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Fire Poison Mage slight rework concept

VinteriVinteri
Reactions: 210
Posts: 2
Member
edited December 2018 in Suggestions, Feedback, and Requests
Hey Maplers, Vinteri here with just a random concept idea i'm throwing around while trying to avoid working on finals!
For me, Fire Poison mage has been one of the most unique classes for me, so this obviously will be biased. When I play the class, there are two play styles. Up until level 200, the play style I loved to play was utilizing poison mist to cover the map in fart clouds and watching as the mobs just slowly died. Once I hit vanishing journey however, it became increasingly apparent that poison mist is a very lack luster skill. It does not last long enough and using it with mist eruption takes too much setup.

Skill changes:
Viral Slime: Turn this into a toggle or passive ability. The concept for the idea is great, and I love using it, but the long cast time makes it easy to forget and not use. Does anyone remember the reaper summons from old BaM? This is the concept I would like to go with. It would allow for you to utilize the skill without locking you in place to cast it.

Poison mist: over time this ability becomes less and less important. Mist eruption works better with flame haze and the 5th job skill. Instead, I would love to see this ability turned into something like Ignite from second job. I would love to see a revamped animation of poison trails lining platforms. This would reduce screen clutter but remaining to have your DoT on the map.
-Maybe could still proc with mist eruption. Allows it to help mobbing out more.

Teleport Mastery: I would like this to change into a poison-based ability. Since you have numerous fire skills that proc Ignite, it would be great to have this proc the new poison mist ability in the kit. I would also love for this to have a higher increased teleport range. Currently I/L out teleport's FP and this would add some much-needed movement.

Flame Haze: decrease the casting animation, it currently lasts too long

Megiddo Flame: Give this an animation on the mob it hits! Most DoT abilities leave an animation on the mob, to give clarity to what DoTs are active. Megiddo doesn’t, so it’s hard to keep track of it being on there. Maybe make cast time better also.

Side note: allow DoTs to crit ;D

Fuhreak

Comments

  • FuhreakFuhreak
    Reactions: 7,670
    Posts: 1,627
    Member, Private Tester
    edited December 2018
    Vinteri wrote: »
    Hey Maplers, Vinteri here with just a random concept idea i'm throwing around while trying to avoid working on finals!
    For me, Fire Poison mage has been one of the most unique classes for me, so this obviously will be biased. When I play the class, there are two play styles. Up until level 200, the play style I loved to play was utilizing poison mist to cover the map in fart clouds and watching as the mobs just slowly died. Once I hit vanishing journey however, it became increasingly apparent that poison mist is a very lack luster skill. It does not last long enough and using it with mist eruption takes too much setup.
    Poison Mist is still worth using. DoT Punisher grants 1 extra orb for every DoT stack in range, this includes mist. Though I will agree with it needing to last longer.
    Setting up extra clouds for extra orbs can easily be a waste of time as well.
    Skill changes:
    Viral Slime: Turn this into a toggle or passive ability. The concept for the idea is great, and I love using it, but the long cast time makes it easy to forget and not use. Does anyone remember the reaper summons from old BaM? This is the concept I would like to go with. It would allow for you to utilize the skill without locking you in place to cast it.
    Not sure how that old summon worked, but I like this concept. I usually don't use Viral slime unless I can actually sit in place.
    It doesn't last very long, has a long setup, and if you move too far away, they poof. Needs a rework.
    Poison mist: over time this ability becomes less and less important. Mist eruption works better with flame haze and the 5th job skill. Instead, I would love to see this ability turned into something like Ignite from second job. I would love to see a revamped animation of poison trails lining platforms. This would reduce screen clutter but remaining to have your DoT on the map.
    -Maybe could still proc with mist eruption. Allows it to help mobbing out more.
    The skill cast button itself does become slightly less useful after flame haze, but I still find myself using it frequently.
    Having constant free poison mists would boost the power of DoT Punisher. Possibly too far, would be interesting to see this played with.
    This would also be imo a huge buff in 3rd job. A welcomed change as F/P is a nightmare (imo) before 4th.
    Teleport Mastery: I would like this to change into a poison-based ability. Since you have numerous fire skills that proc Ignite, it would be great to have this proc the new poison mist ability in the kit. I would also love for this to have a higher increased teleport range. Currently I/L out teleport's FP and this would add some much-needed movement.
    The range increase I disagree with. I/L's teleport is supposed to be better. If we change anything related to range, it needs to be on the base ability (That all three mages share)
    However the DoT/Stun effect are weird imo. The DoT is short and hard to utilize, and the stun is a bit weird, as we get a much better one to replace it with paralyze in 4th job.
    The ability to place a poison cloud is an interesting one, if handled correctly I'd love to see this.
    Flame Haze: decrease the casting animation, it currently lasts too long
    Respectfully disagree here. Flame Haze is a fantastic skill as is. It applies slow, untouchable, a unique DoT that lasts for an extremely long time and places a poison cloud.
    Even if it is slow to cast, it doesn't disrupt the already "slow" feel of F/P mage. Nobody would argue that it's too slow to be worthwhile.
    Megiddo Flame: Give this an animation on the mob it hits! Most DoT abilities leave an animation on the mob, to give clarity to what DoTs are active. Megiddo doesn’t, so it’s hard to keep track of it being on there. Maybe make cast time better also.
    Please yes.
    While we're at it, can we address the strange behavior that it has where it likes to jump to extra enemies seemingly randomly?
    Side note: allow DoTs to crit ;D

