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  • Beast Tamer revamp Ideas w/o c/d on Lv190 hyper


    This whole list of ideas should be implemented on purpose to considerably increase the time having All Together! Critter Crossing!, this Lv190 Hyper Skill added in the patch v.214 – Rise of the Guardian. Since the previous revamp last summer, in 2019, some Beast Tamer players have noticed how their client visual damage didn’t fit with bosses HP being known, but other players could see their real damage. Because sharing passives from other animal modes than the one being currently used, which wasn’t intended, some main players realized that it was the kind of stats that have to be kept, it’s needed on balance purpose. With this v.214 patch, this bug no longer occur so Beast Tamer are back at doing very low damage in long run if we can compare this class damage to more supportive classes. Me, thrakkes as a main Hero player and who already had to play a Shade as secondary main, who also played several classes to upgrade my Legion higher and following KMS DPM chart closely, depending of bossing situation. I also know a player who mains it since day 1, he can say a lot about the class. I really think that Beast Tamer class deservers a greater revamp.
    In this list of ideas, I tried so hard to think how the class has to be revamped without doing broken damage like we had prior v.214 patch with passive sharing bug, so I had to considerably decrease a lot of sources of %Ignore Enemy Defense plus removing some of them. I have also thought of the concept Beast Tamer with many right ways of play it, depending of play styles we want to give it. Let’s say a player want be more supportive and with our current amount of SP, we can manage playing 3 animal modes efficiently at most, not more, by using Bear/Snow Leopard/Cat or using Bear/Hawk/Cat. Then a player want to play more offensively by using Bear/Snow Leopard/Hawk set up. By definition of balance, playing supportive has to deal less damage than offensive. This is what I did by playing with some Leopard and Hawk passive skills, relocating some of them on very last skills of their branches. By doing this, playing Cat mode while still using Bear for bossing, there will be no way of getting passive skills from both modes unless playing Snow Leopard/Hawk/Cat which none of them are good for bossing. Hawk may have potential being a decent bosser, but not as great as Bear mode.
    Now, there are several skills that I suggest adding more number of attacks especially Bear and Cat modes, I also touched Hawk Formation Attack. I am trying to incorporate Fishy Slap in bossing, but it won’t be able tanking damage or moving so it’s very risky to use, but I try to give it a really good burst of damage.
    As for Leopard mode, if all these ideas are implemented for a greater hyper skill duration, then the extra %damage gained on Lethal Lai and Leopard’s Roar from where they were prior patch v.214, respectively 20% and 10%. Moving a portion of some leopard passives to very late hawk skills is done so Bear/XXXX/Cat, same goes for Hawk passive skills.
    Then, Cat mode was really hard to give it a fair balance especially when using buffs then switching back to Bear mode for DPS. I wanted suggest moving Cat’s Claw farther in tree so there will be no way to benefit from this skill if we want play the offensive built. I also gave a cooldown on Meow Heal since Bishop Heal also has a cooldown. I gave Purr Zone a better HP recovery for late game players that exceed 55,000 HP. I am also trying to buff a little more Meow Card and Gold Card by giving additional buff to Blue Card and additional chance of obtaining Gold Card.
    For 5th job now, several Beast Tamer players have asked for the skill Champ Charge to be revamped because it lacks of number of attacks and %damage, making it useless, so I tried to revamp it to be more worthfull using. Giving a buff at Bear Special Attack may be a nice touch, but maybe it should be limited to more %final damage. The class also misses so many useful Boosted Nodes.

    Beginner tab or other:
    1- Receiving quest to get Maple Alliance Skill (Lv75+)
    2- Allow certain skills Master Level to be surpassed with Combat Order/Decent Combat Order/+1 All Passive Skill Level inner ability, nothing else.
    3-Give Beast Tamer the skill Echo once Lv200 like every other classes

    -Paw Swipe + Furious Strike: Changing system so we are not forced to keep tapping, we should now hold the key instead. It might not be doable if we must press on Attack command, so it may be better to drag Paw Swipe skill icon into key setting to make this easier if anything.
    -Paw Swipe: First 3 hits, Damage: 420 > 210% and Number of Attack: 1 > 2
    -Furious Strike: Extra Paw Swipe Damage: +100% > +50% due to increase of Number of Attack. Damage: 450% > 420%
    -Majestic Trumpet: Add mention of Cooldown Time: 5 seconds
    -Fort Follow-Up: Additional Damage: 825% > 415%; Number of Attack: 1 > 2. Change activation rate for 25% chance to trigger to avoid some potential bug.
    -Defense Ignorance: Passive %IED: 30% > 20%. Attack Speed passive: +2 > +3
    -Li’l Fort: Bear Damage: 1900% > 640% Adding mention of Number of Attack on description. Number of Attack: 1>3. Change Duration so it can be affected by %Summon Duration. Bear Duration: 60seconds > 70 seconds. Icon on top of screen should be shown to show Bear Duration left.
    -Bear Assault: Remove Passive Enemy DEF Ignored of 20% to apply the change on Defense Ignorance. Remove the %damage buff.
    -Fishy Slap: Damage: 660% > 410% Number of Attack: 1 > 5
    -Table Flip: Number of Attack: 8 > 12

