Earlier I posted in a thread about final attack. Then, I had an idea about charge blast for white knights. It's obviously a flawed skill, considering how advanced charge at max level "reduces the chance to use a charge by 100%". 100%... lmao. It shouldn't have even used a charge in the first place. So, my idea is to change charge blast from consuming a charge, to infinite uses during a charge, and change advanced charge to just increasing damage to charge blast. No-brainer fix to enhance the ease of use of a skill that had great potential but was hindered by it's lack of un-intuitiveness.
That would make WK overpowered for their job and level range. The purpose of having it consume a charge is to give you a taste of the kind of power you'll have as a paladin in 4th job. It's easy enough to get up 3 levels to max out advanced charge later on, so I see no real reason in changing the current system with those skills.
I simply disagree. If you look at dragon knight and crusader, they each have their own very efficient mobbing skills at third job, whereas white knight is just stuck with slash blast. For an example, crusher hits 3 enemies and does 3 lines of damage, consistently (also by using crusher with a spear the player gets full utility of the spears damage potential), and the combo-mobbing skill for crusaders(I can’t recall the name right now), hits 6 enemies for a ton of damage. Also, crusaders and dragon knights have another mobbing skill! (Those little semi whole map attacks). It’s quite obvious charge blast is heavily flawed. The jump from wk to paladin is just too far of a gap, even with it just being one job advancement away. I’m sure many would agree with me here. If you have ever played white knight I’m sure you would understand. I hope you consider the change, because it was meant to be before 4th job was even released. Wizet just neglected to make crucial changes during beta before the game was actually released.
We've already buffed WK considerably since the server started, and all charges are 130% damage compared to 125% (lightning), 120% (fire), and 110% (ice). Having that damage boost along with attacking elementally weak enemies gives them the damage boost they need to compete with the other two warrior jobs just fine. I've made two paladins so far and can say that there's nothing that needs changing about them at the moment.
I think you need to factor in the fact that this skill is extremely slow for mobbing use, it is not as good as you think. Crusaders use slash blast along with combo as well to mob, if they want to use the final attack you speak of (coma), they lose all their combo orbs and have to recharge them as well. For white knights they have the advantage of using elemental weaknesses, their damage is fine in the 3rd job as they are. I agree that charge blow is weak, but you shouldn't really rely on it anyway,except to finish off monsters. Ps: lul grinding in 2020 why does it even matter /s
Crusaders don't have to recast combo after they use coma, though. WK needs this buff. My thinking is have the chance of charge use reduced to 0% by max level. That would be the icing on the cake as far as the WK buffs go.
WK would still be a challenge with this buff. As to utilize Charge Blow's maximum potential on element weak mobs, they must first max at least one specific element before being able to do so.
Meh I'd say even with infinite charge it's not that OP Most mobs in popular 3rd job lvls are not ele weak or weak to holy (like wolf spider, ulu, himes, skele/petri etc) so it's actually not that powerful. Against groups of 2-3 mobs crusher would beat it easily and against large group of mobs Dragon Fury would beat it due to it's long range (since it's usually impossible to hit 6 mobs with the trash range of ACB except in himes maybe)
Having played a White Knight and Paladin for the past 3 years, I don't think White Knights need any buffs. If anything, they are already very strong. I agree that Charge Blow is rather useless, but so are several other 2nd and 3rd job skills. At the very least, I don't think this is how it ought to be changed. Part of what makes White Knight interesting is that you pick your spots based on Elemental Weakness. White Knights don't have to excel in every location ( but after 4th job they almost do, regardless). Most mobs or bosses have some elemental weakness, and even with just Slash Blast, I found the gameplay to be very pleasant.
literally every other class has an efficient mobbing skill at 3rd job, and some place where they can get from 70-120 fairly easily, except wk. a change to charge blow would just speed up the process and open new training possibilities for wk. Charge blow would still only have a 90% stun rate, so the mobs still have a fighting chance, too. I feel like it just makes sense for charge blow to be utilized in a new way. It's really a great balance between the warrior classes, still keeping WK geared towards solo play. Infact more so, as they wouldnt need to rely so much during third job on a party to actually gain significant exp.
I appreciate all the buffs that went into WK so far, and they are great ideas, really. I just feel like this buff was overlooked due to the fact that most people on this server are only focused on end game content.
It's really quite a shame WK doesn't get any mobbing skill until 4th job. The class has so much potential!
Their mobbing skill is slash blast, but buffed up by the charges. It's literally the same concept as keeping combo attack charged up and using slash blast. Sure, crusader has coma and panic, but it uses up your combo orbs and requires you to recharge them before you can use either skill at full power again. The changes you're suggesting are unnecessary and don't serve to keep classes balanced, only to make your third job easier.
What mob skill does a crusader get? Cuz if u talk about coma u should really make a crusader and test it, u deff come back here again to make a treat about how bad saders are in 3rd job.
Big Bang changed Charged Blow to not remove the charge in 3rd job, and Advanced Charge was still quite relevant because it boosted the skill’s damage and even added extra mastery. Even with that Paladins were the defensive warrior with mobbing damage that was lower than Heroes and DrKs (We won’t talk about Combat Orders or how broken Blast got with its multiple hits and ignoring defense). In old Maple Paladin was just a flawed class with weak skills and little to contribute to a party. The Crash revamp and the damage boosts here help a lot. Still, I don’t see why Charged Blow can’t be changed to retain the charge. It has no bearing on the endgame and would make a difficult 3rd job (assuming you don’t just leech which is the route a lot of players take) more bearable.