Before I'm crucified, I'd just like to say, pre-BB maple is obviously great, we all love it, and it was so fun and cute uhhhhh just like all of you cute smart people lol Dual blade was way too over the top and was a homogenization of everything good from all existing classes, and was so broken, but so popular, everything else needed to be scrapped, as well as a lot of already weak, semi-formed classes such as arch mages, which is a hot topic here. Evan also had some very gimmicky skills that made it very strong, and blew the other mages away, being a dual blade for mages, taking all they do, including res, and doing it better. Arans also clowned warriors in a lot of new ways. But holy shit they were so much fun. Now, I know this thread won't get much realistic traction, and I know you think I'm about to make an argument to add arans here--I'm not. I spent a lot of time staring at Aran, Evan, and even dual blade skills, looking at what went wrong, and why, and how shortsighted it all was (and I think everyone should too, it's a fun thought experiment and trip down memory lane). I think what could happen and feel totally normal and at home is if they weren't treated like godly classes and super toned down and normalized, or adventurer-ized. I don't really think Evans or dual blades would pan out (even if dbs only used daggers--single daggers--and khanjars later. they just have too many fucked up skills to substitute/nerf) and Evan just has too many attacks. I haven't attempted to make them work but maybe I will for fun, but I'm not interested. I just don't think they're worth it for a ton of reasons, whereas arans are actually a much more comfortable fit with just a few tweaks/substitutions, and since polearms are totally useless here. No poll, no loud democratic demand for arans, just a thread to theorycraft the balanced redesign of arans as if they were explorers. Aran was pre bb, a very fun and engaging grinding class (not many can say that!), controller friendly (also an warm welcome and unique perk!), and barrier is an excellent end game party buff that goes perfect with hyperbody/high hp meta. They can easily be nerfed and reoriented to be a very balanced class! They have less hp/mp than normal warriors, burn more mp and potions Make them hit waaay less mobs with their main skills (2-3 max, and maybe 5 with final blow) not get buffed so much from combo counter remove combo critical remove combo drain body pressure just has a chance to stun 1-2 sec, not "immobilize" for 20 remove all of their rush-like skills and high mobility until 4th job remove combat step and possibly removing/nerfing their finishers and giving them different effects, such as slowing bosses and giving them a handicap in bossing and regional bosses that causes boss spawns/spells to autotarget or focus on the aranista first, or more often No 100% PA swing ratio (that's so op) No accuracy boost from mastery/high mastery Need more dex/accuracy than normal warriors Have slightly higher avoid formula than normal warriors (but it's like, not like being an archer or sair though) Combo does not increase w/m defense, it lowers it to a cap (they will take harder hits than normal warriors), combo also only raises attack to +5 at max, but increases speed/jump/avoid somewhat to make up for not having combat step or rush/mobility skills like they normally do early No finishers til possibly third or fourth job Start out like any other warrior, swordsman to level 30, no new region, no special quests or items, just tell Dances With Balrog you wish to train like arans of old (mayyyyybe you need to do a quest to unlock this option) Possibly a lower HP cap than 30k, handicaps them, makes them need hb Perhaps a buff to endure (passive hp/mp) in 3rd to supplement their high energy and increased incoming damage/pot+mana burn, but be much less op than combo drain, or a high jump or thrust like skill as well, or an advanced endure replacing combo drain Perhaps freeze standing(stance) just lowers KB distance a good distance instead of halting kb altogether Since they would be a toned down, energetic mobbing warrior class, have final blow do more damage 1v1, and spread it's cleave damage out like slashblast. This gives FB 1v1 but flexibility since