown skills like Rapid Fire and Broadside locks us down further, but being able to move with them helps a bit. Also, is Broadside supposed to give 100% stance? It does not say so on the skill info-window, but it seems to do it anyway. It makes sense though, so I am not really complaining.

We have a lot of buffs to cast. It is troublesome, but it is not entirely unreasonable. We have just enough cooldown-less buffs to fill two macros which is not too bad, then we have dice and our summon. Everything else is sort of situational or has some other gimmick. Changing some to passives or increasing duration or whatever would still be appreciated though.

Nautilus strike would be cooler as a Kraken wrapping around the screen and shooting up the map like a giant Eight-Legs Easton. A giant on-screen summon would be even more interesting though, if it is even possible. This could just replace Ugly Bomb instead though, I would be fine with that.

I am just spouting mostly own personal opinions here I think though, I do not know if any of this would really be preferred by any other corsairs. I am not exactly a "hardcore" player either, as I have no funds and I only do a few easy bosses that I can solo daily for the rewards quests. I just want to get some of my own thoughts out there just in case..[/quote]

I agree man. Look at other non explorer classes and compare animations and mechanics, can easily see a difference. Pirates in general have severe problems. Angelic buster? No one i know on my buddy list or even guild/ aly plays one. Mechanic, yeah i saw one last week i think? Jett, please people can't finish their quests to find a lvl 150+ jett. Thunder breaker, why go through the drama just play a shade. Buccaneer,(i main one because im crazy and think nexon will turn us into what we should of been all along) same as tb. Xenon is arguably a thief, Cannoneer, An str version of a corsair without a rapid fire imo. Corsair, underestimated by almost every other class in the game. You guys can go into detail about this class more than i.

Reply February 3, 2015 - edited
CrazyChaosZ0

Ideally, I would like to see a 5th job split of some sort between a summon focused corsair with a boat and gunslinger corsair that plays more like it did throughout previous jobs. Nobody else is probably okay with this though.

As far as realistic changes go, I think some adjustments to the amount of uncertainty in the class altogether would be good. We have 4 buffs that rely on RNG, crew, dice, revenge, and quickdraw. These are all sort of fun when you are simply grinding on mobs or something, but in a bossing scenario they are unreliable and can be the big difference between a good run and a bad run. Other classes have some mechanics change when fighting bosses such as demon slayer gaining fury as it damages the boss rather than having to get kills (if I remembered that correctly). So maybe something like that could be arranged? Revenge and quickdraw are probably fine being as they are since they have so many chances to activate anyway. Crew could have a hyper skill buff, or a natural effect, that allows a full crew assault of some sort during boss fights that will summon all crew members at once. Dice could have a drastically reduced cooldown during boss fights to give additional chances to reroll frequently until something that the player wants comes up.

Wings is rather wonky. The animation can be canceled at seemingly random times which prevents the glide from activating, though there is one method that will cancel it 100% of the time. If you dash, then use wings within about .5~1 sec after dashing (Before the goldish colored animation that surrounds your character finishes), the animation will cancel. This is nifty if you want to be able to attack quickly after using it, or rather while you are using it, but it is ultimately something that probably should not be there (though I actually like it a lot since it gets me back into the action quicker rather than making me linger like a sitting duck, and is very fun to do it and then spam recoil shot to blast across an entire map from the bottom right to the top left or something). It also tends to cancel if you use it and then use it again immediately after landing, depending on how much time is spent in the air. I think it cancels at some other moments as well that I still have not quite figured out yet. I also think separating the the vertical recoil shot jump and the slow fall parts of the skill into two different skills would be beneficial, since it somehow seems to activate the slow fall even when I am no longer pressing the skill sometimes.

Recoil shot is fine, especially now, we should have never gotten a flash jump. Buccs may have had a use for it, but why not only give it to them? (And make it look more visually fitting for them as well.) If we were to get any sort of mid-air jump skill, a vertical one would have been more interesting. Though that is not really a thing for any other class aside from what Jett has, sort of, so I do not see it happening. I do not really care though I guess, I just left it without any sp anyway. Recoil shot is what I loved most about the class from the beginning.

Octo-cannon has a mad short duration. Sort of feels not worthwhile to spend the extra time to summon it, though I usually squeeze it in with a quickdraw+headshot. Not sure if that is technically better for dps though.

I personally dislike how locked-down we become after hitting 4th job, considering how free we are from 1st-3rd job. Though I also understand how other players would still want the boat back, hence why I would like to see a gunslinger corsair alternate path thing. Even ELE sort of locks us down with it's cast speed, though at least we can jump with it. Having keydown skills like Rapid Fire and Broadside locks us down further, but being able to move with them helps a bit. Also, is Broadside supposed to give 100% stance? It does not say so on the skill info-window, but it seems to do it anyway. It makes sense though, so I am not really complaining.

We have a lot of buffs to cast. It is troublesome, but it is not entirely unreasonable. We have just enough cooldown-less buffs to fill two macros which is not too bad, then we have dice and our summon. Everything else is sort of situational or has some other gimmick. Changing some to passives or increasing duration or whatever would still be appreciated though.

Nautilus strike would be cooler as a Kraken wrapping around the screen and shooting up the map like a giant Eight-Legs Easton. A giant on-screen summon would be even more interesting though, if it is even possible. This could just replace Ugly Bomb instead though, I would be fine with that.

I am just spouting mostly own personal opinions here I think though, I do not know if any of this would really be preferred by any other corsairs. I am not exactly a "hardcore" player either, as I have no funds and I only do a few easy bosses that I can solo daily for the rewards quests. I just want to get some of my own thoughts out there just in case..