    Snow Leopard:
    -Macho Dance: Enlarge the skill hit box to match a little more the diagonal movement. Adjust its damage to be similar to Macho Slam.
    -Bro Attack: Level 1: Summon Chance: 1% > 6% and Level 15: Summon Chance: 15% > 20%. Cooldown removal, anyways it hits 0 second cooldown at max level and skill duration is way longer. Reducing attacks interval a bit or make them hit stronger unless we get Boosted Node of this skill. If reducing attacks interval, we can decrease the baby leopard duration to 25-30 seconds.
    -Deadly Fangs: % Final Damage: 20% > 15%
    -Lethal Lai: Built in Enemy DEF Ignored removed as we already have a high source of the stat from Leopard Reflexes, so unnecessary.
    -Leopard Reflexes: Decrease %Ignore Enemy DEF from 60% to 30% and adding 10%critical damage which came from Eka Express.

    -Formation Attack: Increase range by 15% and number of monster hits: 3> 5. Be able to jump while casting. (See hyper skill section)
    -Eka Express: Removing passive 10% critical damage being relocated into Leopard Reflexes.
    -Max Mobility: Remove 30% Ignore Enemy Defense
    -Regroup: Increase 20%>30% Ignore Enemy Defense
    -Raptor Talons: Cooldown removal because it has 0 second cooldown at max level, so possibility to put the skill in pet auto buff.
    -Feather Boots: Add %Final Damage: 15%
    -Tornado Flight: Mentioning number of hits. Number of Attack: 4 > 8, Damage: 800% > 400%

    -Friendly Launcher: Damage 800% > 215% and 4th hit delivering final blow Damage 1600% > 430%. Number of Attack on every hits including final blow: 1 > 5. Make it so we no longer need to smash the attack command in order to deal second, third and final blow!!!! Just by holding! If needed, put a system which resets hits count after stop attacking for 3 seconds.
    -Meow Heal: Add cooldown of 3 seconds. Put maximum recovery to 60-70% when lower players in the range.
    -Cat’s Claw: The skill must be moved after Friendly Launcher – Enhance (see explanation section) Critical Damage: 10% > 8%
    -Purr Zone: %Critical Rate has to affect the skill periodical damage (DoT). Change Heal Recovery to be 5% HP periodically. Increase cooldown from 15 to 30 seconds. Damage: 1000% > 600% Number of Attack: 1>6 Damage over time should remains the same as activation.
    -Meow Card: Red Card= Damage buff: 40% > 25% Blue Card= Add 5%Critical Damage, +50 all stats and +30 w.att/m.att
    -Gold Card: Increase chance to obtain all Meow Card effects: 30% > 70%
    -Cat’s Cradle Blitzkrieg: %Critical Rate has to affect the skill periodical damage (DoT) being dealt by party members hit. Possibility to add Bind effect, Bind duration: 10 seconds. Decrease Skill Duration from 12 to 10 seconds. This skill should work similar to Shade bind skill.

    Hyper Skill:

    -IMPORTANT!!! Highly suggested!!! Lv190 hyper = All Together! Critter Crossing! : Summons all of the animal spirits at the sound of Chase’s strong, magical whistle.
    Lv1: MP Cost: 1000, Duration: 60 >120 seconds. Skill applies all of passive and buff skills with a few exceptions, regardless of the mode. Only skills with SP invested will be kept and all buffs will disappear when this skill ends. Remove Cooldown (HIGHLY Suggested, look at explanation above) or at least put 60 seconds cooldown.

    -REMOVED Formation Attack: Spread due to additional number of monster on original skill
    -NEW Formation Attack: Extra Strike: Number of Attacks: +1 or whatever it may take to get closer to Bear DPS including Bear Assault, but not equal, giving people option bossing with Bird mode.