it's a great mob skill but also has a wide hitbox and requires triple swing before executing (meaning it makes it more situational rather than a mandatory input, and spreading damage gives it more "swing" both single and mobbing directions, no pun intended Body pressure can rack up 1 combo only between other attacks Basically a slightly faster, weaker drk with a def party buff, snow charge, and really fun to grind/play. Would be a blast to party grind Consider rolling spin to be a bit stronger than rush since it requires a combo to perform. Make it so it just requires KB to push, no % chance. Also smart KB needs toned down by like half, it makes it so you only need like 10% of damage to proc kb A handful of skills make them pretty broken: combos buffs are really strong, combo critical is definitely broken, combo drain is op body pressure is fine if it only stuns at chance for 1-2 seconds, smart KB needs to be nerfed down, tempest needs to be nerfed, and their attack speed from polearms booster, and 100% swing ratio. Some of their attacks could be slower too, and rolling spin won't come til 4th, fenrir is possibly removed entirely or replaces tempest, or vice versa (changing tempest to just a freezing HH on a 30 sec CD and cost x amount of combo would be fine), and possibly nerfing combo barrier to -15% d. reduction instead of 20, needing 400 or higher combo, and definitely on a cooldown, as well as increasing the sp of some moved skills. Here is a breakdown of SP needed for each job, the total sp to max all skills, starred essential skills, and the amount of total sp available after removed skills (sp requirements are def up to be increased): SP available 1st 10~30=61 2nd 30~70=121 3rd 70~120=151 4th 120~200=243 vanilla/royal Vanilla 1st job skills and SP totals: [1st job is still vanilla swordsman] *Combo ability 10 (move to 2nd, increase sp) double swing 20 (staggered to 2nd) Combat step 15 (REMOVE and or move to 4th) *PA booster 20 (move to 2nd) total: 65 available 61 removed: 15 moved: 50 essential: ~30 Vanilla 2nd job skills and sp totals: *PA mastery 20 *Triple swing 20 (changed to double, lower mob count) Final charge 30 (REMOVE) Combo drain 20 (REMOVE) Combo smash 20 (REMOVE) Body pressure 20 (nerf stun to %) total:130 available: 121 removed: 70 total after removed: 51 essentials: 40 Vanilla 3rd skills and totals: *Full swing 20 (changed to triple, possibly 30 sp) C critical 20 (REMOVE) Final toss 30 (can crit one line if unable to toss?) Fenrir 30 (possibly remove, alter) Snow charge 20 (possibly 30 sp and possibly move to 4th, slows mobs) Smart KB 20 (possibly increase sp and possibly move to 4th) Rolling spin 20 (move to 4th) total: 160 available 151 T/AR: (40-70) 111-81 *E 20 Vanilla 4th skills and totals *MW 30 (but actually 20) *High mastery 30 *Overswing 30 (lowered to full swing) High Def 30 (changed to Achilles) *Final blow 30 (damage spreads out like slashblast, requires triple swing to execute. possibly slower by ms) Tempest 30 (nerfed or replaced by something, a freezing HH) *Barrier 30 (possibly nerf to 15%) *Freeze standing 30 (stance, has ice blocks animation if snow charge is on. possibly move to 3rd and only lowers KB distance, doesn't block kb) *Hero's will 5 available: 243 total: 235 "E": 175 Empty/removed SP gives space to shift skills around, or plug in supplemental skills (like adv endure, adv body pressure, adv combo counter to increase speed even more with higher combos, or passive thrust-like skills, or increase SP on remaining/moved skills subclasses could just be called Aranista I Aranista II Aranista III or whatever sounds good, Aranite, Aranheart, Aranbound etc *** so, how would you tame or redesign arans to feel more like explorers? ok now you may crucify me [here is a great old link to a long list of old pros and cons that helped form this thread. has lots of great insight to the original skills and how they worked for original arans, interesting read! https://ayumilovemaple.wordpress.com/2009/08/16/maplestory-aran-skills-skill-build/ hiddenstreets Aran skill reference: https://bbb.hidden-street.net/character/class/aran-2nd-job]
Arans also clowned warriors in a lot of new ways. But holy shit they were so much fun. what do you mean with this sentence?
