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Passive Hyper Skill change ideas

OdysseyTwoOdysseyTwo
Reactions: 2,850
Posts: 226
Member, Private Tester
edited April 2018 in Suggestions, Feedback, and Requests
(Due to the 7950 character limit, I will have to put all the suggestions in multiple comments.)

Some classes have passive hyper skills that are redundant and might need new passive hypers to make gameplay easier. Here are some ideas on Passive Hyper Skill changes and the reasons for each idea. Those with an exclamation mark are more urgent of needing to be changed, while those with a question mark are probably debatable. KMS's latest version is factored into these suggestions.

Hero
Value Change
Advanced Final Attack - Reinforce: 10% -> 20%
Advanced Final Attack - Ferocity: 20 -> 10%
Remove
!Advanced Combo Attack - Opportunity
Add
Advanced Combo Attack - Critical Chance (Critical rate per orb +2%)
Reason: Advanced Final Attack hypers look a little weak. Advanced Combo Attack - Opportunity is rarely helpful.

Paladin
Remove
!Threaten - Persist
Add
Threaten - Elemental Penetration (Enemies lose 10% elemental resistance)
Reason: Unless you want to reapply the debuff less often, Threaten - Persist is meaningless.

Archmage (Fire/Poison)
Remove
!Poison Mist - Reinforce
!Poison Mist - Aftermath
Poison Mist - Cripple
Add
Viral Slime - Persist (Slime duration +20 sec)
!Viral Slime - Spread (Slime limit +5)
!Viral Slime - Cooldown Cutter (Cooldown -50%)
Reason: Poison Mist is mainly used to set up Mist Eruption. Viral Slime hypers could improve hunting efficiency.

Archmage (Ice/Lightning)
Remove
!Teleport Mastery - Reinforce
Teleport Mastery - Spread
Add
Teleport Mastery - Ice Attribute (Inflicts a freeze stack)
Teleport Mastery - Invincibility (Become invincible to normal enemy attacks for 1 second after use)
Reason: Teleport Mastery is not a strong attack.

Bishop
Value Change
Remove
!Holy Magic Shell - Cooldown Cutter
!Holy Magic Shell - Extra Guard
!Advanced Blessing - Extra Point
Add
Holy Fountain - Inexhaustible Fountain (Now has unlimited number of uses)
Angel Ray - Healing Reinforce (Recovery Amount: +15% of Max HP)
Advanced Blessing - Critical Chance (Critical rate +10%)
Reason: Holy Magic Shell really only needs the Persist hyper. 1000 HP/MP is too weak.

Bowmaster
Value Change
Arrow Stream - Spread: 1 -> 2
Remove
!Sharp Eyes - Persist
Add
!Sharp Eyes - Boss Rush (Boss damage +5%)
Reason: It's strange that Arrow Stream - Spread increases only by 1. What's the point of Sharp Eyes - Persist if the skill has no cooldown?

Marksman
Remove
!Sharp Eyes - Persist
Add
!Sharp Eyes - Boss Rush (Boss damage +5%)
Reason: What's the point of Sharp Eyes - Persist if the skill has no cooldown?

Night Lord
Remove
!Frailty Curse - Slow
Add
Frailty Curse - Elemental Penetration (Enemies lose 10% elemental resistance)
Reason: Frailty Curse - Slow doesn't make a huge difference in speed drop.

Shadower
Remove
Meso Explosion - Enhance
Meso Explosion - Guardbreak
Meso Explosion - Reinforce
Add
!Smokescreen - Persist (Duration +20 sec)
!Smokescreen - Cooldown Cutter (Cooldown decreased by 20%)
!Smokescreen - Enhance (%HP Damage Taken -10%)
Reason: Meso Explosion became a secondary attack, so its hypers are weak. Smokescreen should be as good as Party Shield.

Blade Master (Dual Blade)
Remove
Bloody Storm - Reinforce
Bloody Storm - Spread
Bloody Storm - Extra Strike
Blade Fury - Guardbreak
Add
!Final Cut - Release (Removes HP cost)
Final Cut - Enhance (Buff gives +10% more final damage)
Final Cut - Critical Chance (Buff gives +10% critical rate)
!Blade Fury - Extra Strike (Number of hits +1)
Reason: Guardbreak hypers should not be on mobbing skills. Bloody Storm is very weak, so how about adding Final Cut hypers?

