Ice Lightning mages and V.178 patch
- Bind persists after using Freezing Breath, which now allows us to take advantage of our own bind now
- 5% max critical damage from ice stack changed to 3% critical damage, so a small damage increase
(25% max critical damage(12.5% average critical damage) -> 15% critical damage, or 2.5% critical damage increase)
- Damage cap is now 10b, so I may test out to see if Oz rings may be viable to use outside of Dojo.
- Elquines summon can be cancelled by right clicking the buff
Overall, some small changes here and there(documented and undocumented) for us I/L mages, but so far I like it. Feels more consistent to boss now.
December 2, 2016
14 Comments • Newest first
@equinox: Generally for Ice Lightning mages, the optimal range for boss damage would be between 240-300%
@sweetbanana: Hey I have question my 209 I/L has 1.2m range but I'm only hitting 5m lines on hmag and cra 8m with infinity I got 159% boss an 71%pdr I know I need 93% PDR but how much more boss do I need to do my range dmg against end game bosses?
@baconmmm: I believe it is a possible potential to get, but unsure of tier. Though neb is better since it would mean losing 12% int or 9% int if you wanted it as a potential rather than a neb.
My rather short Hard Magnus run, pretty much applying I/L's burst theory and confirming drops:
https://www.youtube.com/watch?v=mqvlH9MpDKQ
@sweetbanana: That's a pretty smart idea adding the [B] Neb - Abnormal Status Duration -2 seconds.
At first I thought the neb was just going to add 2 to status resistance, which was would of been a tiny improvement on a 0-500 scale. So I bought one, haven't popped it in yet... so hard to give up a 4% All Stat neb. Side note the [B] neb mentioned above sure got expensive quick, so it might be a good investment as more people discover the benefit.
I know I've seen Abnormal Status Duration -X seconds as a potential / bonus potential in the past. Assuming it was on Top / Bottom.
@baconmmm: I believe it's 3% damage(additive to boss%), though I'm not too sure how high can it go.
Some interesting notes so far:
- Tried Chaos Pierre and Chaos Queen, and took 24 seconds and 40 seconds respectively so I guess the ring did adversely affected short fights
- However, against Chaos Vellum, it took 2 minutes and 49 seconds, so they're not as effective in prolonged fights.
- Hard Magnus seems to be rather annoying at first, but -2 abnormal duration nebulite stopped the annoying web so I guess I'll stick to -2 status duration over the 4% int one.
I'm 3% stronger... sorta.
Got +3% damage to monsters inflicted with stun/blind/freeze as the third line of inner ability.
Ant idea how high this can go on the third line? 10%?
@focal: Prospect is stable so far judging from current KMS updates and forums, as the incoming 5th job skill 'Ice Age' will improve our mobbing capability alongside with other 5th job goodies. We should be able to fill in on certain support roles and also to inflict damage, allowing them to remain relevant in foreseeable future.
Everything is working perfectly fine for me :O
Just made one and am thinking of maining it, how are we looking?
@baconmmm: They are rings that allows you to use short but powerful buffs(for example, the Ring of Restraint gives 25%/50%/75%/100% WATT/MATT for 9/11/13/15 seconds depending on level of the ring).
They're rarely used outside of Dojo, but due to how I/L behaves as a burst damage class it may be a probable replacement for a 4th ring slot(not 100% sure though).
@sweetbanana: I never got into the Oz Rings, however I can see some interesting stacks!
@baconmmm: Strange, Magic guard is working properly to me, check if there are either debris or flying mobs that may spawn on occasions since they do hp% damage. I may have to find out if this is an issue.
As for Freezing Breath, yes, you are still invincible when you are holding Freezing Breath.
So yeah, this may open to quite a bit of creative ideas for I/L's metagame since it is possible to stack multipliers. So far, the result with Oz Rings seemed rather promising but I cannot give a conclusion(I nuked 1/3 of Cvel's HP instead of 1/5, which may cut bossing time considerably).
@rs567 Will be posting some new videos, once Nexon is finished with maintenance
Haven't had a chance to log in yet, but I'm glad to see that there are still people posting here. Also, really looking forward to your new videos after the cap removal!
Did you find that the Magic Guard was not working correctly?
It felt like I was taking the full 2,000-3,000 HP damage at Maze 7, as opposed to 85% of the HP damage going to MP.
Also, I noticed the original Explorer rings from 2005 or 2010 were converted 1:1, they now give 10% critical chance and 10% critical damage. Not bad for I/Ls as we hit for pretty much 100% critical on Chain Lightning.
Looks like Dragon Breath is now a 13 second bind as opposed to our old 25 seconds. Nice that it's now 120 second cooldown. However, are we still invincible to everything while binding for those 13 seconds? I didn't notice we can release the bind and attack; will have to try that out soon.
I linked in Terms and Conditions as well. Figure it's a quick +45% damage that will stack nicely when Infinity is down to its last 15-20 seconds.
Any other I/Ls have some creative ideas / observations?