Arans were really fun to play as a class. I'd still play them if they were heavily nerfed, they were super fun on a controller, the tactile dynamic of the skills and combos made them great, they were just overpowered
ok i understood correctly the warrior class is already bottom tier dps even with 9k clean range rarely anyone invites and joining is harder adding aran with normal stats would be the death to warrior class
I think making Polearm DrKs more viable might be better rather than introducing a new class. Make fury 2 hits Make FA work with fury but make it an echo Fury so it doesn’t stop your character. Also fix FA attack % spread
I've been praying for a PA balance, or PA Fury/crusher buff forever, it's just simply a super low priority issue. An issue nonetheless though, same with 2HBWs
Assuming a warrior 1st job, here's how I'd do it Spoiler 1st Job Power Attack & Slash Burst will be counted as basic attacks for the purposes of Double Swing, Triple Swing, and Full Swing. Allowing you do do Power attack->Double Swing->Triple Swing or Slash Burst->Double Swing->Triple Swing 2nd Job Double Swing Press the attack key two times to attack up to 6 surrounding monsters twice. Level 1: MP-4 102% damage Level 20 MP - 7 140% damage Combat Step Level 1: MP -1; Boost yourself 325 distance Level 10: MP -4; Boost yourself 550 distance Polearm Booster Level 1: MP -29; HP - 29; Increase in Pole Arm; Lasts 10 seconds Level 20: MP -10; HP - 10; Increase in Pole Arm; Lasts 200 seconds Polearm Mastery Level 1: 15% Mastery; +1 Accuracy Level 20: 60% Mastery; +20 Accuracy Final Charge Level 1: MP -10; 50% Damage; Attack up to 2 monsters. Level 30: MP -20; 90% Damage; Attack up to 8 monsters. Smart Knockback Level 1: MP -60; Available for 15 sec, applies only 90% of Monster Knock-Back Damage. Level 30: MP -30; Available for 120 sec, applies only 30% of Monster Knock-Back damage. -------------------------------------------------------------------------------------------------------------------------------------------------------- 3rd Job Triple Swing Press the attack key three times to attack up to 6 surrounding monsters thrice. Level 1: MP -5; 193% Damage Level 20: MP -7; 250% Damage Snow Charge Level 1: MP -25; 100% Damage; 10 seconds; monster's speed -21 for 5 seconds Level 20: MP -35; 110% Damage; 200 seconds; monster's speed -40 for 20 seconds Focused Target When attacking one target, Aran is able to put their full force into their swings Level 1: Critical Damage 2%, success rate 1% Level 30: Critical Damage 60%, success rate 30% Combo Smash Achieves an excellent amount of danger at the booth. You have to use Triple Swing first before using this skill. [Command : Arrow Key : Down + Right + attack key] Level 1: 246% Damage; Attacks 6 monsters. Level 20: 360% Damage; Attacks 8 monsters. Final Toss Tosses up 6 monsters in the air. The monsters that are in the air will be vulnerable to attacks, therefore receiving more damage than on the ground. Can only triggered right after Triple Swing. [Command : Arrow Key : Up + attack key] Level 1: MP -10, Damage 152%, if monster gets hit in the air, damage +42% Level 30: MP -20, Damage 210%, if monster gets hit in the air, damage +100% Rolling Spin Level 1: MP -16; 44% Damage; 38% Probability; Attacks 4 monsters; 1 second stun Level 20: MP -24; 120% Damage; 95% Probability; Attacks 10 monsters; 1 second stun Combo Drain A buff that allows one to recover a portion of damage dished out by attacking back as HP. Level 1: For 22 sec, will recover 1% of HP Damage dished out as HP, , time required between skills 150secs Level 20: For 60 sec, will recover 2% of HP Damage dished out as HP , time required between skills 120secs ---------------------------------------------------------------------------------------------------------------------------------------- 4th Job Full Swing Increases the damage of Double Swing and Triple Swing. Increases the number of enemies hit to 8 Level 1: Double Swing: MP -6; 82% twice; Triple Swing: MP -14; 253% Damage. Level 11: Double Swing: MP -8; 102% twice; Triple Swing: MP -14; 283% Damage. Level 21: Double Swing: MP -10; 122% twice; Triple Swing: MP -14; 313% Damage. Level 30: Double Swing: MP -12; 140% twice; Triple Swing: MP -20; 340% Damage. High Mastery Level 1: Mastery of Polearm-related weapons +65% Level 11: Mastery of Polearm-related weapons +70% Weapon Att + 3 Level 21: Mastery of Polearm-related weapons +75% Weapon Att + 7 Level 30: Mastery of Polearm-related weapons +75%, Weapon Att + 10 High Defense Level 1: Damage taken from enemy - 0.5% Level 30: Damage taken from enemy - 15% Combo Barrier Grants a buff that makes party members to receive less damage for a limited time. Level 1: 60 seconds; -8.4% damage taken Level 30: 240 seconds; -20% damage taken Combo Tempest Freezes the surrounding monsters. If a monster is frozen using this skill it will die instantly upon attack. If used against a boss monster, it deals powerful damage. Level 1: 835% Damage to boss monsters; Attacks 15 monsters; 5 seconds of freeze, time required between skills 350secs Level 11: 1185% Damage to boss monsters; Attacks 15 monsters; 10 seconds of freeze, time required between skills 250secs Level 21: 1535% Damage to boss monsters; Attacks 15 monsters; 15 seconds of freeze, time required between skills 150secs Level 30: 1850% Damage to boss monsters; Attacks 15 monsters; 20 seconds of freeze, time required between skills 60secs Freeze Standing Stand heavy like a frozen block of ice, so cold to the touch that it damages and stuns anything touched. Level 1: MP -30; For 10 seconds, prevent from getting knock backed with a probability of 27%, 22% Probability of stunning for 1 sec; 5% Body Attack Damage. Level 11: MP -42; For 110 seconds, prevent from getting knock backed with a probability of 47%, 42% Probability of stunning for 2 sec; 55% Body Attack Damage. Level 21: MP -54; For 210 seconds, prevent from getting knock backed with a probability of 67%, 62% Probability of stunning for 3 sec; 105% Body Attack Damage. Level 30: MP -50; For 300 seconds, prevent from getting knock backed with a probability of 85%, 80% Probability of stunning for 3 sec; 150% Body Attack Damage. Maple Warrior Level 30 Final Blow Swing your polearm widely to deliver a fierce attack to a maximum of 8 monsters. You have to use Triple Swing first before using this skill. Level 1: MP -20; 410% Damage Level 30: MP -30; 700% Damage Hero's Will Level 5
Interesting take on it, I went very heavy handed on the nerfs to feel as old school as possible while still stylistically Aran. I like that freeze standing effect you twirled in there. I was hesitant to be very creative with the class although in some respects I was. A shame they came out of the gate so op, they were really fun
Only reason I'd change them like that is given the constraint of Warrior 1st job. Otherwise I would leave them largely the same and adjust their cleave damage & Combo Critical to put them more in line with every other class. I'd set their cleave damage as such: 2 mobs 65% ea, 3 mobs 45% ea, 4 mobs 35% ea, 5 mobs 229% ea, 6 mobs 25% ea. Basically just [(130%+5% per mob hit)/mobs hit] as opposed to how they worked of 150%/mobs hit, at a minimum of 50% damage to each mob. In addition to that I'd change combo critical so that at max level you gain 3% crit rate & 5% crit damage per 10 combo for a max of 30% crit rate/150% crit damage With those two changes they're balanced well enough & still play exactly the same as normal Arans
?? equally geared speaking, NL will always be the strongest class in this server in any situation possible been there done that
humble bump since there was a bit of aran discussion lately. pls no damage skin talk, and remember, this threads aim is just to theoretically envision how arans could fit naturally along side other classes by toning down a lot of what made them op, and would make them op here if they were just copy-pasted. a fun creative exercise for the game we still love. arans were a very tactile and dynamic class, and very satisfying to play
Evan is actually kinda weak. It got better 1vs1 damage than atchmage and some better skills overall but it's ultimate got a long cd unlike the mage ultimates. This makes it far worse than mages in leech/farming while still not as good as the attacker classes like NL in bossing