Yes, with charge blow on LHC ._. If i rush 6 golens and there is a drk or hero on mid just standing there on smoke doing their full dps i still white the 6 golens most of time. Maybe holy charge is a bit broken ._.
I have a suggestion: Swap Rage to a 3rd job skill and MP Recovery to a 2nd job skill. Rework Rage to require Combo Orbs and be a short duration stackable Weapon Att buff, either % or flat...but % seems better to affect classes more evenly. For instance, consumes all combo orbs, lasts 45 seconds, and gives +10% W. Att to party. Rework Panic to be a noticeable DPS boost when used instead of only Brandish against single target only. What does this rework seek to accomplish? Gives Hero a more unique class identity compared to DRK and Paladin. Gives Hero a more fun and active gameplay loop. Utilizes Combo Orb mechanic and short durations for the party buff to prevent people from making the buff a mule job. Final notes: It’s subjective, but I believe having the option to sacrifice personal DPS for the party through Combo Orbs fits the name “hero” which sounds like a selfless class. Having to choose between buffing party or more single target DPS with Panic can make for interesting gameplay decisions. A similar solution could be reworking Enrage instead of Rage, or even reworking both skills. I don’t think it would matter much because the end result is the same.
Making rage into a party buff sounds good, BUT 10% is too much. We're at a stage where even a slight buff would go a long enough way IMO.
Good suggestions but I agree that 10% is too much, for end game players that is easily more than 1k range. For reference echo is 4% and that is considered a lot. Rage should be a nice buff to have but not mandatory.
I could see how 10% might be too high even with the proposed downsides of consuming Combo Orbs and a short duration. Maybe 5-6% is more reasonable! Regardless of the exact/optimal number, I think some combination of buffing Panic for single target or reworking Rage/Enrage to be a stackable party buff like I described above would put Hero in a better and more interesting spot. I think Hero and DRK have too much overlap currently.
I agree that they have a big overlap, but so do fp and il mages. If you buff hero too much you just make drk into a useless warrior. How can we solve that? I don't know haha
I also agree with that idea, the current position of Hero is weak compared to other top classes, but still, I'm somewhat worried that buffing Hero can lead to a so-called buff wave for all classes, which we now see in the current MapleStory. Based on my experience with the Royals, the trend and popularity are highly relevant to the top content available at any given time. That's why Shadowers are considered OP now, but I guess once Pink Bean is released, the ranges will have dominant powers again, as many users expect. Additionally, buffing or changing any skills can lead to a butterfly effect, making it difficult to predict the side effects they may cause later. In this regard, I insist that Warriors perhaps need some "minor" or "subtle" changes, but they can't be decided easily, and the current balance among the classes isn't that bad.
why dont add this one hand sword? i remmember it was from pre bb, also can be another option to ST. https://bc.hidden-street.net/eq/one-handed-sword/lunch-box-lv-120
2h sword: (4.6*STR + DEX)*ATT/100 1h sword: (4.0*STR + DEX)*ATT/100 The better ur CGS and att potion are, the more you benefit from 2h sword compared to 1h sword. With appo, even 125 ST (300m ~ 400m) could beat 10b worth of 1h sword+shield easily. I use sparta+shield when I multi-att on my hero tho, cuz the att on cgs and cider is low and Guardian saves me potion.
A potential solution to Hero simply becoming an Enrage buff mule; Enrage gives nearby party members an attack buff, but it is only active while the Hero is actively attacking. It could start at 2wa and the longer the Hero stays attacking the buff slowly stacks up to a cap. If the Hero stops attacking (maybe have a short 1.5 sec grace period), everyone immediately loses the buff and it's value is reset. Rather than Enrage, its theme is more like a heroic inspiring charge. I think it fits the class identity better. Enrage is an ability I would associate with the more typical barbarian type warrior in rpgs.
Agree with this. This is basically what I was hoping to achieve by suggesting making the buff have a short duration and require combo attack orbs. Whatever the simplest implementation is to make it so people can’t mule it.
I'm not a code guy but I think that is too much work or even impossible to implement. Sounds good tho, especially if capped at 10 att tops to prevent hurting drk too much.