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Sia QOL Suggestions & Mastery Ideas

ChimichurroChimichurro
Reactions: 1,520
Posts: 19
Member, Private Tester
edited August 2025 in Suggestions, Feedback, and Requests
Hi, I wrote these suggestions for Sia with modernization and QOL in mind. I want her to stay updated and attractive for new players so she doesn't suffer the same fate as Jett did. Please put your all into SHINE to prove that Team GMS is truly dedicated.

QOL & Other Suggestions
- as GMS is the only PC region with Sia, hold open discussions between Team GMS and the sia community to ensure she stays up to date and balanced.
- ensure the rest of her masteries are high quality enough visually to align with modern PC maple class standards. adjust skills like Savior's Circle background (extremely pixelated), SHINE Ray's hit effect (blurry, covers too much of the boss even with transparency), and Sirius's Howl's hit effect for clarity. Those effects are especially poor.
- design a miniature version of her Stellagram UI. Use the FFXIV simplified job gauges as inspiration. It's WAY too big currently. I made an mspaint mockup you can view here. > https://imgur.com/aaBbSIU
- Sia's SHINE Stone stats need to be reflected in her Combat Power, they currently don't
- Provide a timeline for the rest of her SHINE masteries. It feels really bad not to have them, even though we know you're essentially just porting whatever the mobile team makes.
- Significantly reduce the delay for Ray, Boom, Pole, Link, teleport, and all of her Constellation skills (basically just include her in the recent KMST delay reduction patch)
- add Shine (V skill), Canopus, and Sirius to skill sequence
- add a short reactivation cooldown to Sadalsuud (like 0.5s or something). Currently, if you hold the skill keybind for just barely too long you'll reactivate it before it has a chance to charge, which is an insane damage loss on such an important skill.
- add a custom command to Antares that allows you to summon all your stacks at once (down + antares for example). This is especially important because Sia has a really long burst sequence to perform.
- Sia is currently missing a faction V skill (like how cygnus knights have Phalanx or resistance has Infantry), remember to add one! And remember to add it to the Skill Sequence if applicable.
- Sia's mobbing is surprisingly fatiguing. The current meta is alternating Canopus and Sirius with another constellation summon in between to cover the areas that Sol Janus doesn't reach. I think this should change to something more standard, like a full uptime summon and a big version of her mobbing skill. I put those ideas down in the SHINE mastery suggestions for Boom and Algol.

SHINE mastery suggestions just in case y'all have any say in the design of those lol:
- SHINE Algol should be designed after Fat Algol from Maple Mobile, but ALSO include a stationary version toggle that functions as a large summon for mobbing QOL so you don't have to rely on alternating Canopus and Sirius.
- SHINE Boom should get a really large version every 6s for mobbing QOL, similar to Paladin's Hexa Divine Charge or Bishop's Hexa Big Bang.
- SHINE Pole should lean much more into the crashing star imagery. It's great now don't get me wrong, but I think the SHINE version should be much more impactful on the crash and more lustrous while it pulses.
- SHINE Canopus's damage should be condensed into 10 seconds duration at most to fit inside Oz rings better and redefine its use to a burst damage skill.
- SHINE Izar needs to have a much larger seeking range and to ensure it targets boss monsters
- SHINE Fomalhaut should similarly target highest HP boss monsters
- SHINE Vega could do away with the rotating aura around the player, in my opinion. Just consolidate the damage into the whirlwind attack.
- SHINE Starlight just needs to exist. Don't forget about it too!