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Check out the v.268 - Maple University: 21st Anniversary patch notes
here!
Classic World: If Jobs Branched at 3rd Job too?
What if job branching was a thing that went past 2nd job and included branching again at 3rd job?
If we are treating Classic World as a reimagining and we did that instead of this, then why not, at least for the Explorers, we have them class branch at 2nd job AND again at their 3rd job advancement?
Something like this could be a lot of fun where players can have even more personalization to how they want to play by going down different paths than other players.
Example: Cleric can choose between Priest or Battle Cleric, with Battle Cleric being a more aggressive, shorter range, and tankier support job.
Below will be examples of alternate 3rd job branches for the initial 10 Explorers:
Magician:
Cleric --> Battle Cleric:
[NOTE: A battle hardened Cleric, ready to get her hands dirty by being right in the action! There will be a passive that is auto learned to turn staff/wand equipped automatically into a magical mace and boosting your physical attack to be the same as your magic attack.
Magic skills will deal holy magical damage and skills that look like they deal direct contact will deal non-elemental physical damage.]
Ice/Lightning Mage --> Aquatic Mage:
[NOTE: The Lightning is so intense that it melts the ice and can now use aqua magic. Aquatic magic will be a lot more supportive with capturing monsters in bubbles, grant areas of water to allow self and party members to swim up it (like Aqua Road swimming) for unique utility mobility, and even have healing for the party!
Aqua magic will deal ice damage.]
Fire/Poison Mage --> Explosion Mage:
[NOTE: Specialized in poison magic to such an extreme degree that a little bit of fire added to it and you make very deadly explosions! While Fire/Poison Mage will go down the route of damage over time with poisons and burns.
Explosion magic will deal fire damage.]
Warrior:
Page --> Holy Knight:
[NOTE: White Knight will go down the path of being the elemental knight, while Holy Knight will be more like a tank version of a Priest/Bishop - includes dealing holy damage and gaining a proper party heal and other defensive party skills.]
Fighter --> Berserker:
[NOTE: Berserker can only use Axes. You will be a full on glass cannon, bleeding monsters and dealing heavy damage with your axe, even having a buff that for a short duration loses control of your character and automatically attack the closest monster(s) to you at greatly increased damage.]
Spearman --> Lance Knight:
[NOTE: Lance Knight can only use Pole Arms and gain the ability to ride horses, making them the most mobile Warrior.]
Thief:
Assassin --> Ninja:
[NOTE: Still using throwing stars, but has a greater emphasis on doing things undetected to then swiftly execute their foe.]
Bandit --> Burglar:
[NOTE: This transforms Bandit into a support job of "stealing" from their foe via debuffing monsters which in turn makes things easier for his party members to take down and for themselves to survive.]
Archer:
Bowman --> Hawk Whisperer:
[NOTE: This will play more with summons and not have a Hurricane skill, instead you draw back and charge your bow to gain range and damage - including aiming your shot with up and down directional keys, and the target you hit is marked to then get your Hawk companions to finish the job.]
Crossbowman --> Combat Hunter:
[NOTE: This will be the most agile and mobile archer, rather than be about shooting in a straight line at a far distance, you instead need to roll and get up close to fire your crossbow at shorter ranges.]