Reply February 2, 2015 - edited
KamikazeDes

I've been saying this for years, but add some form of summon mastery, letting our summons hit similar damage to our own.

I've been thinking... how about TURRET STYLE BROADSIDE?
We leave it down and octopi control it while the Corsair can use whatever they want? Works with the summon motif, plus it'd add a stupid amount of DPS.

Reply February 2, 2015 - edited
frisbeeness

Rather than adding more lines or overbuffing MP we should let the crew summons function as shadow partners. And when they get sealed, they revert back to their original attacking style.
And the change to brainscrambler being described essentially makes it into jetts 2% proc FA which isn't really that good
Maybe add some ele resist to parrotargetting? ATM parrot's contribution is kinda underwhelming
I think we could remove some attacks despite marginal usefulness at times. Honestly I'd rather have hypnotize back.
Useless fun skill >>>>> marginally useful attack
Rather than listing a bunch of little changes, which is what nexon had been doing to us for years, I believe there only needs to be one large change to change our position in the game.
We need a real revamp.

Reply February 2, 2015 - edited
FlamyHeavens

I really like the proposed changes to Crew Summon. Dying with it active and dealing with the CD is insanely aggravating and being able to choose crew members is a huge benefit! (on the flip side why not make us spawn all crew members at once for a passive hyper skill point at 190+? lmao )
@Crizit: I thought that our bugged Majestic Presence was fixed? i thought we had it restored to it's amazing fast proc in sync with each hit of rapid fire. Definitely supporting that we fix that to its pre bug state.
Pirates Revenge I swear had some tentative changes similar to what has been proposed but I think they removed it from kmst and never implemented it which was a huge shame. I couldn't agree more that we it needs to have a higher proc rate or some sort of mechanism in play in bosses like magnus and at times gollux. It's such a large damage boost but we as squishy as we are can hardly ever
proc it.
I'm probably one of the very few that's still supporting the concept of battleship mount attacks with a plethora of skills to choose from (despite how "mechanic" like it is)

Reply February 2, 2015 - edited
Genetics

- remove rapid fire

Reply February 2, 2015 - edited
fradddd

ELE is still slow and crappy too. Bring back the ice and fire skills from a long time ago, with big pretty animations and quick speed and high damage of course.

Reply February 2, 2015 - edited
dabronxenigma

Pirates in general need serious help. Small mechanics are what makes a class good or not. The skills look good on paper but they require to be tested in a fight to see if they are efficient and generally enjoyable to use over long periods of time.

Reply February 2, 2015 - edited
Crizit

Okayokayokay GUYS! We are very serious about this chance nexon is giving us and we want to get the maximum out of it. Share your opinions please!
Mister President, I liked it all so far. But I still think our Summon Crew is nothing but a buff. They should make them attack faster. They attack too slow. And also as mentioned before, Octo-Cannon's duration is very short. 30 sec. It should raise to 2-3 minutes. Also remove the cool down of it completely. It's 10 sec, and its pretty annoying.

Also would like to add:
1. 2nd Job Skill: We get the "Gun Mastery" skill. It raises our mastery to 50%, and also +200 bullets. I think a lot of us run out of bullets pretty often, And maybe they could raise this a little more. Something like +600 instead of 200 would be awesome.
2. 2nd Job Skill: "Physical Training". It adds +30 str, dex. While most new classes and revamped ones have it +60, why only do we still get +30?
3. 3rd Job Skill: "Cross Cut Blast". +30 attack buff. It should just become a passive skill, and not a buff.
4. 3rd Job Skill: "Outlaw's Code". +20% def/mdef, 600 hp/mp. I think 600 hpmp is very low and should be raised aswell. And instead of def, We should get elementalstatus resistance instead. Or just add it as additional boost in the skill.
5. 4th Job Skill: "Nautilius Strike". All the pirates have this skill. It's pretty boring. I would recommend changing the animation, Less flashy, smaller, but with same attack range. That huge boat appearing in the sky is just ugly and makes me and everyone else around me lag.
6. 4th Job Skill: "Majestic Presence". The only thing I'd like changed in this is the Final Attack damage. Or more like, fix it. few months after "Mutiny" patch introducing this skill, Something went wrong with all final attack skills. This skill's damage used to appear INSTANTLY after using Rapid Fire shot. So fast, it would cover Rapid Fire's numbers. I think it should go back to that. Because right now, The attack comes in huge delay and not all the damages appears. Some of it vanishes and doesn't damage anything. And if you do fix it and revert it back to what it used to be, This time make the damage line appear under Rapid Fire's line, Because we want to see our damage numbers.

That's it for now.

[quote=Averire]I feel like I can only speak for what I wanted for the original corsairs and that my opinions on them are completely outdated at this point and would not fit with the current pacing of the game.
[url=http://i.imgur.com/ZHCbCje.jpg?1]So I'll just leave this[/url]
[url=http://i.imgur.com/Wik9KrI.jpg?1]and this here[/url][/quote]

And about these SS's.. Uhm.. WOW. Didn't think I'd ever see those skills again. Especially hypno.. I never used that skill. LOL. Never once thought it was useful, but funny to play around with.
Besides, How do you still have them in your macro's? I'm pretty sure nexon reseted macro skills atleast twice. That's weird. o; Explain please!

Reply February 1, 2015 - edited
Averire

I feel like I can only speak for what I wanted for the original corsairs and that my opinions on them are completely outdated at this point and would not fit with the current pacing of the game.
[url=http://i.imgur.com/ZHCbCje.jpg?1]So I'll just leave this[/url]
[url=http://i.imgur.com/Wik9KrI.jpg?1]and this here[/url]

Reply February 1, 2015 - edited