Jett's mobbing ability is downright awful. It's not just about the damage; the skills are designed poorly overall. Here are some reasons why Jett's mobbing is horrible:
1. Most of the skills cannot be used while jumping. This is a serious problem especially in the Arcane River areas, where the maps are huge and frequent jumping is required.
2. Cosmic Upheaval causes disconnection.
3. Jett's mobility was nerfed during the Override update, making the situation even worse.
The biggest problem, I'd say, is number one. Out of Jett's fourteen attack skills, only three of them can be used while jumping. And even those skills not fit for mobbing for following reasons:
1. Starline One
Amazing hitbox, is it not? Even DBs can hit farther than that.
2. Starline Two
Horribly low damage of 840%. It's casting animation is absurdly long too.
3. Vortex Cross
480% damage. Even lower than Starline Two!
I'm not asking for 0 CD Starfall to come back. Here's my suggestion that can improve Jett's mobbing ability without being too OP.
This skill is Planet Buster. It has a great hitbox and can be used as you jump. The only problem is that it has a cooldown of 5 seconds.
So this is what I propose:
1. Replace Planet Buster-Critical Chance → Planet Buster-Cooldown Cutter, completely removing its cooldown once you learn the skill.
2. Nerf Planet Buster's damage. The current damage of Planet Buster is 1150% * 5 = 5750%, which would be too powerful for a spammable skill. About 500% damage per hit (so the total damage would be 2500%) seems reasonable.
I've played this class for years and enjoyed it quite much. That is why I want Jett to be buffed, so it can be a more playable class. Please consider my suggestion.
Comments
I agree planet buster should become the main mobbing skill, and back up beat down needs to be changed or replaced.
I am aware of that. I just listed all the Jett skills that can be used in midair, and explained why each skill is not fit as a mobbing skill.
Here are some things i think can be done to make Jett more viable :
Increase mobility
1. Starline combo should be able to be cancelled into vortex jump the way it could be first job.
2. Starline 2 is just garbage and should have a faster cast animation / range.
3. Allow starline 4 to be able to be cast midair and maybe increase the damage+speed of the entire combo.
oh, and prenerf spacewalk pls.
Fix bugs
4. Fix the DC bug with cosmic upheaval and leftover SP points.
Increase DPS
5. Give Jett a node for strikeforce showdown (final attack).
6. Get rid of the the range booster hyperskill for starforce salvo and replace it with +ignore defence or something.
7. Change +crit% planet buster to +%damage.
8. Change the hitbox of Backup Beatdown to be the same as xenons beam dance.
Nexon probably isn't going to bother giving Jett a large scale update anytime soon but the cosmic upheaval bug needs to be fixed ASAP.
to add a bit, back up beat down should have the same mechanics as beam dance, as it is now, Back up beat down isn't smooth at all, while beam dance is.
Backup Beatdown's mechanic is similar to La Mancha Spear of DK. (Cannot jump while using the skill & final attack automatically triggered) Quite shameful for a 4th job skill to be based on a 3rd job skill... Lol.
It's only 1 line though, and only becomes 840% after you reach 4th job and put sp into starline 3 and 4. Starline 2 also has to be at max level for it to be 840% upon putting sp into SL3 and 4. On it's own it's only around 300% damage and still 1 line.
I'd also like to pitch that all they do is increase Starline 1's attack range to be about 3/4ths the range of Starline 4. Starline 2 attack range increase would be optional.
One thing we have to consider is the 7% final damage nodes for Starline which will be buffed significantly after V:Care comes to GMS and raises the cap for enhancement node levels by 10. for most classes they only receive 20% more final damage to their main enhancment nodes that are mostly 4th job skills while Jett would get a hefty 70% more final damage to only Starline skills. 30% more to Starforce Salvo, which would almost be on par with Corsairs individual Rapid Fire & Majestic Presence nodes 180% (1 enhancement slot) vs 200% (100% *2 enhancement slots)
I think the best option would to be increase Backup Beatdown's range and let us jump when using it.
And make Beatdown's final attack to be triggered ONLY when we let go of the skill key. Seriously, that automatic final attack is so annoying.
That has to be changed to be cast intermittently while you use the skill.