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Arbalest buffs
#1
Let's talk shop about Arbalest

Well, I think we can all agree Arbalest just isn't good enough at the moment.

The class revolves around cannon skills. The idea is that you use a big aoe skill once every few rounds.

The problem with this concept in its current state is two-fold. One, the cannon skills have a big cooldown, effectively a CD of 4, or 2 with firing posture. This would not be a huge issue if these skills were particularly powerful, but at the current time, their damage is simply not that good. The scaling is high, but it doesn't really beat a spell that has ele atk scaling on top. A wind mage with air pressure can do the same damage as a blowback cannon, without cooldown. Of course, when crit comes into play, the damage of cannon skills gets fairly good. But it still just lacks a little bit of oomph.

Buster cannon's debuff is amazing. It really helps deal with tanks, but I feel like that's the only strength of the class.

Furthermore, the class has no defenses aside from a short duration buff. It ends up being quite squishy if you're not using BK main class.

Here are my suggestions:

1: Add armament weight to cannon damage

A simple but needed change. This would give the class back its identity as a weight user. I don't know why this crucial part of the class fantasy was taken out. I think Arbalest could benefit from more raw damage, and this would make... Sense

2: Make shore up 3m

This is the only skill that lets you quickly reload. It's criminal that it costs 5m. This skill has a huge cooldown so it should be no problem.

3: Make mighty wall a passive

Mighty wall should be always active, but only give 3 def/res. If the arbalest has not moved last round, make it twice as strong. Just an idea. The counterattack could be included in a skill that gives temporary DR%, not stats. These two changes would make arbalest actually feel like it has tankiness on its own.

4: Make any melee weapon usable as armament

A simple change. Why not? Shooting an axe out of a massive arbalest doesn't sound any more far fetched than shooting a rocket punch out of a cannon or a dagger from a crossbow.

5: Make arbalest as a whole work with guns and bows equally.

Rifle arb is very sad right now. Why not give guns the passives? Biggest one is the +power for heavy weapon innate, and the armor piercing.

6: New passive: active reload

Using a chain skill reduces reload time by 1. You can use chain skills while reloading

Let me know if you guys have more ideas.
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  • Sawrock, the REAL Minos Prime
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#2
Yes! More of this! I'll take your entire stock.. MAKE ME WANT TO USE THIS CLASS BABY!
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#3
1- Armament Weight being universal for Cannon skills would be nice. It'd also incentive Arbalests to build more STR.

2- Shore Up? True. It's such a flow breaker to have skills with awkward momentum costs, when every "action" in this game is 3M. So either go full 6M or reduce to 3M and make it have a longer cooldown.

3- Mighty Wall as a passive is a good idea. Having it just be something granted on round start that, if you move, you lose the effects. Similar (and synergizing with) Ranger's Expert's Aim.
Quote:Mighty Wall
Passive

Engage defensive mode, becoming a mighty wall for enemies to crash on.

At the start of a new round, gain Mighty Wall LV5 and Arbalest Countershot until your next round. If you already have Mighty Wall, the LV and duration are increased by 5. (Max. LV = 30)

Using any movement skill will cause Mighty Wall to end (while this skill is equipped), and this skill is put on a 3 round CD.
Quote:Mighty Wall (Effects)

Increases DEF and RES by LV.

If LV is higher than 5, immunity to Knockback effects.
If LV is higher than 10, immunity to Pull effects.
If LV is higher than 15, increases your chance to Parry equal to LV%.
If LV is higher than 20, immunity to Knocked Down and Airborne effects.
If LV is higher than 25, immunity against Rampaging and Burn effects.

4- Any Melee to be used with Arbalest for Armament purposes just makes sense, man. I don't know why it has to be removed. At the very least, make it have some form of Hit penalty when they're not the usual Sword/Axe/Spear, or damage penalty.

5- True that, it has no passive support for guns, even though it now welcomes them. Also, Rifles being highlighted compared to Launchers is a little sad. I think using a Jackhammer as an arbalest cannon would be way more fitting than an excel sniper, just saying.

6- With Shore Up being the "quickest reload" option for a hefty momentum and limitations on being used, a skill to accelerate reload every round would be a fine trade-off of momentum the Arbalest could be using to keep the assault going.
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