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Pugilist Skills

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Pugilist Skills

 

So Im sure Ive pointed this out more than once, but I hate Musha Shugyo. At a certain point, we get so many moves that this particular skill is quite wasteful, and Ive always thought that a long awaited mob control skill should take its place...

Now Im on to 240 where I just acquired Tuina. Ive been soloing, so I tried using it to heal. A whopping 350hp and some movement were recovered. this is o-k, I get it, but  at 270 I get qi - a 450 hp self heal. I mean, ffs, one of these you have to agree is just wasteful..


 



 
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Re: Pugilist Skills

 

Pug’s imo need to be completely reworked.  Combo kick and it’s peripherals are weak, Their hth is laughable for a class whose name is a synonym for a boxer.  As it stands right now they only get up to 5th attack.  The nature of the class would suggest they should have at least 7 if not more hth attacks.  As for their special attacks instead of having the string added on to combo make the skills different and more powerful each level, like it is with other classes.  If that is not a viable option then buff the combo a bit and make it so a miss doesn’t end the string.  I like the idea posted earlier about a whirling attack that pushes the mobs back and puts the pug in the for front, could call it whirling dervish or something like that.  I’d even be ok with it not doing damage.  

Kap


 



 
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Re: Pugilist Skills

 

I like the idea of combo kick, but it's base damage definitely needs to increase.  I like that you're always guaranteed to hit your first 2 kicks, there is no missing those.  I don't mind that the string of attacks following the first two kicks don't continue if you miss, but the percentages of how often those additional attacks come through could stand to be looked at.  Furthermore, as previously stated, the base damage needs to be revised.  I'd say increase the base damage on combo kick considerably, add a variable for the damage so it's not a static number, and increase the damage on all additional attacks attached to combo later on.

I would still like to see my previously suggested skill added in to give the pugilist better mob control, ie "Covering Attack" which would work like master rescue, rescuing everyone in the group while dealing damage to each mob, probably something on par with a regular hand to hand attack.  Ocur suggested adding a chance to stun each mob, which might make the skill more unique, but I fear it might be a little powerful... unless it were a secondary skill that would add the stun-like ability later on.  Let's say we give the basic idea in the early 100s, then add the stun ability in the 300s.  Hell, even add another improvement where the damage increases in the mid 400s.

I'd also like to see a good in-combat self-healing for them also.

As I play my pugilist more, I'll have more ideas on how to balance the class, as of right now these ideas are based on having played one to 200 and what I've heard from other people who play the class.


 



 
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I like the idea of adding the stun factor later, along with a little more damage after that.


 



 
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Had an idea yesterday that I think would make pugs a little more entertaining as a tank.  The skill hyper reflexes at level 170.  It would be interesting to have a target always lock onto the pug at the start of a fight.  The pug walks in whips off the first few hth attacks then the mob hits the pug.  Something similar to campaign but only lasts the one round.  The mob is free to switch targets from there on.  

Kap


 



 
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I think that's a great idea kap! Hyper reflexes isn't very handy atm..


Also dalk, the mob control skill you're suggesting, that is an area effect right? Does that mean say, in fod, if I want to pull aggro I would have to pull the whole room??


 



 
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Re: Pugilist Skills

 

No, it would work like master rescue that knights have, which rescues everyone that is being attacked, and then damage the mobs that are in combat.  It wouldn't attack everything in the room, just the ones fighting people in the pugilist's group.


 



 
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Re: Pugilist Skills

 

I like the idea of having an opening attack with pugilists, I just got power punch, and it does moderate damage, nothing like backstab, but still decent damage.  However, I'd like to see stun added to it.  It wouldn't make the skill overpowering, just a nice little addition to an opener to give them a round or two of hopefully not taking damage before the mob shakes the stun off.


 



 
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