    I'd rather see them fix boost nodes to properly boost DoT. (I assume they're supposed to.)
    Out of all the DoT boosts, only Flame Haze specifically states it doesn't affect DoT.
    This would lead you to believe the other boost nodes do, but they don't.

    Something I have always hated about F/P is that it feels like it's about 70% fire and 30% poison. I'd like to see more focus on poison (and not just DoT) if we get a revamp.

    Edit: Also can we replace Mana Burn? I have never felt like this skill was really doing anything. Give Viral slime more levels along with a rework.
    Vinteri
  • VinteriVinteri
    Reactions: 210
    Posts: 2
    Member
    edited December 2018
    Fuhreak wrote: »
    Poison Mist is still worth using. DoT Punisher grants 1 extra orb for every DoT stack in range, this includes mist. Though I will agree with it needing to last longer.
    Setting up extra clouds for extra orbs can easily be a waste of time as well.
    This originally crossed my mind also. Now what ive learned is that Poison Nova adds a stack of poison mist DoT. When you use it it applies the same animation. So if we keep that the same, your max stacks would still be what poison nova already applies.
    Not sure how that old summon worked, but I like this concept. I usually don't use Viral slime unless I can actually sit in place.
    It doesn't last very long, has a long setup, and if you move too far away, they poof. Needs a rework.
    Here is the old buff that BaM had, which is my general idea for this.
    Summon Reaper Buff (Supportive)
    Every attack has a chance to summon a Reaper who attacks nearby monsters. However, if attacking boss or players in PvP (player vs player) will not summon Reaper. When used against mobs of monsters (Monster spawn in events or training spot), you will be able to summon infinite Reapers.
    LV10: 100 MP, 10% Summon chance. Reaper expires in 30 sec. Reaper deals 450% Damage.

    The skill cast button itself does become slightly less useful after flame haze, but I still find myself using it frequently.
    Having constant free poison mists would boost the power of DoT Punisher. Possibly too far, would be interesting to see this played with.
    This would also be imo a huge buff in 3rd job. A welcomed change as F/P is a nightmare (imo) before 4th.
    Like i referenced above, Poison Nova would share the same DoT, just to ensure it stays net neutral as it is now. However, I would like Nova to be able to apply my new idea for Poison mist, that way it keeps a little bit of a lasting effect on the ground.
    The range increase I disagree with. I/L's teleport is supposed to be better. If we change anything related to range, it needs to be on the base ability (That all three mages share)
    However the DoT/Stun effect are weird imo. The DoT is short and hard to utilize, and the stun is a bit weird, as we get a much better one to replace it with paralyze in 4th job.
    The ability to place a poison cloud is an interesting one, if handled correctly I'd love to see this.
    The teleport distance is me being greedy. I would like the DoT effects to be looked at too. That i can agree on.
    Respectfully disagree here. Flame Haze is a fantastic skill as is. It applies slow, untouchable, a unique DoT that lasts for an extremely long time and places a poison cloud.
    Even if it is slow to cast, it doesn't disrupt the already "slow" feel of F/P mage. Nobody would argue that it's too slow to be worthwhile.
    I can see your point. There are abilities that need cast animation changes more (Megiddo and Viral Slime)
    Please yes.
    While we're at it, can we address the strange behavior that it has where it likes to jump to extra enemies seemingly randomly?
    I have also noticed this happen. Overall i think that this is one hyper skill that has a lot of flaws to it that could use some tune up here and there.
    I'd rather see them fix boost nodes to properly boost DoT. (I assume they're supposed to.)
    Out of all the DoT boosts, only Flame Haze specifically states it doesn't affect DoT.
    This would lead you to believe the other boost nodes do, but they don't.
    Something I have always hated about F/P is that it feels like it's about 70% fire and 30% poison. I'd like to see more focus on poison (and not just DoT) if we get a revamp.
    I havent looked much into boost nodes, but knowing whether or not they boost DoT would indeed be at least a clarification that would be super nice to have.
    Edit: Also can we replace Mana Burn? I have never felt like this skill was really doing anything. Give Viral slime more levels along with a rework.

    I agree with that. Honestly its description doesnt really help here either. Im not really sure what it does lol. And even if it has some sort of effect on mobs, most the time you kill them faster than it matters.

  • MiraMira
    Reactions: 4,160
    Posts: 485
    Member, Private Tester
    edited December 2018
    Don't worry guys - kMS just released a job balance patch where I/L and Bishop both got some of their skills buffed. F/Ps got their skill animations viewed by others fixed. Yup. It's a great day to be a F/P Mage...
    Fuhreak
  • FuhreakFuhreak
    Reactions: 7,670
    Posts: 1,627
    Member, Private Tester
    edited December 2018
    Adding Bold to quotes for clarity while keeping post shorter.
    Vinteri wrote: »
    Poison Mist creating extra orbs
    This originally crossed my mind also. Now what ive learned is that Poison Nova adds a stack of poison mist DoT. When you use it it applies the same animation. So if we keep that the same, your max stacks would still be what poison nova already applies.
    Actually if you hit the enemy with both poison mist and nova, you'll notice they have two DoT stacks, not one. They don't share.
    Viral Slime
    Here is the old buff that BaM had, which is my general idea for this.
    Summon Reaper Buff (Supportive)
    Every attack has a chance to summon a Reaper who attacks nearby monsters. However, if attacking boss or players in PvP (player vs player) will not summon Reaper. When used against mobs of monsters (Monster spawn in events or training spot), you will be able to summon infinite Reapers.
    LV10: 100 MP, 10% Summon chance. Reaper expires in 30 sec. Reaper deals 450% Damage.
    Sounds good to me. You could potentially link it with the new poison mist skill, spawning them from the poison creeping the ground.
    Poison Mist
    Like i referenced above, Poison Nova would share the same DoT, just to ensure it stays net neutral as it is now. However, I would like Nova to be able to apply my new idea for Poison mist, that way it keeps a little bit of a lasting effect on the ground.
    Again, they don't actually share. I'm not sure if they should/shouldn't though.
    Teleport Distance
    The teleport distance is me being greedy. I would like the DoT effects to be looked at too. That i can agree on.
    I actually do think it needs a buff, but a base one. I think increasing it to 180 (improvement of 10 pixels) would do a lot of good.
    Flame Haze Animation Speed
    I can see your point. There are abilities that need cast animation changes more (Megiddo and Viral Slime)
    Exactly. Viral Slime should be instant, or spawn multiple based on how long the animation is.
    Megiddo should be more reliable in general.
    Glitchy Megiddo
    I have also noticed this happen. Overall i think that this is one hyper skill that has a lot of flaws to it that could use some tune up here and there.
    It needs to at least be consistent for one. Why does it sometimes OHKO like 4 enemies, and most of the time only 1?
    Why isn't there a DoT indicator?
    Boost Nodes not giving DoT
    I havent looked much into boost nodes, but knowing whether or not they boost DoT would indeed be at least a clarification that would be super nice to have.
    I know they don't, I've tested it. But the weird thing is, if they don't, why is Flame Haze the only one that states this?
    It gives impression that it's unique in that regard, that the other nodes do in fact buff DoT.
    ManaBurn:
    I agree with that. Honestly its description doesnt really help here either. Im not really sure what it does lol. And even if it has some sort of effect on mobs, most the time you kill them faster than it matters.
    It does help a LITTLE bit in 3rd job when it procs. But it quickly becomes useless. I'd rather the enemy's MP be left alone so I can use MP Eater anyway...
    Mira wrote: »
    Don't worry guys - kMS just released a job balance patch where I/L and Bishop both got some of their skills buffed. F/Ps got their skill animations viewed by others fixed. Yup. It's a great day to be a F/P Mage...
    I saw this post talking about balance I had hopes when I noticed F/P among the list, until I actually read what they did.
    Honestly F/P mage (imo) is a strong class, there isn't much need to rework them.
    While it would be nice, they have plenty of good stuff going for them to make up for their flaws.
    Still, there are issues with the class and it does at least need some fine tuning. (Especially in 3rd job Nexon please.)