Buccaneer
Remove
Double Down - Enhance
Add
Double Down - Time Skip (Rolling a 1 now reduces all cooldowns, except for those that cannot be reduced, by 50%)
Reason: With Loaded Dice, you can always get a 4, 5, or 6.

Corsair
Remove
Double Down - Enhance
Add
Double Down - Time Skip (Rolling a 1 now reduces all cooldowns, except for those that cannot be reduced, by 50%)
Reason: With Loaded Dice, you can always get a 4, 5, or 6.

Cannon Master (Cannoneer)
Remove
Monkey Militia - Splitter
!Monkey Militia - Persist
?Monkey Militia - Enhance
Add
Mega Monkey Magic - Critical Chance (Critical rate +10%)
Mega Monkey Magic - Ferocity (Weapon and Magic attack +30)
Mega Monkey Magic - Boss Rush (Boss damage +10%)
Reason: Monkey Militia hypers look weak, so why not make Mega Monkey Magic do more?

Dawn Warrior
Name Change
True Sight - Enhance -> True Sight - Elemental Penetration
Remove
True Sight - Persist
Add
True Sight - Overwhelm (Enemies take 5% more final damage)
Reason: Unless you want to reapply the debuff less often, True Sight - Persist is meaningless.

Blaze Wizard
Remove
!Ignition - Mass Explosion
Add
Ignition - Extra Ignition (Ignition can be stacked 2 times)
Reason: The explosion from when Ignition's DoT ends is too weak.

Wind Archer
Name Change
Trifling Wind - Enhance -> Trifling Wind - Opportunity
Remove
Trifling Wind - Double Chance
Add
Trifling Wind - Focus (Now always shoots 5 arrows and multiple arrows can now target a single enemy, but when this happens, the skill's Final Damage will be reduced by 40%)
Reason: Why not go from 2 arrows targeted to a single enemy to 5 arrows?

Mihile
Remove
Enduring Spirit - Preparation
!Enduring Spirit - Steel Skin
!Enduring Spirit - Persist
Four-Point Assault - Opportunity
Add
Royal Guard - Extra Chance (If you fail to counterattack, Royal Guard's cooldown is decreased by 50%)
Soul Link - Loyal Bond (Party members displace an additional 10% damage to Mihile. If Mihile is alone, he takes 10% less damage from normal enemy attacks.)
Soul Asylum - Divine Shield (Buff from a successful Royal Guard lasts 5 seconds longer and gives an additional 5% damage reduction on %HP attacks)
Four-Point Assault - Boss Rush (Boss damage +20%)
Reason: Enduring Spirit is good enough on its own. Four-Point Assault - Opportunity is probably not needed because the skill attacks fast. Mihile could use enhancements on his specialized skills.

Mercedes
Remove
Water Shield - Immunity Enhance 1
Water Shield - Immunity Enhance 2
Add
!Water Shield - Preparation (Abnormal Status and Elemental Resistance +10%)
!Water Shield - Enhance (%HP Damage Taken -10%)
Reason: Status resistance or elemental resistance? Why not both?

Phantom
Remove
Bad Luck Ward - Immunity Enhance
Bad Luck Ward - Hyper Health
Bad Luck Ward - Hyper Mana
Add
Penombre - Reinforce (Damage +20%)
!Penombre - Extra Strike (Number of hits +1)
Penombre - Armorbreak (Enemy DEF -20% when hit by Penombre)
Reason: Bad Luck Ward looks powerful enough on its own. Penombre could deserve hypers.

Luminous
Remove
Reflection - Range Up
Ender - Range Up
Add
!Reflection - Extra Strike (Number of hits +1)
!Ender - Cooldown Cutter (Cooldown decreased by 50%)
Reason: Luminous doesn't really need extra range.

Shade
Remove
!Bomb Punch - Critical Chance
Add
!Bomb Punch - Extra Strike (Number of hits +1)
Reason: Critical Insight makes Bomb Punch - Critical Chance redundant.
AzureNarga

Comments

  • OdysseyTwoOdysseyTwo
    Reactions: 2,850
    Posts: 226
    Member, Private Tester
    edited March 10
    Battle Mage
    Name Change
    Dark Genesis - Additional Reinforce -> Dark Genesis - Final Attack Reinforce
    Weakening Aura - Elemental Decrease -> Weakening Aura - Elemental Penetration
    Remove
    !Dark Genesis - Cooldown Cutter
    Dark Genesis - Reinforce
    Add
    Dark Genesis - Final Attack Opportunity (Final Attack effect activation rate +10%)
    Dark Genesis - Temper Link (Damage boost to Dark Chain, Battle Burst, and Dark Shock +30%)
    Reason: Dark Genesis hypers could use an improvement.

    Wild Hunter
    Remove
    ?Feline Berserk - Reinforce
    Feline Berserk - Vitality
    Feline Berserk - Rapid Attack
    Summon Jaguar - Reinforce
    Add
    Sharp Eyes - Critical Chance (Critical rate +5%)
    Sharp Eyes - Guardbreak (Defense ignored +5%)
    Sharp Eyes - Boss Rush (Boss damage +5%)
    !Summon Jaguar - Opportunity (Jaguar skills' debuff chances +10%)
    Reason: Jaguar skills are mainly used to inflict the Another Bite debuff. Attack Speed does not influence Wild Arrow Blast.

    Mechanic
    Name Change
    Support Unit: H-EX - Party Reinforce -> Support Unit: H-EX - Ferocity
    Remove
    ?Rock ‘n Shock - Persist
    !Support Unit: H-EX - Reinforce
    !Support Unit: H-EX - Persist
    Heavy Salvo Plus - Spread
    AP Salvo Plus - Extra Strike
    Add
    Rock ‘n Shock - Extra Tesla Coil (Allows you to install an extra Tesla Coil)
    Support Unit: H-EX - Guardbreak (Enemy defense reduction is increased to 20%)
    Support Unit: H-EX - Range (Final Damage buff now covers the entire map)
    Salvo - Spread (Max enemies hit +2 on Heavy Salvo Plus and AP Salvo Plus' 2nd Explosion)
    Salvo - Extra Strike (Number of hits +1 on Heavy Salvo Plus and AP Salvo Plus' First Hit)
    Reason: Self-destruct damage and increased duration on a skill with no cooldown are too impractical. It would be nice if Salvo's Spread hyper and Extra Strike hyper applied to both modes.

    Demon Avenger
    Name Change
    Nether Shield - Spread -> Nether Shield - Repeated Attack Bonus
    Remove
    Ward Evil - Harden
    Ward Evil - Immunity Enhance 1
    Ward Evil - Immunity Enhance 2
    Nether Shield - Range
    Add
    Nether Slice - Reinforce (Damage +20%)
    !Nether Slice - Extra Strike (Number of hits +1)
    !Nether Slice - Armorbreak (Enemy DEF -20% when hit by Nether Slice)
    Nether Shield - Extra Shield (Creates 1 more shield per cast)
    Reason: Ward Evil hypers feel unnecessary. Nether Slice could be made more powerful than ever.

    Kaiser
    Name Change
    Wing Beat - Pummel -> Wing Beat - Persist
    Remove
    !Gigas Wave - Burden
    !Inferno Breath - Blaze
    !Inferno Breath - Burn
    Inferno Breath - Reinforce
    Wing Beat - Extra Attack
    Add
    !Gigas Wave - Boss Rush (Boss damage +20%)
    Tempest Blades - Reinforce (Damage +20%)
    !Tempest Blades - Extra Strike (Number of hits +1)
    !Tempest Blades - Cooldown Cutter (Cooldown decreased by 20%)
    !Wing Beat - Extra Tornado (Max tornadoes at a time +1)
    Reason: Inferno Breath hypers are worthless. Gigas Wave's slow debuff is pathetic. Wing Beat has a limit of 2 tornadoes. How about an ante up on Tempest Blades?

    Angelic Buster
    Name Change
    Trinity - Extra Strike -> Trinity - Split Attack
    Remove
    !Finale Ribbon - Reinforce
    Add
    !Finale Ribbon - Persist (Debuff duration +10 sec)
    Reason: Finale Ribbon is mainly used to inflict the debuff.

    Kinesis
    Remove
    !Mind Tremor - Reinforce
    Mind Tremor - Persist
    Mind Break - Reinforce
    Add
    Mind Tremor - Enhance (Base Final Damage rate +3%)
    !Mind Tremor - Cooldown Cutter (Cooldown decreased by 50%)
    Mind Break - Guardbreak (Buff now gives DEF ignore; 1% per normal monster hit, 5% per boss monster hit, stacks additively, caps at 20%)
    Reason: Mind Quake's initial hit is pointless. Mind Break is used primarily for the buff.

    Bonus Round

    Jett
    Value Change
    Backup Beatdown - Spread: 1 -> 2
    Remove
    Planet Buster - Guardbreak
    ?Starforce Salvo - Range
    Add
    Planet Buster - Reinforce (Damage +20%)
    !Starforce Salvo - Opportunity (Chance to activate Strikeforce Showdown +5%)
    Reason: It's strange that Backup Beatdown - Spread increases only by 1. Instead of a longer range, how about dealing powerful blows to bosses more often?

    Kanna
    Remove
    Falling Sakura - Vitality
    Falling Sakura - Reinforce
    Falling Sakura - Spread
    !Bellflower Barrier - Persist
    Add
    Monkey Spirits - Spread (Max enemies hit +2)
    !Monkey Spirits - Opportunity (Activation Chance +10%)
    Monkey Spirits - Enhance (EXP and Drop Rate +10%)
    !Bellflower Barrier - Temper Link (Remove Blossom Barrier's cooldown and increase its damage reduction and status/elemental resistance by 5% each)
    Reason: Falling Sakura is only used to recover HP and Bellflower Barrier - Persist does absolutely no help. Monkey Spirits hypers could speed up on leveling and Blossom Barrier could use a boost.

    Beast Tamer
    Remove
    !Furious Strikes - Critical Chance
    Formation Attack - Spread
    Formation Attack - Reinforce
    Formation Attack - Guardbreak
    Friend Launcher - Range
    Friend Launcher - Spread
    Friend Launcher - Reinforce
    Add
    !Furious Strikes - Extra Strike (Number of hits +1)
    Baby Bombers - Reinforce (Damage +20%)
    !Baby Bombers - Extra Strike (Number of hits +1)
    !Baby Bombers - Enhance (Can now be used while on ground)
    Fire Kitty - Reinforce (Damage +20%)
    Fire Kitty - Spread (Max enemies hit +2)
    !Fire Kitty - Extra Strike (Number of hits +1)
    Reason: Bear Mode can reach 100% critical rate, while Formation Attack and Friend Launcher are both too weak.

    If you have a difference of opinion, feel free to reply.
  • PetalmagicPetalmagic
    Reactions: 7,660
    Posts: 1,572
    Member
    edited October 2016
    Meh...as Lumi recently got hella nerfed...I say the Hyper for reflection like...is uber nice now.
  • AKradianAKradian
    Reactions: 40,340
    Posts: 6,342
    Member, Private Tester
    edited October 2016
    DeeMon
    DeeMon said:

    They should reward us with more hyper skill points since we can only choose 5/9 passives by level 200.
    This.
    What's the point of making all 9 passives useful, if we can't have them all?
  • gamechangergamechanger
    Reactions: 3,460
    Posts: 506
    Member
    edited October 2016
    AKradian
    AKradian said:

    DeeMon
    DeeMon said:

    They should reward us with more hyper skill points since we can only choose 5/9 passives by level 200.
    This.
    What's the point of making all 9 passives useful, if we can't have them all?
    I like it. Its the only thing in the game that requires you to choose which skills you want. Reminds me of preBB skill trees where you couldn't even max all of your first job skills