Earn 10-20% EXP on main, do VJ, Chuchu and Morass dailies. Do any events on going.
Then if I feel up for it, I Boss, finish Lach/Arcana dailies or grind out another 5-10%.
It really just … (more)depends on how I feel. I don't play at 100% constantly, I'd only burn out that way.
I give maplestory about 40-60% of my attention. It's not as fast as I could go, but at least it's consistent. (less)
All I see are terrible second and third line IA. (Same as mine. ;-;)
You know what the most frustrating part of this is? That he's been told no fewer than three separate times that queen's breath will one-shot you if you're soloing, and that it's trivial to simply move behind her to avoid it, and yet still he cries about how it's not fair or something.(less)
We've all been there. New to the game, new to a boss, new to a class, etc. The more frustrating thing to me is...
He called night walker, night lord... how will thief class ever recover?
I think he took some offensive to your first post (text is hard to convey emotion!) and stuck to his guns of the content needing a change.
There's been some rudeness on both sides, for sure.
While we're on the topic of boss adjustments, I'd actually like to see NZakum buffed. He's a complete push over.
The only time you can't easily kill him as soon as you hit 90 is on reboot, where he has huge damage reduction due to levels.
However as soon as you get a few levels he becomes trivial again. Maybe borrow some of that power from CZak, who has a little bit too much sponge abilities.
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. (less)
Yep. The area that had the questline was removed some time ago.
This gives a huge advantage to the players who completed that quest before the removal.
IMO, if we're going to remove the area, we need to remove the equipment from it too.
Of course this will probably make people even more upset after the loss of these maps, so Nexon might not do it from fear of backlash.
The problem with that is, you get backlash anyway... The real solution would have been to remove the content before it became a major problem.
Hindsight is 20/20 though, so we just have to deal with this mess Nexon has left us in. (less)
back really old events and event items that we don't have access to anymore.
Since the Black Mage is about to be defeated, it would be really cool to have a kind of "Pre-BigBang" remembrance of the days before he came around. (less)