    5th job + Boosted Nodes:

    5th job:

    -Champ Charge: Since the buff in August 2019, with so many skills being changed for better overall DPM increase, this skill no longer does enough damage to be comparable with Furious Strike and some other skills. I think that all this skill should be casted by holding the skill rather than tapping. It will stop if release the skill. Give possibility of Bear Special Attack to give short duration of buff for extra burst. Increase Attack speed of casting animation slightly, because it takes around 6 seconds to select special attack then casting all attacks. Do something so the character will keep facing to same direction after selecting animal, so we won’t miss hit.
    Level 25: Add effect: While channeling this skill, damage taken from enemy attacks (including attacks that deal a fixed percent of damage) are reduced by 50%! Give possibility of Bear Special Attack to give short duration of buff for extra burst.
    -Lai: -Normal Attack= Number of Attack: 3 > 8 Damage: 750% > 1100%
    -Special Attack= Number of Attack: 6 > 10 Damage: 700% > 1200%
    -Fort: -Normal Attack= Number of Attack: 2 > 8
    -Special Attack= “First hit” Number of Attack: 3 > 12
    “Second Hit” Number of Attack: 8 > 15 Damage: 750% > 1200%
    When selecting Fort as Special Attack, every Bear attack skills following the last hit will see number of attacks doubled for 10 seconds, can’t go further than maximum # attack being 15.
    -Eka: -Normal Attack= Damage: 325% > 800%
    -Special Attack= Number of Attack: 10 > 12 Damage: 350% > 950%
    -Arby: -Normal Attack= Number of Attack: 1 > 8 Damage: 1300% > 750%
    -Special Attack= Number of Attack: 4 > 8 Damage: 600% > 850%
    When selecting Arby on Cat Mode, doubles the Tree buff duration.

    -Aerial Relief: Level 25: periodically attacks 34 times, Damage: 900% >600% Number of Attack: 8 > 12 (or either 720% skill damage and 10 attacks). Maybe not changing it at all.

    Boosted Nodes:
    -Deep Breath: Now Really Deep Breath will be affected, should affect both skills
    -REMOVED Really Deep Breath because being affected by boosted Deep Breath
    -NEW Majestic Trumpet to replace Boosted Really Deep Breath
    -Thunder Dash: Add mention of Advanced Thunder Dash. Fix bug which only Thunder Trail is affected by the boosted node if at least 1 SP is applied into Advanced Thunder Dash
    -Add Bro Attack node or include it into an existing Snow Leopard Node, ideally Party Time?
    -Add Purr Zone node, make it affecting initial hit and DoT.
    -Add Cat’s Cradle Blitzkrieg node, make it affecting initial and extra DoT damage coming from party member hits

    Special Notes, how to improve game play/bug list:
    -Allow us to hold Paw Swipe so we can keep swing Furious Strike instead of tapping nonstop. Make sure that we are still able to slightly move while spamming Furious Strike.
    -Giving Invincibility Time from moment Aerial Relief starts dealing damage, so a while after it starts being casted, allowing player to move freely, maybe 1 second duration. It can already ignore physical damage on whole casting duration.

    - Bug:
    -Attack Speed going from stage 2 to stage 1 not affecting most skills including Furious Strike (I actually made bug report ticket to Nexon with a video I uploaded)
    -The skill Thunder Dash is replaced by Advanced Thunder Dash, but the cooldown of the skill is not shown in the quick slot after using it. The kill Advanced Thunder Dash is not affected by Thunder Dash boosted node.
    -Sometimes, a player can get softlocked when using Meow Card too quickly after switching to cat mode and switching back to another animal mode.

    What do you guys think of all these changes? This sould be made in condition of having 100%uptime on the Lv190 hyper skill because the passives from all the modes are needed.
  • Incapable of placing lab server block.

    Well, I also noticed that bug. That is only visual, but still bit annoying. Just rely on cursor position from when placing it on Lab grid logo before clicking and you could be fine. Took me a couple of minutes before realizing how to replace these blocks.
  • The state of Kishin; Post your Suggestions here

    Now that I just think of it, I just read blocking Kanna. Why don't we just make the class available occasionnally like Beast Tamer? o-0 Even Zero.
  • Monster in 1st stage of Dream Defender spawn early

    I have viewed some Dream Defender (Dream Breaker in other MS versions) videos lately and I realized that the first stage (entry stage selected), monsters and purple music boxes in here, GMS, automatically spawns upon entry before it is suppose to start. In other versions, they start to spawn after they countdown. I can show some videos, see below:

    This is in KMS right here:

    Then here in TMS:

    In the entry stage they selected, monsters don't spawn yet until countdown is over. Howerer, here in GMS, that is not the case and I can put a few videos right here. I made a few of them.

    Back in October 2017, when I first made floor 90>100, monsters spawning too early in stage 90:

    Then lately, 2 months ago, still same issue, in stage 120 spawning too early again:

    Also happening to other players of GMS, even with better ping than mine, stage 200 spawning too early:

    It has been happening since Dream Defender came out in summer 2017 and to every players of GMS and Luna server too:

    Character name and lv: thrakkes Lv243
  • Spirit Savior Guide

    Well it's purely RNG where the spirits appear. This is a perfect example here:

    Need to remark you should resize Mini Map at every runs so you can see the whole map like I did.

    EDIT: Actually I have finally got 22.5k, first Hero player hitting this score on Friday April 6th, just before saturday reset: