kMSt ver. 1.2.022 – Aran & Evan Reorganization!
The Aran and Evan update has finally hit the test servers! -insert itshappening.gif here-
Note: no extractions means no images. I’m just translating the skill descriptions at the moment. I’ll try and add the other stuff later but I will be adding videos as soon as possible!
Aran
Arans still stack up their Combo while fighting monsters, but the amount of Combo stacked has been adjusted and skills no longer consume Combo when used. This is because it was odd to have skills use both MP and Combo.
In addition, when you reach the maximum Combo Count, you will automatically enter the enhanced mode Adrenaline Boost. While in the Adrenaline Boost stage, your skills will become stronger and you can use extremely strong Boost End skills. Please enjoy Aran’s new dynamic linking and Combo stacking gameplay!
Beginner
Combat Step: Press the jump key or arrow keys twice to move forward a short distance. While in the air, you can press the jump key to jump once more. In addition, passively increase your speed and maximum speed. (max level: 1)
- Level 1: Move forward a short distance. Passively increases your speed by 15, maximum speed by 20.
Back to Rien: Return to Rien. (max level: 1)
- Level 1: Move to Rien. Cooldown: 300 seconds.
Combo Kill Advantage: The polearm’s spirit Maha’s mysterious power blesses your Combo play. [Link Skill] (max level: 2)
- Level 1: Passively gives you 40% extra experience from Combo Kill orbs.
- Level 2: Passively gives you 80% extra experience from Combo Kill orbs.
1st Job
Combo Ability: As you battle, stack up your Combo Count. For every 100 Combo Count, your attack, defense, and speed will be increased, stacking up to 10 times. In addition, passively increase your Stance. (required skill: level 10 Smash Swing) (max level: 10)
- Level 1: 32% Stance. For every 100 Combo Count, increases your attack by 5, defense and magic defense by 20, and speed by 3 (stacks up to 1 time).
- Level 10: 50% Stance. For every 100 Combo Count, increases your attack by 5, defense and magic defense by 20, and speed by 3 (stacks up to 10 times).
Smash Swing: Based on Aran’s forgotten techniques, swing your pole arm up to 3 times consecutively. You can use the attack key to use this skill, you can move while attacking. (max level: 10)
- Level 1: Deals 60% damage 2 times on up to 6 enemies (per swing).
- Level 10: Deals 150% damage 2 times on up to 6 enemies (per swing).
Smash Wave: Uses your polearm to fire a burst of energy at enemies in front of you. Command activation effect: projectile’s range is increased. Adrenaline Boost additional effect: projectile is increased. [Command: ↓→ + attack] (max level: 20)
- Level 1: Deals 230% damage on up to 2 enemies. Cooldown: 3 seconds.
- Level 20: Deals 500% damage on up to 2 enemies. Cooldown: 3 seconds.
Polearm Booster: Consumes MP to increase your weapon’s attack speed by 3 stages for a certain period of time. Must have a polearm equipped. (max level: 20)
- Level 1: Weapon’s attack speed is increased by 3 stages for 10 seconds.
- Level 20: Weapon’s attack speed is increased by 3 stages for 200 seconds.
Body Pressure: A cold air surrounding your body reflects damage taken when hit by an enemy. On/off skill. (max level: 5)
- Level 1: 100% reflect damage.
- Level 5: 500% reflect damage.
2nd Job
Final Charge: Rush forward, pushing enemies with you. Command activation effect: stun. Adrenaline Boost additional effect: create an icy area along your path and freeze enemies. [Command: ←↓→ + attack] (max level: 10)
- Level 1: Deals 192% damage on up to 5 enemies while moving forward. If you use Commands, enemies will be stunned for 10 seconds.
- Level 10: Deals 300% damage on up to 10 enemies while moving forward. If you use Commands, enemies will be stunned for 10 seconds.
Final Toss: Jump and lift enemies in front of you into the air. Airborne enemies will take more damage from your attacks. Judgement and Rolling Spin will also apply this effect. Command activation effect: jump height is increased. [Command: ↓↑ + attack] (max level: 10)
- Level 1: Deals 190% damage on up to 5 enemies. Damage when attacking airborne enemies will be increased by 55%p.
- Level 10: Deals 550% damage on up to 10 enemies. Damage when attacking airborne enemies will be increased by 100%p.
Rolling Spin: Spin with your polearm to attack nearby enemies and lift them into the air. Command activation effect: stun. [Command: ↓↑ + attack] (max level: 10)
- Level 1: Deals 105% damage 4 times on up to 5 enemies. If you use Commands, enemies will be stunned for 5 seconds.
- Level 10: Deals 150% damage 4 times on up to 10 enemies. If you use Commands, enemies will be stunned for 5 seconds.
Drain: Some of the damage done to enemies will be absorbed as HP. In addition, passively increase your HP. On/off skill. (required skill: level 1 Combo Ability) (max level: 10)
- Level 1: When you hit an enemy, heal 1% of your maximum HP. Passively increase your HP by 100.
- Level 10: When you hit an enemy, heal 2% of your maximum HP. Passively increase your HP by 1000.
Snow Charge: Passively increases your damage and infuses your polearm with spirit of ice’s power for a certain period of time. (max level: 10)
- Level 1: Passively increase your damage by 8%. For 20 seconds, your attacks will decrease enemies’ speed by 22 for 5 seconds, attacking slowed enemies will increase your damage by 1%. When hitting bosses, the movement speed reduction and duration will be halved.
- Level 10: Passively increase your damage by 35%. For 200 seconds, your attacks will decrease enemies’ speed by 40 for 20 seconds, attacking slowed enemies will increase your damage by 10%. When hitting bosses, the movement speed reduction and duration will be halved.
Polearm Mastery: Increases the weapon mastery, accuracy, and attack speed of polearms. (required skill: level 1 Smash Swing) (max level: 10)
- Level 1: 14% polearm mastery, 12 accuracy, 1 attack speed stage.
- Level 10: 50% polearm mastery, 120 accuracy, 1 attack speed stage.
Dynamic Mastery I: When activating skills using Commands, their effects will be enhanced. (max level: 5)
- Level 1: Command activated skills’ damage is increased by 1%p.
- Level 5: Command activated skills’ damage is increased by 5%p.
Swing Research I: By researching effective swing techniques, increase Smash Swing’s damage and movement speed while using it. After using Smash Swing, using other attack skills will cause a polearm afterimage to deal additional damage. In addition, after using Smash Swing, other attacking skills’ damage will be increased. (required skill: level 10 Smash Swing) (max level: 10)
- Level 1: Smash Swing’s damage is increased by 50%p. After using Smash Swing, other attacking skills’ final damage will be increased by 5% for 2 seconds. After using Smash Swing, other attacking skills will activate a polearm afterimage that deals 70% damage 2 times on up to 4 enemies. Movement speed while using Smash Swing is increased.
- Level 10: Smash Swing’s damage is increased by 200%p. After using Smash Swing, other attacking skills’ final damage will be increased by 20% for 2 seconds. After using Smash Swing, other attacking skills will activate a polearm afterimage that deals 100% damage 2 times on up to 4 enemies. Movement speed while using Smash Swing is increased.
Physical Training: Passively improves STR and DEX through physical training. (max level: 5)
- Level 1: 6 STR, 6 DEX.
- Level 5: 30 STR, 30 DEX.
Final Attack: Grants a chance to deal additional damage after an attack. Must have a polearm equipped. (required skill: level 3 Polearm Mastery) (max level: 20)
- Level 1: 2% chance to activate a 100% damage Final Attack.
- Level 20: 40% chance to activate a 150% damage Final Attack.
3rd Job
Advanced Combo Ability: As you battle, stack up your Combo Count. For every 100 Combo Count, your critical rate and attack will be increased, stacking up to 10 times. In addition, passively increase your Stance, attack, resistance to statuses and elements, critical rate, and maximum critical damage. (required skill: level 10 Combo Ability) (max level: 10)
- Level 1: 5% Stance, 4 attack, 6% resistance to statuses and elements, 2% critical rate, and 2% minimum critical damage. For every 100 Combo Count, increases your critical rate by 1% and attack by 3 (stacks up to 10 times).
- Level 10: 50% Stance, 40 attack, 60% resistance to statuses and elements, 20% critical rate, and 20% minimum critical damage. For every 100 Combo Count, increases your critical rate by 3% and attack by 3 (stacks up to 10 times).
Aero Swing: Grants the ability to stably use Smash Swing while in the air. If you use Smash Swing while jumping, Maha’s power will momentarily stop you from falling and you will act as though you were on the ground. In addition, passively increase Smash Swing’s damage. (required skill: level 1 Swing Research 1) (max level: 10)
- Level 1: Gain the ability to use Smash Swing in the air. Smash Swing’s damage is increased by 10%p.
- Level 10: Gain the ability to use Smash Swing in the air. Smash Swing’s damage is increased by 100%p.
Adrenaline Boost: Through relentless battle, when you reach the limits of your body, overcome them by increasing Aran’s adrenaline drastically. This burst of adrenaline increases Aran’s combat abilities to their highest state for a short period of time. (required skill: level 10 Advanced Combo Ability) (max level: 20)
- Level 1: When you reach 1500 Combo, enter the Adrenaline Boost state. For 10 seconds, your attack speed will be increased by 2 stages, all attacking skills’ damage will be increased by 25%p and their number of monsters hit will be increased by 1.
- Level 20: When you reach 1500 Combo, enter the Adrenaline Boost state. For 10 seconds, your attack speed will be increased by 2 stages, all attacking skills’ damage will be increased by 500%p and their number of monsters hit will be increased by 5.
Final Blow: Swing your polearm down to deal massive damage to your enemies, while ignoring some of their armor. Smash Swing’s 3rd hit will be replaced with Final Blow. Command activation effect: enemies’ attacks will not knock you back. Adrenaline Boost additional effect: shoot an energy wave forward. [Command: ↓↓ + attack] (max level: 20)
- Level 1: Deals 217% damage 5 times on up to 6 enemies, 5% defense ignored. If used while in Adrenaline Boost, shoot 1 energy wave forward that deals 350% damage 4 times on up to 6 enemies.
- Level 20: Deals 350% damage 5 times on up to 6 enemies, 15% defense ignored. If used while in Adrenaline Boost, shoot 1 energy wave forward that deals 350% damage 4 times on up to 6 enemies.
Judgement: Drop a giant polearm down to the ground. Enemies hit directly will be frozen and surrounding enemies will be thrown into the air and take damage over time. You can use the Command keys to choose which direction it will fall in. Command activation effect: freeze. [Command: ↑↓/↑→/↑← + attack] (max level: 20)
- Level 1: Deals 290% damage 4 times on up to 5 enemies, enemies hit will be frozen for 4 seconds, enemies will take 200% damage every second for 4 seconds.
- Level 20: Deals 480% damage 4 times on up to 10 enemies, enemies hit will be frozen for 10 seconds, enemies will take 105% damage every second for 6 seconds.
Gathering Catcher: Use the bottom of your polearm to grab and pull enemies in front of you. [Command: ↑↑ + attack] (max level: 14)
- Level 1: Deals 105% damage 2 times on up to 10 enemies while pulling them in front of you.
- Level 14: Deals 170% damage 2 times on up to 10 enemies while pulling them in front of you.
Blessing Maha: The polearm’s spirit Maha’s blessings increase you and your party members’ attack. (max level: 10)
- Level 1: For 20 seconds, party members’ attack and magic attack are increased by 3.
- Level 10: For 200 seconds, party members’ attack and magic attack are increased by 30.
Might: Passively increase your attack and defense and lets you knock back enemies with less damage. (max level: 10)
- Level 1: 32 attack, 35 defense and magic defense. Damage required to knock back monsters is decreased to 90%.
- Level 10: 50 attack, 215 defense and magic defense. Damage required to knock back monsters is decreased to 10%.
Cleaving Attack: Ignore a certain amount of monsters’ defense and increase your damage when fighting boss monsters. (max level: 10)
- Level 1: 22% defense ignore, 3% boss damage.
- Level 10: 40% defense ignore, 30% boss damage.
4th Job
Beyonder: Draws out Aran’s maximum strength to sweep away the enemies with Maha. While casting Beyonder, enemies’ attacks will not knock you back. This skill can only be used after Final Blow. Adrenaline Boost additional effect: shoot an energy wave forward. (required skill: level 20 Final Blow) (max level: 30)
- Level 1: 1st hit – deals 220% damage 6 times on up to 6 enemies. 2nd hit – deals 270% damage 6 times. 3rd hit – deals 320% damage 6 times. For each less target you hit, your damage will be increased by 6%. This skill has 100% critical rate and 30% defense ignore.
- Level 30: 1st hit – deals 400% damage 6 times on up to 6 enemies. 2nd hit – deals 450% damage 6 times. 3rd hit – deals 500% damage 6 times. For each less target you hit, your damage will be increased by 6%. This skill has 100% critical rate and 30% defense ignore.
Boost End – Storm of Fear: An invisible polearm is swung extremely fast, creating a whirlwind around Aran. All enemies in the map are drawn towards it, to the front of Aran’s polearm. This skill can only be activated through Commands while Adrenaline Boost is active. [Command: ↓←→ + attack continuously] (required skill: level 20 Adrenaline Boost) (max level: 30)
- Level 1: Deals 1275% damage on up to 12 enemies. Can be used for up to 5 seconds. Only one Boost End skill can be used per Adrenaline Boost state.
- Level 30: Deals 2000% damage on up to 12 enemies. Can be used for up to 5 seconds. Only one Boost End skill can be used per Adrenaline Boost state.
Boost End – Hunter’s Targeting: After gathering strength in your polearm, instantaneously rush to to an enemy and deal a strong blow. You can increase the strength of this skill by charging it before casting, while charging you will be invincible. This skill can only be activated through Commands while Adrenaline Boost is active. [Command: ↓→↑ + attack keydown] (required skill: level 20 Adrenaline Boost) (max level: 30)
- Level 1: After activating, hold the key down to charge and use the arrow keys to select a target. After the key is released, deals 775% damage 10 times on 1 enemy. While charging, you will be invincible and cannot be knocked back. For each second of charging, the damage will be increased by 100%p (up to a maximum of 500%p). Only one Boost End skill can be used per Adrenaline Boost state.
- Level 30: After activating, hold the key down to charge and use the arrow keys to select a target. After the key is released, deals 1500% damage 10 times on 1 enemy. While charging, you will be invincible and cannot be knocked back. For each second of charging, the damage will be increased by 100%p (up to a maximum of 500%p). Only one Boost End skill can be used per Adrenaline Boost state.
High Mastery: Improves the weapon mastery of polearms and your minimum critical damage and attack. (required skill: level 10 Polearm Mastery) (max level: 30)
- Level 1: 61% mastery, 11 attack, 1% minimum critical damage.
- Level 30: 75% mastery, 40 attack, 23% minimum critical damage.
High Defense: An advanced defense technique that decreases damage taken from enemies and passively increases HP and defense. (max level: 20)
- Level 1: 6.5% damage reduction, 1% HP, 186 defense and magic defense.
- Level 20: 20% damage reduction, 20% HP, 300 defense and magic defense.
Maple Warrior: Increases all stats of all party members by a certain percentage for a certain period of time. (max level: 30)
- Level 1: For 30 seconds, increase all stats by 1%.
- Level 30: For 900 seconds, increase all stats by 15%.
Hero’s Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects. (max level: 5)
- Level 1: Cooldown: 600 seconds.
- Level 5: Cooldown: 360 seconds.
Swift Move: Smash Wave, Final Charge, Final Toss, Rolling Spin, Judgement, and Final Blow’s damage is increased more. (max level: 30)
- Level 1: Smash Wave, Final Charge, Final Toss, Rolling Spin, Judgement, and Final Blow’s damage is increased by 5%p.
- Level 30: Smash Wave, Final Charge, Final Toss, Rolling Spin, Judgement, and Final Blow’s damage is increased by 75%p.
Dynamic Mastery II: When activating skills using Commands, their effects will be enhanced more. (required skill: level 5 Dynamic Mastery 1) (max level: 15)
- Level 1: Command activated skills’ damage is increased by 1%p.
- Level 15: Command activated skills’ damage is increased by 15%p.
Swing Research II: By researching more effective swing techniques, increase Smash Swing’s damage and movement speed while using it. After using Smash Swing, other attacking skills’ damage will be increased. In addition, Smash/Aero Swing’s 2nd and 3rd hits will be replaced with Final Blow. (required skill: level 10 Aero Swing) (max level: 5)
- Level 1: Smash Swing’s damage is increased by 80%p. After using Smash Swing, other attacking skills’ final damage will be increased by 22% for 4 seconds. After using Smash Swing, other attacking skills will activate a polearm afterimage that deals 150% damage 4 times on up to 6 enemies. Movement speed while using Smash Swing is increased.
- Level 5: Smash Swing’s damage is increased by 400%p. After using Smash Swing, other attacking skills’ final damage will be increased by 30% for 4 seconds. After using Smash Swing, other attacking skills will activate a polearm afterimage that deals 350% damage 4 times on up to 6 enemies. Movement speed while using Smash Swing is increased.
Advanced Final Attack: Permanently increases attack and accuracy. Greatly increases the damage and activation rate of your Final Attack. (required skill: level 20 Final Attack) (max level: 30)
- Level 1: 1 attack, 1% accuracy. 46% chance to activate a 163% damage Final Attack.
- Level 30: 30 attack, 10% accuracy. 60% chance to activate a 250% damage Final Attack.
Hyper
Swing – Reinforce: Smash Swing and Aero Swing’s damage is increased by 20%. [required level: 143]
Swing – Remain Time Reinforce: After using Smash Swing or Aero Swing, the damage boost to other skills is increased by 20%. [required level: 162]
Swing – Afterimage Reinforce: After using Smash Swing or Aero Swing, the afterimage effect’s damage is increased by 20%. [required level: 183]
Storm of Fear – Extra Target: Boost End – Storm of Fear’s number of monsters hit is increased by 3. [required level: 149]
Hunter’s Targeting – Reinforce: Boost End – Hunter’s Targeting’s damage is increased by 30%. [required level: 168]
Adrenaline Boost – Persist: Adrenaline Boost’s duration is increased by 5 seconds. [required level: 189]
Beyonder – Reinforce: Beyonder’s damage is increased by 50%. [required level: 155]
Beyonder – Bonus Attack: Beyonder’s number of hits is increased by 1. [required level: 177]
Beyonder – Ignore Guard: Beyonder’s defense ignore is increased by 20%. [required level: 195]
Adrenaline Generator: Push your body to instantly activate Adrenaline Boost. Adrenaline Boost will not be affected by buff duration increasing effects if it is triggered through Adrenaline Generator. [required level: 150]
- Level 1: Cooldown: 300 seconds.
Maha’s Domain: Summon the giant polearm Maha from Rien. Maha will fall to the ground and deal damage in a large area. While summoned, nearby enemies will take damage over time and nearby party members will have their status effects dispelled and their HP and MP healed. [required level: 170]
- Level 1: Deals 1400% damage 5 times on up to 15 enemies. For 10 seconds, all enemies in range will take 500% damage 3 times every second, and all party members in range will have their statuses dispelled and their HP and MP healed by 20% every second. Cooldown: 300 seconds.
Heroes’ Oath: Recalls the oath of the Maple Heroes to increase damage and max damage cap. [required level: 200]
- Level 1: For 60 seconds, increase your damage by 10% and maximum damage cap by 5,000,000. This only affects Heroes in your party. Cooldown: 120 seconds.
Evan
Evan’s number of advancements has been changed from 10 to 4. Evan and Mir now have their own skills to use. While Mir is using his skills, Evan can use elemental magic and their power can be combined with new Fusion Skills.
Previously, combat was focused on Mir only, but now Evan can use his own strong skills and as partners, you can work together to become even stronger. Please enjoy Evan and Mir’s new play style!
Beginner
To Home: Return to Utah’s farm. (max level: 1)
- Level 1: Return to Utah’s farm. Cooldown: 90 seconds.
Rune Persistence: Amplify the magic of Runes, increasing their duration when activated. [Link Skill] (max level: 2)
- Level 1: Runes’ buff durations are increased by 10%.
- Level 2: Runes’ buff durations are increased by 20%.
1st Job
Circle of Mana I: Shoot 2 condensed orbs of mana at enemies in front of you. As you job advance, you’ll be able to shoot up to 4 orbs. (max level: 10)
- Level 1: Deals 114% damage 2 times on up to 4 enemies.
- Level 10: Deals 150% damage 2 times on up to 4 enemies.
Teleport: Teleport a short distance instantly. Press the skill key with the up, down, left, or right arrow keys to teleport in that direction. (max level: 10)
- Level 1: Teleport 230 units. If you are teleporting down, the range will be increased by 67.
- Level 10: Teleport 275 units. If you are teleporting down, the range will be increased by 85.
Magic Guard: A magical power decreases damage taken and redirects some to MP. If your MP reaches 0, your HP will take the full amount of damage. On/off skill. (max level: 10)
- Level 1: 1% damage reduction, 40% of damage taken will be redirected to your MP.
- Level 10: 10% damage reduction, 85% of damage taken will be redirected to your MP.
Dragon Soul: Through your dragon’s contract, increase your defense, magic defense, and speed. (max level: 10)
- Level 1: 55 defense and magic defense, 1 speed.
- Level 10: 145 defense and magic defense, 10 speed.
Linked Magic: By sharing Mir’s magic, increase Evan’s magic attack. (max level: 15)
- Level 1: 6 magic attack.
- Level 15: 20 magic attack.
Dragon Sparking: When Evan attacks, there is a certain chance that Mir will attack as well. (max level: 10)
- Level 1: 4% chance of activating a 55% damage Dragon Sparking.
- Level 10: 40% chance of activating a 100% damage Dragon Sparking.
2nd Job
Circle of Mana II: Shoot 3 condensed orbs of mana at enemies in front of you. As you job advance, you’ll be able to shoot up to 4 orbs.(required skill: level 20 Circle of Mana I) (max level: 20)
- Level 1: Deals 130% damage 3 times on up to 5 enemies.
- Level 20: Deals 150% damage 3 times on up to 5 enemies.
Circle of Wind: Create a turbulent gust of wind in front of you, knocking back enemies. (max level: 10)
- Level 1: Deals 184% damage 2 times on up to 6 enemies while knocking them back.
- Level 10: Deals 220% damage 2 times on up to 6 enemies while knocking them back.
Dragon Swift: [Mir Skill] Mir will rush back and forth, attacking enemies in his path. If Dragon Swift hits an enemy using Damage Reflect, you will not take any damage. (max level: 20)
- Level 1: Deals 122% damage 2 times on up to 8 enemies. 3.5 second duration. Cooldown: 5 seconds.
- Level 20: Deals 160% damage 2 times on up to 8 enemies. 3.5 second duration. Cooldown: 5 seconds.
Swift of Wind: [Fusion Skill] While Mir is attacking with Dragon Swift, Evan’s magic will resonate with him, causing him to fire sharp wind blades at enemies for a certain period of time. Swift of Wind’s skill level will grow with Dragon Swift’s skill level. If Swift of Wind hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Wind while Mir is using Dragon Swift. (max level: 20)
- Level 1: Shoots 3 wind blades at up to 3 enemies, dealing 71% damage 3 times. 3.5 second duration.
- Level 20: Shoots 3 wind blades at up to 3 enemies, dealing 90% damage 3 times. 3.5 second duration.
Return!: Use the power of the Onyx Dragon crest to instantly call Mir to return to Evan’s side. Depending on what attack Mir was using, various effects will be activated. (max level: 1)
- Level 1: While attacking, instantly summon Mir. Cooldown: 5 seconds.
Swift – Return!: Mir instantly stops attacking and returns to Evan’s side. The power of the crest curses nearby enemies, causing them to take increased damage for a certain period of time. This skill is activated when Evan uses Return! while Mir is using Dragon Swift, Swift of Wind, or Swift of Thunder. (max level: 20)
- Level 1: Up to 8 enemies in range will be cursed for 11 seconds, all attacks which hit them will have their final damage increased by 1%.
- Level 20: Up to 8 enemies in range will be cursed for 30 seconds, all attacks which hit them will have their final damage increased by 20%.
High Wisdom: Permanently increases INT through mental discipline. (max level: 10)
- Level 1: 4 INT.
- Level 10: 40 INT.
Understanding: Through deep understanding with Mir, your combat abilities are enhanced. (max level: 1)
- Level 1: While Mir is attacking, Evan’s damage is increased by 20%. Passive effect: 30% Stance.
Spell Mastery: Increases magic mastery, magic attack, and critical rate. (max level: 10)
- Level 1: 32% magic mastery, 5% critical rate, 1 magic attack. If a Wand is equipped, your critical rate will be increased by 3%.
- Level 10: 50% magic mastery, 10% critical rate, 10 magic attack. If a Wand is equipped, your critical rate will be increased by 3%.
Support Jump: Using a stream of air created by Mir, Evan can jump high into the air. While jumping, press jump with the up arrow key. This skill can only be used while Mir is not attacking. (max level: 4)
- Level 1: While jumping, press up + jump to jump higher into the air.
- Level 4: While jumping, press up + jump to jump higher into the air.
Magic Booster: Consumes MP to increase Evan’s magic attack speed by two stages for a certain period of time. (max level: 20)
- Level 1: For 110 seconds, your magic attack speed is increased by 2 stages.
- Level 20: For 300 seconds, your magic attack speed is increased by 2 stages.
Advanced Dragon Sparking: When Evan attacks, Mir’s magic increases the chance of him attacking as well. (max level: 1)
- Level 1: 100% chance to activate a 150% damage Dragon Sparking.
3rd Job
Circle of Mana III: Shoot 4 condensed orbs of mana at enemies in front of you. (required skill: level 20 Circle of Mana II) (max level: 20)
- Level 1: Deals 119% damage 4 times on up to 6 enemies.
- Level 20: Deals 155% damage 4 times on up to 6 enemies.
Circle of Thunder: Create a magic circle that annihilates enemies with lightning. (max level: 10)
- Level 1: Deals 162% damage 4 times on up to 8 enemies.
- Level 10: Deals 180% damage 4 times on up to 8 enemies.
Dragon Dive: [Mir Skill] Mir dives down in front of Evan, creating shockwaves with his wings. If Dragon Dive hits an enemy using Damage Reflect, you will not take any damage. (max level: 20)
- Level 1: Deals 131% damage 3 times on up to 6 enemies. 3.5 second duration. Cooldown: 5 seconds. Circle of Wind’s damage is increased by 46%p, Dragon Swift’s damage is increased by 71%p, Swift of Wind’s damage is increased by 19%p, Swift of Thunder’s damage is increased by 71%p.
- Level 20: Deals 150% damage 3 times on up to 6 enemies. 3.5 second duration. Cooldown: 5 seconds. Circle of Wind’s damage is increased by 65%p, Dragon Swift’s damage is increased by 90%p, Swift of Wind’s damage is increased by 35%p, Swift of Thunder’s damage is increased by 90%p.
Dive – Return!: Mir instantly stops attacking and returns to Evan’s side. The power of the crest increases the attack speed of nearby allies by 1 stage for a certain period of time. This skill is activated when Evan uses Return! while Mir is using Dragon Dive, Dive of Thunder, or Dive of Earth. (max level: 20)
- Level 1: For 11 seconds, nearby party members’ attack speed will be increased by 1 stage.
- Level 20: For 30 seconds, nearby party members’ attack speed will be increased by 1 stage.
Swift of Thunder: [Fusion Skill] While Mir is attacking with Dragon Swift, Evan’s magic will resonate with him, causing him to create a magic circle of thunder with 5 points. Swift of Thunder’s skill level will grow with Dragon Swift’s skill level. If Swift of Thunder hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Thunder while Mir is using Dragon Swift. (max level: 20)
- Level 1: Deals 230% damage 4 times on up to 15 enemies for each point Mir flies to.
- Level 20: Deals 230% damage 4 times on up to 15 enemies for each point Mir flies to.
Dive of Thunder: [Fusion Skill] While Mir is attacking with Dragon Dive, Evan’s magic will resonate with him, causing him to create powerful electric orbs that hit enemies. Dive of Thunder’s skill level will grow with Dragon Dive’s skill level. If Dive of Thunder hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Thunder while Mir is using Dragon Dive. (max level: 20)
- Level 1: Creates 5 electric orbs which deal 143% damage on 1 enemy. The orbs have a 4 second duration, if they do not hit any enemies in time they will disappear.
- Level 20: Creates 10 electric orbs which deal 200% damage on 1 enemy. The orbs have a 4 second duration, if they do not hit any enemies in time they will disappear.
Elemental Reset: For a certain period of time, all attacks’ elemental properties will be decreased. In addition, passively increases final damage. (max level: 14)
- Level 1: For 115 seconds, all attacks’ elemental properties will be decreased by 4%. Passive effect: 6% final damage increase.
- Level 14: For 180 seconds, all attacks’ elemental properties will be decreased by 10%. Passive effect: 30% final damage increase.
Magic Debris: When enemies are hit by Fusion Skills, magic debris is created around them. The magic debris can be activated to deal massive damage to enemies around Evan. (max level: 10)
- Level 1: When an enemy is hit by a Fusion Skill, there is an 11% chance to create magic debris around them. When activated, deals 32% damage on up to 15 enemies per piece of debris. If the magic debris is not used within a certain period of time, it will disappear.
- Level 10: When an enemy is hit by a Fusion Skill, there is a 20% chance to create magic debris around them. When activated, deals 50% damage on up to 15 enemies per piece of debris. If the magic debris is not used within a certain period of time, it will disappear.
Critical Magic: Increases your critical rate and minimum critical damage. (max level: 10)
- Level 1: 12% critical rate, 6% minimum critical damage.
- Level 10: 30% critical rate, 15% minimum critical damage.
Magic Resistance: Increases your magic resistance and magic defense. (max level: 10)
- Level 1: Passively increases resistance to elements by 7%, magic defense by 105.
- Level 10: Passively increases resistance to elements by 25%, magic defense by 150.
Magic Amplification: By consuming more MP, the damage of all of your magic attacks are increased. (max level: 10)
- Level 1:
- Level 10: MP consumption increased by 114%, all magic attacks’ final damage increased by 102%.
Dragon Potential: Mir taps into his potential, increasing his abilities. (max level: 20)
- Level 1: Passively increases defense ignore by 1%.
- Level 20: Passively increases defense ignore by 20%.
4th Job
Circle of Mana IV: Circle of Mana’s final stage. Shoot 4 highly condensed orbs of mana twice in a row at enemies in front of you. (required skill: level 20 Circle of Mana III) (max level: 30)
- Level 1: 1st hit – deals 222% damage 4 times on up to 8 enemies. 2nd hit – deals 262% damage 4 times on up to 8 enemies.
- Level 30: 1st hit – deals 280% damage 4 times on up to 8 enemies. 2nd hit – deals 320% damage 4 times on up to 8 enemies.
Circle of Earth: Create an irregular magic circle in front of you that lifts the ground up to hit enemies. (max level: 20)
- Level 1: Deals 131% damage 5 times on up to 8 enemies.
- Level 20: Deals 150% damage 5 times on up to 8 enemies.
Dragon Breath: [Mir Skill] Mir spews flames at all enemies in front of him. If Dragon Breath hits an enemy using Damage Reflect, you will not take any damage. (max level: 30)
- Level 1: Deals 104% damage 2 times on up to 8 enemies. 3 second duration. Cooldown: 5 seconds. Circle of Wind’s damage is increased by 221%p, Dragon Swift’s damage is increased by 401%p, Swift of Wind’s damage is increased by 106%p, Swift of Thunder’s damage is increased by 106%p, Circle of Thunder’s damage is increased by 421%p, Dragon Dive’s damage is increased by 86%p, Dive of Thunder’s damage is increased by 31%p, Dive of Earth’s damage is increased by 321%p.
- Level 30: Deals 220% damage 2 times on up to 8 enemies. 3 second duration. Cooldown: 5 seconds. Circle of Wind’s damage is increased by 250%p, Dragon Swift’s damage is increased by 430%p, Swift of Wind’s damage is increased by 135%p, Swift of Thunder’s damage is increased by 135%p, Circle of Thunder’s damage is increased by 450%p, Dragon Dive’s damage is increased by 115%p, Dive of Thunder’s damage is increased by 60%p, Dive of Earth’s damage is increased by 350%p.
Breath – Return!: Mir instantly stops attacking and returns to Evan’s side. The power of the crest creates a burning area for a certain period of time. This skill is activated when Evan uses Return! while Mir is using Dragon Breath, Breath of Wind or Breath of Earth. (max level: 30)
- Level 1: Creates a burning area that deals 65% damage on up to 8 enemies for 30 seconds.
- Level 30: Creates a burning area that deals 210% damage on up to 8 enemies for 30 seconds.
Breath of Earth: [Fusion Skill] While Mir is attacking with Dragon Breath, Evan’s magic will resonate with him, causing him to launch flame breaths which home in on enemies. Breath of Earth’s skill level will grow with Dragon Breath’s skill level. If Breath of Earth hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Earth while Mir is using Dragon Breath. (max level: 30)
- Level 1: Deals 241% damage 5 times on up to 4 enemies. 3.5 second duration.
- Level 30: Deals 270% damage 5 times on up to 4 enemies. 3.5 second duration.
Breath of Wind: [Fusion Skill] While Mir is attacking with Dragon Breath, Evan’s magic will resonate with him, spews even stronger flames at all enemies in front of him. Breath of Wind’s skill level will grow with Dragon Breath’s skill level. If Breath of Wind hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Wind while Mir is using Dragon Breath. (max level: 30)
- Level 1: Deals 111% damage 7 times on up to 8 enemies. 3.5 second duration. Critical rate on enemies below 11% HP is increased by 22%.
- Level 30: Deals 140% damage 7 times on up to 8 enemies. 3.5 second duration. Critical rate on enemies below 40% HP is increased by 80%.
Dive of Earth: [Fusion Skill] While Mir is attacking with Dragon Dive, Evan’s magic will resonate with him, causing him to lift rocks out of the ground and crush them to deal massive damage to surrounding enemies. Dive of Earth’s skill level will grow with Dragon Dive’s skill level. If Dive of Earth hits an enemy using Damage Reflect, you will not take any damage. This skill is activated when Evan uses Circle of Earth while Mir is using Dragon Dive. (max level: 30)
- Level 1: Three rocks are lifted out of the ground. Deals 180% damage 2 times on up to 8 enemies per rock.
- Level 30: Three rocks are lifted out of the ground. Deals 180% damage 2 times on up to 8 enemies per rock.
Maple Warrior: Increases all stats of all party members by a certain percentage for a certain period of time. (max level: 30)
- Level 1: For 30 seconds, increase all stats by 1%.
- Level 30: For 900 seconds, increase all stats by 15%.
Hero’s Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects. (max level: 5)
- Level 1: Cooldown: 600 seconds.
- Level 5: Cooldown: 360 seconds.
Enhanced Magic Debris: When enemies are hit by Fusion Skills, enhanced magic debris is created around them. The magic debris can be activated to deal massive damage to enemies around Evan. (required skill: level 10 Magic Debris) (max level: 20)
- Level 1: When an enemy is hit by a Fusion Skill, there is a 21% chance to create magic debris around them. When activated, deals 62% damage on up to 15 enemies per piece of debris. If the magic debris is not used within a certain period of time, it will disappear.
- Level 20: When an enemy is hit by a Fusion Skill, there is a 40% chance to create magic debris around them. When activated, deals 100% damage on up to 15 enemies per piece of debris. If the magic debris is not used within a certain period of time, it will disappear.
Magic Mastery: Enhances magic mastery, magic attack, and maximum critical damage. (required skill: level 10 Spell Mastery) (max level: 30)
- Level 1: 52% magic mastery, 1 magic attack, 5% maximum critical damage.
- Level 30: 70% magic mastery, 30 magic attack, 20% maximum critical damage.
Onyx’s Will: Through the Onyx’s will, enhance your understanding and increase your abilities. Your damage taken will be reduced and Evan will gain additional Stance while Mir is attacking. (max level: 20)
- Level 1: Passively decreases damage taken by 1%. While Mir is attacking, Stance is increased by 32%.
- Level 20: Passively decreases damage taken by 20%. While Mir is attacking, Stance is increased by 70%.
Onyx’s Blessing: The Onyx’s blessing increases your defense, magic defense, and magic attack. (max level: 30)
- Level 1: For 122 seconds, increases your defense and magic defense by 310 and your magic attack by 21.
- Level 30: For 180 seconds, increases your defense and magic defense by 600 and your magic attack by 50.
Dragon Fury: While your MP is within a certain range, your dragon’s concentration is stronger and your magic attack is increased. If your MP leaves the range, the effects will disappear. (max level: 20)
- Level 1: When your current MP is between 49% and 81% of your maximum MP, your magic attack will be increased by 16%.
- Level 20: When your current MP is between 30% and 100% of your maximum MP, your magic attack will be increased by 35%.
High Dragon Potential: Mir’s potential is fully realized, increasing his abilities. (max level: 20)
- Level 1: Passively increases boss damage by 1%.
- Level 20: Passively increases boss damage by 20%.
Hyper
Dragon Swift – Cooltime Reduce: Dragon Swift’s cooldown is decreased by 20%. [required level: 143]
Dragon Swift – Wind Install: Swift of Wind’s number of wind blades is increased by 1. [required level: 162]
Dragon Swift – Thunder Bonus Attack: Swift of Thunder’s number of hits at every point is increased by 1. [required level: 183]
Dragon Dive – Cooltime Reduce: Dragon Dive’s cooldown is decreased by 20%. [required level: 143]
Dragon Dive – Thunder Install: Dive of Thunder’s number of lightning orbs created is increased by 4. [required level: 168]
Dragon Dive – Earth Enhance: Dive of Earth’s damage is increased by 20%. [required level: 189]
Dragon Breath – Cooltime Reduce: Dragon Breath’s cooldown is decreased by 20%. [required level: 143]
Dragon Breath – Earth Install: Breath of Earth’s number of breaths is increased by 1. [required level: 177]
Dragon Breath – Wind Bonus Chance: Breath of Wind’s conditions for low health enemies are increased by 10% (to 50% HP) and the critical rate boost on low health enemies is increased by 20%. [required level: 195]
Summon Onyx Dragon: Summon an ancient Onyx Dragon to fight with you. [required level: 140]
- Level 1: Summon an ancient Onyx Dragon for 45 seconds. The Onyx Dragon will deal 1000% damage on up to 8 nearby enemies. While the Onyx Dragon is summoned, you will gain 80% resistance to statuses and elements. Cooldown: 80 seconds.
Dragon Master: Ride Mir and fly through the air freely, while launching powerful breaths. While riding, you can hold the Dragon Master skill key down to attack. [required level: 170]
- Level 1: Ride Mir for 15 seconds. Deals 200% damage 4 times on up to 10 enemies every 0.5 seconds. While riding Mir, damage taken from % HP attacks will be reduced by 10%. Cooldown: 300 seconds.
Heroes’ Oath: Recalls the oath of the Maple Heroes to increase damage and max damage cap. [required level: 200]
- Level 1: For 60 seconds, increase your damage by 10% and maximum damage cap by 5,000,000. This only affects Heroes in your party. Cooldown: 120 seconds.
Skill Related
Skills which are on cooldown will now show their remaining cooldown time if they are in your quickslot.
Various errors have been fixed.
- An error where Zero’s skills would sometimes not trigger their additional effects has been fixed.
- An error where damage increasing skills would not show up on your stat window’s range.
The hype is real
Dat 170 hyper skill of Evan thou
Aaaaa evan changes ❤
first
Nope
Nice!
Aran ain’t messing around anymore. This really look interesting (and also make the wait unbearable).
Now, I just have to wait for Evan’s new skills.
Evan is a blast. That tornado move fusion skill is borderline botting though, you can even set it on ladders.
As for aran, she feels unfinished. Lots of leftover SP. Also, So much combo required for enhanced mode, all for 10 seconds, and it goes down if you so much as stop for 5 seconds. pfff. http://i.imgur.com/2uhxeCd.jpg
Otherwise, loving the revamps. Obviously they’re still in progress, hope they get fine tuned a bit more.
The adrenaline rush hyper skill activates the 1500 combo instantly. And it makes sense if it deactivates when you stop moving, that’s what “adrenaline” means; an instant rush where your senses are enhanced, or when you are “in the zone”. Pretty logical lmao.
Well I should clarify, it starts ticking down if there’s ever a single second where you are NOT hitting a mob of some sort. Meaning you can’t stop to feed your pet, try to pot or rebuff, or really do just about anything without your combo going down And the exponential rate at which it goes down (I think it was 13 every tick at 1400,) is just ridiculous, even though that’s an older issue. I can’t fathom why they got rid of combo recharge, especially now that combo is absolutely vital to keeping your damage up as an aran. Don’t see how that’s supposed to help in death-filled fights like magnus where if you die after using said hyper, you’re basically screwed out of all your damage until you mash out enough BB/FB
If you have a pet, you don’t need to be potting, furthermore, if you have a pet, it can feed itself…. If you have to buff, you should’ve thought about that before you entered Adrenaline Rush (as in, when you got close to 1500)
Dude, adrenaline rush isn’t meant to keep your damage up, it’s meant to provide a huge, temporary boost like angelic busters link.
Death filled fights? The hyper is meant to make it accessible in such situations, and considering you need 1500 combos/300 seconds to trigger it and it lasts only 15/10 seconds, it’s not supposed to be something that is relied on in the first place…
I mean, look at its benefits: more range, more speed, 500% damage on all your skills… It’s not meant to be relied on any more than equilibrium is for a GMS Luminous…
Which for GMS Luminous, it’s not the intended downtime for it… Based on how much Dark gauge (and light to an extent) has been boosted in KMS, even disregarding equalize, KMS lumi spends more time in equilibrium than he does in Eclipse or Sunfire, and factoring in equalize, he’s probably spending almost as much time in Equilibrium as the two combined
I mean, seriously, this is GMS equilibrium if GMS lumi was built to cope without… Or did you forget that Swing’s first hit’s damage is boosted by 100%, it’s second and third hits are replaced by Final Blow, and can thus be followed up by beyond blade and be increased by 75% because of sudden strike and to top it off, gives a HUGE boost to whatever follows it up (Say, Beyonder blade, which is capable of following it DIRECTLY and thus capable of recieving boosts thanks to final blow being a PART of the swing combo now)
Adrenaline Boost isn’t meant to be relied on, but the fact an enormous amount of your damage as an Aran is tied up in keeping 1000 combo that ticks away 10 at a time if at any point you stop to do so much as blink, is just silly. You completely ignored that point while pointing out the obvious that a high leveled hyper isn’t meant to be constantly relied on, which I already pointed out. Using adrenaline rush as a knockoff combo recharge since after adrenaline boost wears if it resets you to 1000 combo is nice, but again, 5 minute cooldown.
Makes it pointless especially in boss fights like magnus or suu where deaths are almost a guarantee. And good luck getting your combo back up to not deal a miniscule fraction of what you should be doing in damage, 5 at a time. And then on top of that, dodging makes it absolutely ridiculous since it guarantees you’ll start losing combo which just makes getting it back even more difficult. If you want to compare it to luminous, it’s like if luminous had a 5 minute cooldown on all of his buffs. Every last one. that’s how much damage is tied up in keeping his combos up to keep your speed up.
The ticking down is what keeps Aran tense and fun (u go crazy and rush to the next mob to secure combo). After getting the combo recharge skill and combo system change where combo goes down slowly, I lost my interest in Aran. Aran is just back to what she was meant to be from the start.
Another thing that would be logical: giving it a Final Feint/Time Rewind type effect that prevents an attack from dropping Aran’s hp to 0 once per adrenaline rush… Considering adrenaline can be used to jumpstart a heart.
I agree, unless you’re grinding at a place with high density of mobs for like 5+ minutes it’s pretty hard to get to 1500 Combo!
I love Aran’s outfit. She looks so cool…
I don’t play Aran, but if she started with that outfit, hair, and face in game for free, I would definitely play her more often
Evan… well he looks older, I’ll give him that. I’ll hold my comments on him until his skills come out
these 2 new link skill are as bad as it can get lmfao probably the worst link skill ever made
Hey, at least we don’t have to worry about discarding our current link skills.
Its actually good for training mules. More exp for picking up exp orbs and longer 2x and duration. Not to mention transcendance rune makes all your skills 5s lasts 20% longer
Fascinating: only one big question in everyone’s minds remains: will us Evans be able to air teleport like the others? Or is our ability to also Cygnus/archer jump, some kind of compensation for it still not doing so?
You can’t teleport in the air or on ropes/ladders.
Evan changes wow!!
Can’t wait to see the rest of it!
Done!
Kinda sad they removed the # of evan job advancments, that was something i found unique about evan, so it looks like the char pic’s look to be moving more towards the new character design that looks older and less chiibi
On the bright side, when 5th job finally arrives, we can be certain that Mir will ACTUALLY get bigger/look different when you hit 5th job now that he does so in every advancement 😀
YASSS PLEASE
NOW THIS IS THE POWER OF A HERO
Wait a sec… Does the skill Dive – Return from the Evan class actually increases enemies attack speed? I jope its a mistake because I don’t think anyone would want that.
*hope
Oops that should be allies, I’ll fix it, thanks 🙂
So happy
http://uni-wz.com/blog-entry-2707.html#comment68229
Silver Bullet did extractions, in Japanese though, but it’s still easy to understand without knowledge of the language.
I must be blind or something because Dragon Soul no longer gives an extra 2 attack speed o_o
Evan revamp looks really nice, but I’m mostly worried about losing 2 attack speed for Evan. Link skills are quite useless for both Aran, Evan looking for a change to them.
Wait, so what the hell is the point of Aran’s link skill if no other characters use her combo system…?
All characters use the Combo Kill system.
OOOH I see… The combo kill system is different from Aran’s hit-based combo, gotcha
guess i’m the only one who uses runes while i grinding god bless evans
evan hype my favorite class will they add new default faces and hair
Currently both classes have the same old character creation but I’m pretty sure they’ll update them in a later patch 🙂
So now evans have to rotate around with 2nd, 3rd and 4th job skills to fully maximize the benefits of the skills? (for 30s of damage increase, attack speed of party and that 30s of AOE)
Not to mention they lost 20% of their stance rate (Used to be 90%) in exchange of 10% more dmg reduction, and at least 20% or more of their ignore def (i.e. illusion and blaze+ their hyper skills when compared to the current skills) for 20% more boss damage?
the 30% stance passive is a 2nd job skill so we get 100% stance in total 🙂
This revamp got me so excited that I started turtling and had to run to the toilet before it happened
Link skills are BAAAAAAAAD.
I’m probably the only one who miss the old skills of Evan.
You are not the only 1, tbh I HATE this revamp,
Good riddance to 0 range blaze.
I seriously doubt evans will be able to MAX all their skills, just FREAKING look at the skill points needed to max at 2nd and 3 job!
So much for “being able to max all skills” in the past.
Thanks for screwing evan class up, nexon.
You can max every single skill. All of the ‘Swift of’/’Dive of’/’Breath of’ skills will level up automatically when you put points into Dragon Swift/Dragon Dive/Dragon Breath. And all of the skills that have a max level of 1 are automatically granted upon advancement.
Evan had quests that gave bonus SP in the past, that may not necessarily change.
What will this mean for Aran and Evan’s many skill books?
Skillbooks haven’t been required for a long time :p
How about dragon flight
I don’t have it but I can see if getting the mount gets the skill back.
Kind of disappointed on how Evan turned out, the skills are wayyy too flashy :< I do like Mir's fire tornado beam thingy, and the hyper skill which lets us attack while riding Mir is amazing. Guess I'll just have to wait until I can try it out myself. 🙂 I do wonder if that 6-line Illusion will still happen… As for Arans, just WOW, I love how they look now!
Aran looks great, especially her new art. But WTH did they do to evan?! Sure, evan is in dire need of revamps but not that kind!.
Evans are hands down the least original and weakeast of all hero classes, but even in that state they had some good things going for them which set them apart.
1. Bossing skills most mages lacked (boss lock-on skill, 20% more damage debuff on one enemy, huge resistance boost with summon onyx dragon, lightning fast illusion)
2. Amazing visual flair endgame. Summon Onyx Dragon, Dark Fog! These skills make your eyes melt with joy!
3. Sole class to use DARK element magic. Instead of building up on it they take it away (Dark Fog, Killer Wing).
4. Second reviver after bishop with soul stone! And some damage buffs with frenzied soul!
5. That 815% horizontal range flame wheel!! It’s a grinders boon!.
And now instead of working on fixing the old evan and boosting him where it was needed (faster access to his ultimate, more and better uses for his dark element, more appealing bossing party skills save soul stone (that one was great!), and more dark themed eye candy, we get this generic result ..something.
Sure the way he makes things happen may be unique, but the results are not…
Ah pardon almost forgot – Aran looks great save that attacks are more mp based and not combo based. Having undispellable combo buffs was great and i’d much prefer my aran use combos as resource to be safe from 1/1 mana burn and dispels at boss. But can’t have everything it seems…
You seem horribly biased towards the Dark Element (coming from a guy who calls himself DARK Evan)
1. The 20% debuff is still here, it’s just multi target. Having a lock on skill would be unnessecary since all our skills hit multiple targets, soul stone works never worked at bosses.
Illsusion isn’t lightning fast, we have the lowest hits per sec of any Mage.
The resistance from the summon still exists, because the summon still exists
2. Visual flair? This where your bias to dark themes is obvious: they are both dark looking, and only one of them was actually removed.
If you want visual flair, then look no further than Evan’s new hyper, Dragon Master, or his Swift of Lightning,
3. Just more touching yourself over the dark element.
4. Soul Stone couldn’t be used at most bosses. Frenzied Soul gave 30% damage 1/3 of the time. You know what that averages to? 10%! It’s not even worthy of the name Hyper Skill
5. Flame Wheel’s actually inferior to Breath of Earth
Soul Stone sucked. it was a skill that was broken in concept from the start because it was coded identically to a Respawn Token/Pass/Wheel of Destiny
As such, it was only useful when they were.
Omg, it didn’t need to focus on Darkness… We already have Luminous AND Battle Mage for that, and that’s only counting Mages! Besides that, our theme was never Darkness, it was elemental variety. Somehow I feel what they did fits the class better than what you’d turn the class into.
End result? It ain’t about winning or losing, son! It’s about how you play the game. And this seems like a WAY more fun way to go about that.
Dark themed eye candy? I retract my earlier statement about Dragon Master, because it’s clear that if it’s not Dark themed, you don’t care. As such, go play a Battle Mage.
I’m not sure about you, but what’s the point of having SO MANY multi target skill and having literally ZERO single target high damage skill for bosses? Do we even need so many multi target skills in the first place? For those who main an Evan, this revamp is literally a slap in the face with nerfs, since we literally SUCK at bosses now (Just look at the damage multiplier now, its SO low that we might even probably lose out to bishops!)
Removing recovery aura, this SUCKS. At least they should replace a skill that recovers some mp, but no, they just freaking remove it, not to mention evan is one of the few jobs that relies on magic guard to survive and has NO mp increasing passives. I also see some stat boosting passive skill in the past being SPLIT into two passive skills.
Talk about loss of %ignore damage, evan definitely lost quite an amount. Illusion and blaze used to have 20+20 and 35+20 def ignored. Now? Only 20%!
Difficulty of using evan has definitely increased, and yet, I’m seeing the nerf in terms of damage to evan. Shouldn’t they be INCREASING the damage output for increased difficulty? (i.e. having to use 2nd-4th job skills to maximize buffs and damage)
@ Dark Evan – yes i am biased torwards dark element, but so is the job itself. Just check out your adult dragon’s body color, and aura around him for a hint which type of magic he favours.
Aesthetics aside (and for lackluster evan they play a HUGE motivational role), let’s get down to business – just why is this revamp unacceptable.
It’s breaking the deal. On many levels. Revamps are about making classes do what they’re supposed to do better in more interesting way. Not suddenly making them something completely else then they were before, like making night lords tanks or paladins most mobile class ingame.
Evan was a flashy multi-elemental bossing mage with strong 1v1 kit, good party skills for bossing and average to good mobbing (after you got to his higher advancements).
But now the bossing 1v1 kit is gone (which is a bad thing both for damage and survivability), party skills got reduced and aren’t half as unique (especially lack of soul stone is a bad joke), and the dark theme that was one of the main reason to get your evan to high levels is also in recession.
All you’re left with is a happy smiling dimwit mobbing mage that can’t even compare in that scenario with a real grinder such as kanna that has real, unique skills focused around grinding on normal monsters (such as kishin, or exp & drop boosting final attack).
…and still brings to bosses more then evan with her support skills….
That’s right, the class favors Darkness, which is why the lore AND moveset goes to GREAT lengths to make the distinction between ONYX Dragons (shining black scales that reflect indigo light, gold horns, and is born with light blue scales that darken with age, and can use all elements of magic) and BLACK Dragons (dull black scales with black horns, is born black, can only use dark-elemental), to
It can’t even learn any dark spells until level 80, by which point, it already knows a fire spell, and will learn a total of 4 more fire spells, while it only learns 3 dark spells, which, by the way, are neither the primary attack used for bossing OR mobbing. The main bossing skill is NEUTRAL, and the 2-3 skills one used while mobbing were FIRE.
There’s also 3 neutral skills, same number as the dark element, and considering there are 2 other elements involved, in the moveset (bringing the total to four out of a possible SIX elements), seems to suggest, like the lore does, that NEUTRALITY is the theme of Evan, not darkness.
What an Onyx Dragon SPECIAL, apart from having to bond with a human, is that it can master all kinds of Magic
For the first 60 levels, we fit that fine.
And i know how you feel, because you have an obvious hard-on for darkness, but personally, I was motivated to reach higher levels because of Illusion, because of Flame Wheel, Because of Fire Breath and Blaze, Because of Earthquake, and to an extent Dark Fog, but only because it looked cool. And it looking cool had nothing to do with the color or the theme, honestly, if it weren’t for the name, I’d have assumed it was Lightning or Holy.
It could’ve been significantly lighter in color, Lightning or Holy Based, and called Thunderstorm or Light Fog and I’d have still trained til 160 for it.
On top of that, does soul stone look more like a Holy Spell or a Dark one (it’s not an attack, but still…)
the 1v1 kit is unneeded, not because we are no longer a bossing class, but rather, because not a SINGLE one of our new skills hits ONLY 1 target.
Killer Wings doesnt even WORK for mobbing skills, because it only forces every single target skill to hit the same target,That makes it UNNESSECARY for a class that only has skills that hit more than 1 target.
And isn’t it better to clear mobs AND hit the boss simultaneously
That’s the same reason why Phantom Imprint’s Debuff is now an AoE skill.
A class can be a good bosser without a single target skill, just ask any phantom who uses Mille Augilles. That hits 3 targets or so. Ask any funded Luminous for that matter, or any Wind Archer
Do you know how many “mobbing classes” there are? Of those, only Kanna even HAS support skills for mobbing. Well, Bishop has that ONE skill, but bishop ALSO has about six BOSSING support skills.
Top it all off, Kanna brought more to bosses with support BEFORE this revamp, now, we’re practically TIED.
We can STILL debuff mobs for 20% damage, AND we can boost everyone’s attack speed by 1.
Our support has NEVER BEEN BETTER
On top of that, Mir’s spells don’t screw you when dr is casted, and your hyper lets you tank instant death (100% HP) attacks with 10% hp left.
That gives us more BOSSING TECH.
Real, unique skills? You mean that our completely generic moveset is somehow more unique than one of the most creative, in-depth (it litterally involves every attack skill we have except one), gimmicks?
Wait, you think it’s becoming something we’re not?
Let me summarize Evan now:
Great at bossing at certain levels of gameplay, and terrible at others (it’s strong early-midgame, one of the WORST classes endgame due to the lack of hits)
Great at mobbing (that flame wheel’s range, plus Blaze’s damage is superior to Chain Lightning and apparently isn’t much worse off-range wise)
Decent at support (through about 6 BAD support skills that add up to decent at best in any given situation)
Uses a Dragon to cast a Variety of Elemental Spells (which are unfortunately skewed towards Fire and Darkness endgame)
Has a VERY generic and boring playstyle
What it becomes:
Decent at bossing at certain levels of gameplay, but EXCELLENT at others (we don’t actually lose that much damage, Circle of mana has a bit over half of Illusions damage per second [after factoring in losses in Amplification and the like], and all those Mir/fusion skills with “low” %’s get a HUGE passive buff from Dragon Breath, most of them are doubled or tripled from their starting skill %’s, which makes up at least another 30%)
EXCELLENT at mobbing
Good at support (has 2 decent support skills, that people would ACTUALLY want, rather than 6 bad, situational ones, so, it’s actually quite a bit better than what we had before)
Uses a Dragon to cast a variety of elemental spells (variety that only INCREASES as you approach endgame)
Has a VERY unique, INTERESTING PLAYSTYLE (who cares if he has one or two unique skills, i’d rather not be the most basic class in the game, that fits the typical “cast buffs, debuffs, then spam one or two skills”, but doesn’t even have his own personal FLAIR to it)
It sounds to me like it becomes the same thing, but better and more interesting.
Litterally everything I listed would fall in the center of a Vehn Diagram
If you want to be a damage hoe so badly, then you should just fund yourself to cap. You clearly don’t hit cap, because you care GREATLY about a loss in skill % (nearly EVERY Evan i know hit 50m lines a LONG time ago, they’d GLADLY trade some skill %s for room to improve, [only nearly because I’M the exception, I don’t come CLOSE to 50ms, BUT i’m not selfish, I want what’s best for the COMMUNITY, not what’s best for me.])
Keep in mind, that the installs don’t just do the listed damage ONCE for the 3.5 seconds they’re installed, they do so REPEATEDLY for the duration of them.
This is in fact, CLOSER to the intended concept of the class, then “Dark Mage”
And there already THREE mages with a dark theme.(four if you count kinesis)
You sound like a kid from the Punk or Goth era.
Trying to be dark and moody to show your individuality when litterally EVERYONE else does the same.
I’d rather show my individuality in a FITTING manner, thank you!
This ain’t a deal breaker in the slightest, it still has nearly everything i loved about the character (minus illusion, but Swift of Thunder fills that void nicely)
No soul stone is not a bad joke, it was a useless skill with an interesting concept, but I won’t miss it much AT ALL, since i rarely had a use for it, and on the rare occasion i did, I never died.
Same thing with recovery aura. if i needed it to heal (there was a potion cooldown in place), i wasn’t in a situation where i could sit still long enough to use it.
Are you sure that they don’t mind the 50% MA boost loss and the %pdr that was nerfed just for “more lines”? I highly doubt it.
Mathematically, the loss in DPS is only 33%.
dropping from 150 to 100 is a net loss of 1/3, or 33% range.
Overall, our main attack skill has around 50% of illusion’s dps, (because it’s inherent dps is also around 2/3 of what illusion’s was, and 2/3 of 2/3 is around 45%) and we’re running a second source of dps at the same time (and a third if you’re properly setting up all 3 “Return!” buffs)
that second source makes up AT LEAST another 30%…
and the third+our hyper summon, might add another 5-10%..
and a drop in 15-20% raw damage per second is well worth the massive increase in lines. based on the number of lines we now have, we actually probably kept TOO much dps, weighed against the likes of Phantom, or Dual Blade
Top it all of, a good portion of our dps is safe to use against pdr.
We lose 30% pdr? Big deal. Not counting that 30% we lose or even the 20% we’re left with, I have 69% pdr, and not a single line comes from potential, you dig?
Of course, I’ve made it a point to stack as much as i can without wasting valuable weapon lines, but still…
With that, my base PDR will increase from 69% to 75%…
For that matter, I don’t have the superior gollux set’s 30% pdr, which would increase it to 82-83%
And if i really needed it to fight CVellum (I’m not yet strong enough to fight it anyway in all likelihood), i’d cube at least one of my two weapons or my boss arena emblem for at least 1 line of PDR, that 30%-40% would raise it to a cool 88-90%, which should be PLENTY for CVellum.
Also, the last word of my previous post should be “DR”, not “PDR”
So far it’s looking like Evan gains a lot of mobbing potential, but also loses out in bossing with the loss of Illusion, unless numbers are tweaked or I’m just underestimating what I see.
So let’s just look at this shall we. Links skills? Are they even Links skills? Seriously Nexon, you missed a good opportunity to deliver something great, like Damage absorption, max crit, Damage cap boost(on Aran, that would be sick to see) some Final Damage boost, Mp boost, Activation Rate+, FA damage boost, DoT damage boost. I don’t think people would care about the limitations, Like “it gets cut in half if others use it.” ANY ONE OF THESE WOULD BE GREAT, AND YOU WENT FOR MILD EXP MANIPULATION! WHY?!
I look at Aran and I see some interesting potential. She now gets Beyonder Free. FREE. It’s no longer a Hyper skill, it combos immediately from Final blow. No Mp cost. Both Body Pressure and Drain are both on/off skills. An Adrenaline which acts as Gms Lumi, with a hyper that extends its duration by 5 seconds, and from what people are saying, the time doesn’t go down if you move, that’s huge. Plus no signs of a ‘No buff increase'(Unless activated through the hyper) so a 15 secs base, with a possible 10% buff increase from empathy, 20% from mech card, is 19 seconds. A near 20 seconds to use some really nice skills, while using them, the countdown isn’t going on. The Only thing that still bothers me is the fact that Aran gets no cap increase at all- despite the massive power increase, and the milid lack of lines. For anyone making a guide with Hypers, I’d definitely recommend the Swing- Over time. A free 20% extra to the next skill, bruh. That makes 50% final damage, with 30% boss and 40 Pdr.
Evan, is almost exactly what I imagined after what they have said. The Fusion skill idea is pretty cool, with a lot of skills having massive speed. An on/off Magic Guard though? It also keeps Evan a lot of what he had- different elemental abilities, but this time with equal amount of use, kinda like Paladin is SUPPOSED to be(but they keep having bad secondary effects that really should be revamped like that Cannoneer Roulette skill) Nevertheless, this class has issues. The fact that the dragon only lasts 3.5 seconds on the field may be for a balancing factor against botting, but it still is REALLY short. The Magic orb thing sticks out like a sore thumb- Trying to make a Kanna, Kms? The Hypers are really unusual, most of which could be easily outdone by Helm cooldown reduction(bonus pots) as at least they can subtract 1-3 seconds, depending on the lines. I am missing a visual comparison of what each could do, but on paper, very few of these hypers have any use at all.
As for that SoPo Evan or Mir, yeah, the Evan skills are trash.
The time goes down if you move on Aran’s adrenaline boost, or even if you stand still. they were talking about the combo you build up to REACH adrenaline boost It goes down very quickly. I think.
Beyonder does cost MP (I never list them though lol) and it doesn’t automatically activate after Final Blow, you need to cast it manually.
Adrenaline Boost runs out whether or not you move but your Combo Count does start to decay (pretty fast actually) if you stop hitting mobs for like 1-2 seconds.
Thanks Max for that little update, for a minute there, I was taking a good laugh at BaM again- They get a Cooldown on BkB, while Aran gets Beyonder with No Mp. Hilarious.
But all the same, the fact that you still cast it manually after Final blow, which is now conveniently a passive in 3rd job, a part of your natural attacking skill that you get from the First job, still makes it fun and easier to use. This revamp for Aran is great! But Evan gets pretty kicked in the pants(To be fair, it had WAY too many Party skills that made it compete with Bishops)
where is my ice dragon breath
I want to dig a bit deeper in to the details of Evan changes. Overall I like the way theey are going, but I think it can still use quite a lot of tweaking! Mobbing wise I think it got a buff, in amount of mobs being able to hit. Bossing wise it got hugely nerfed (-50% damagge on bosses approximately, makiing it the weakest class? At least hits/sec got a little increase. Also I think it can be made a little smoother working together with Mir. 3.5 sec / 5 sec is quite short. Make it 7sec with 10 sec cd.
Than lets see what Evan lost in bossing potential:
Evan lost -2 att speed (dragon soul), -20% ignore (illussion hyper), No main skill hypers, but some cd stuff not even worth mentioning.
Useless link skill, just make it buff duration in general or elemental ignore. You will be unable to use runes for bossing.
It loses 20% final damage (50 –> 30%), huge nerf once again next to losing ignore % and attack speed. Also Evan loses all of its survivability skills in soul stone & recovery aura. Looking for some replacement, maybe even give it some % hp damage reduction skill passively to make up for it.
Killer wings will be gone too so no extra boss damage. Which is fine to me, but I don’t see a passive replacement for it at all.
My question is?
Is it still possible to fly Mir (mount)? Beginner 5% boss skill still there?
I think its unecesarry to nerf Evan this much, I would like to see the following:
– Att speed back
– More usefull hypers for our main skills
– Passive boss/ignore def 20% –> 30 – 40%.
– A survivability skill, to resurrect / – HP damage skill.
– Mir attacks lasting bit longer
Yonax, evans actually lost 50% of their MA from magic amplification(which is a BIGGER loss) instead of the 20% final damage boost.
I hoped that was a typoo, just like extra distance on teleporting down instead of up.
I like what they did with Aran for this revamp, but Evan, who was unique previously seems like a magic based clone of Wild Hunter without the high dps and bossing capacities..along with elements of Blaze Wizard sprinkled in for the heck of it.
I say that Evan is like wild hunter because the way Mir plays is exactly as the jaguar plays (ie a varient of wild hunters another bite and the fact that all of Mirs controllable attacks have a 5 second cool down to them..)
Also Evan lost his bossing capacities completely as others said before..
All and all i hope that kms will consider changing this up before they release Evan.
And who the hell said the new Evan can’t boss? Stop making up rubbish dude!
They don’t lose anything completely, they still have REALLY high dps for something that has this many lines.
We do not lose 50% dps from Amplification.
Look at the math:
It drops from 150% to 100%, that’s a drop of 33%.
100 is 2/3 of 150, therefore, it is 1/3 of 150 less than 150.
Our main attack skill is also about 2/3 the power of Illusion
2/3 of 2/3 is about 44%, which means its been cut in half
HOWEVER, that is WITHOUT taking into account Mir’s skills
Dragon Swift may seem weak at 160% per line, however, Dragon Dive passively boosts that by 90% and Dragon Breath passively boosts that by 430%, to a total 680% per line, that’s more than QUADRUPLED
and that’s VANILLA Dive
And swift of wind and swift of thunder?
that 90% per line on Swift of wind is increased by 35% by Dragon Dive, and 135% by Dragon Breath, that’s 260%
Swift of thunder?
That 230% is boosted by 90% from Dragon Dive and 135% from Dragon Breath, total damage per line: 455% and considering how many times it hits (5 times per point, 5 points), that means it can hit a large opponent like Von Leon or Lotus Core for 25 hits of 455%, of course, it takes nearly the full 3 second duration of the cast.
Dragon dive?
that 150% per line is increased by 115% when boosted by Breath, to 265%
Dive of Thunder goes from 200% to 260%
Dive of Earth? 180% per line gets boosted by Dragon breath by 350% to 530%, nearly TRIPLE it’s base output.
ON TOP OF ALL THAT, these skills can ALL be used at the same time as our main attack skill, which is only around half as strong as Illusion was by itself, but these skills, EASILY make that up.
Don’t count out those cooldown cutters though.
most of the installments last 3.5 seconds. The cooldown is 5 seconds, those cooldown cutters reduce it to 4 seconds.
That means that they can now be used for 3.5 out of 4 seconds. That’s 87.5%, nearly 100% of the time.
So don’t tell me it has no bossing potential.
And they’re installments that LAST for 3.5 seconds, quite a few of the weaker ones attack repeatedly for the duration of said installments (except Swift of thunder, which only activates once, otherwise, it’d be 2 overpowered)
Where do you see a typo?
Umm, regarding Aran, as I read the notes for Combo Ability I noticed this ” For every 100 Combo Count, increases your attack by 5, defense and magic defense by 20, and speed by 3 (stacks up to 10 times).” Last time I remember the ability boost was applied for every 10 combo counts. So does that mean that to achieve my Aran’s max hunting potential (stance, att, crit. etc.) I have to acquire 1000 combos instead of 100? I still think its a nice revamp overall but 1000 combos is kinda nuts, hope they change it to what it used to be.
Yes, it’s 1000 to benefit entirely. 1500 is when you get the super form buff. If the last time you played aran was a long time ago, it might surprise you but they changed the way combo decays, instead of just ending the entire combo full stop after a period, it now slowly decays with any activity, the amount that it decays grows with the amount of combo you have though.
All it really needs is some sort of combo recharge that caps out at like 500 and raises 100 each use and she’d be fine, in my opinion.
Well best hope that combo recharge gets added later since they currently removed the skill entirely. As someone who mains an Aran, here’s me hoping they at least bring down the excessive requirements for combo ability.
Yep you need 1000 Combo for the full benefits of Combo Ability, and then 1500 for Adrenaline Boost. Once you get there its fairly easy to keep up (if you don’t stop hitting mobs lol) since after Adrenaline Boost wears off you go back to 1000 Combo.
Jee that kinda blows, it’ll be a hassle for players below lvl 150 to rack up the combos required for adrenaline/max combo ability during major boss battles.
Unlike the Evan people, im not really mad at anything so here’s me hoping it’ll at minimum be a fun revamp. .
i hope the rest of the heroes class gets revamp and not just two of them…
Like Explorers, Resistance, and Cygnus Knights the reason Aran and Evan are getting revamps is because they have a lot of outdated skills both graphically and in utility, they are the first two heroes to ever be introduced into Maplestory. But siding with you I hope the other heroes get revamps as well (with due time).
I really hope they don’t. They’re messing up enough classes as it is.
They removed Fenrir ;c i liked the wolf element to Aran, but all they got was the wolf mount. Kinda weird to me when Beyond Blade used a tiger and not a wolf. shoulda made it that Beyond Blade still worked with the Swings + FB + BB
Same here~ I was so sad when they introduced judgement to replace third job fenrir few years back… Now they totally removed it… It was so cool tho~ throwing wolves out~ But fortunately, the new judgement is really cool
I find it weird how their is NO hint of animals in Arans attacks UNTIL 4th job now? like WHY randomly his swings are beasts? if they changed the animations of his other still slightly then make it ALL uniform
3rd job has a polar bear.
I’m loving Evan’s revamp. Though some people are complaining for some reason.
Though boss damage, defense ignore, AND Healing Aura had been shut down quite a bit, he’s still got some major buffs.
First off: DPS.
You may ask: Stranger, the attack rate buff is gone!
Doesn’t matter. You should add up the amount of Hits Phantom whatsit and the hits the Circle of Mana IV.
As of the KMS buff before the revamp, Phantom Whosit dealt 6 hits.
Circle of Mana IV deals four per hit. Don’t forget Mir will chime in to do extra hits.
The mobbing skills he has had been incredibly buffed. Why lock on one when you can take on a whole army with your bossing skills?
Though there’s a major decrease in damage, well all know that funded players will max their defense and damage anyway. Hey, maybe if your outcry is loud enough, he’ll get buffed a bit seeing how fragile he is. Hey, I can see the low defenses, but NO one can deny the new offense he has.
We’d need defense so we won’t die while dishing out DPS, that would just suck. Giving us healing abilities will let us survive to even dish out damage to bosses.
Healing in this game is redundant, to be honest.
Really? NEW offense? Why don’t you see why does aran have SO MANY test server boss run test(I’m referring to HIGH-END bosses like HARD magnus or CRA) while evan has NONE? Doesn’t it look obvious that the new evans literally S.U.C.K. at bosses now?
Evan had very few high end boss videos BEFORE the revamp.
At the rate new Evan bossing videos were made, we wouldn’t be due for one in KMST for at least three weeks.
And Evan became MUCH harder to control.
And a BIT harder to fund.
I’d call it a major buff if we got even ONE video of Magnus or CRA before the patch goes live.
Aran was hard to control before, it isn’t any more complicated now, and the players of aran are used to it
And they aren’t much farther from capping either.
My outcry against evan is that he’s plain and bland in party play. Yes, he is unique at HOW he does things, but the RESULT is bland and plain, and achieveable by nearly any other class.
There is no unique feature that would make ppl go “Whoa, that’s an evan. Make room guys, we can’t pass this guy up in our pty!”.
20% extra damage? Practical but it’s not like mercedes can’t do it better. Actually way better since she also comes packed with sick defense ignore debuff for bosses. And much better 1v1 game.
Party speed up? Not like pirates or battle mages can’t do it.
New evan drastically lacks unique aspects that would make it stand out at bosses. Soul stone was unique and valuable. His other party buffs weren’t so valuable but still unique. And now? Well, sure practical, but not irriplaceable. So since his party play is only ok and by no means unique then he better stand out as epic bosse…yyyy..eeeee…..erm….oh hey look! What a cool looking dragon! You want it in your party, like now…pretty please?
It’s not about what he brings to the party.
He isn’t a support class, never was.
Did you ever get into bosses thanks to soul stone? I didn’t. Because it NEVER WORKED AT BOSSES.
the 20% damage is the same debuff as Phantom Imprint. It just hits every monster in range rather than one.
Which fits into the whole motif of “why take the time to aim at a specific target, when I can kill ALL of them” same reason killer wings is irrelevant. You need a skill that ACTUALLY only hits one target for Wings to work.
Don’t think of us as having no bossing skill, think of us as having no single target skill. Those aren’t the same thing, you know.
Phantom is the BEST bosser endgame, and gets along just fine with Mille.
A funded lumi gets along fine with Spectral Light.
Aran will get along fine with it’s combo attacks after this revamp.
Shade gets along just fine with it’s Spirit Claw.
All of those attacks hit at least 3 targets.
And all of those were better at bossing than Illusion endgame
Irreplacable? how about the cabability of tanking instant death while using our hyper?
Only one or two other classes can tank 100% hp attacks
Another thing we can do is be in two places at once while we attack.
That’s INVALUABLE in a hell gollux party.
And since around half of our dps doesn’t even trigger damage reflect, that gives us ANOTHER unique thing that they’d want us for in Chaos Pink Bean or Cygnus with its DR.
Making sure it’s safe to attack, even when there’s a ton of debuffs.
And the fact that all of our attacks, including the ones we use for bossing, have a ton of range and can hit a ton of targets? That means we can clear the summons at Lotus Core without skipping a beat.
We don’t need to stop attacking lotus with as much damage as possible to keep his summons from screwing us over.
There is a LOT more to party play than what you bring to the party itself, son.
It’s about what you bring to the boss, not the party.
What you bring to the party is part of what you bring to the boss.
Besides, I’d rather have unoriginal useful party skills than terrible “unique” ones.
We weren’t not the only ones with a healing AoE field.
We’re not the only ones with a %avoid buff
We’re not even the only ones with a skill like soul stone
(bishop’s hyper skill, Heaven’s Gate doubles as a party buff that works EXACTLY like how Soul Stone SHOULD work)
We’re one of THREE party skills with % damage reduction, but our Magic Resist only affected magic attacks.
You know what makes pirates and battle mages support special?
They give BONUSES THAT PEOPLE WANT.
Noone cares about our %avoid
Noone cares about our ressurection skill, which bishop has two, and one of them works nearly identically to Soul Stone, but with none of the limitations.
Noone cares about our magic damage resistance
Noone cares about our 10% reduction
Noone cares about Recovery Aura, a healing skill that forces you to stay put, when the only places with the potion cooldowns where it would be necessary also force you to keep moving
I see a class that plays uniquely and excitingly. Now, it doesn’t matter if I’m playing alone or with others, I’m having fun.
If he’s only got interesting support skills, i can only have fun with others. But if he’s got interesting attacks, I have have fun with others or by myself.
And besides that, we can hit 30ms post revamp, and still do more damage than a capping Evan pre-revamp.
What end result? The boss is dead? That’s the same any way you slice it.
Why do i need to do something completely different? The only buffs left to give to party skills are the ones that NOONE wants.
Some of us had an Evan main for a long time and would not like them to turn the entire class up side down. It won’t even feel like the same class anymore.
Hey max, i have a question not releated to this thread
about cra items coins drop rate, how many coins will someone with % drop and full party will get from bosses? how harder is it to get CRA armor / wepaons now?
and about this thread looks like aran end game bossing style stays the same, and evan revamp looks awesome.
Sorry I haven’t killed CRA bosses so I’m not sure :S
Hi Max,
Please tell nexon to just scrap Evan if they hate Evans so much.
Don’t need to nerf the class to the point of being almost totally useless, just scrap the job and compensate those with Evan with a mage job of their choice.
To those who does NOT main an evan, you probably won’t see how big of a nerf it is. And in high end bosses like CRA or lotus, the new evan will SUCK.
It seems really unique and stronger as well to me. There are infinitely more lines than before.
You probably did not noticed that some of the passive boosts to damage is GONE. Skill damager multiplier is pathetic, yes PATHETIC. If nexon thinks that evan should be mashing keyboard for different skills to maximize damage, then make them more tanky then.
And for those who think that recovery aura/healing is redundant, try telling that to those who are trying this char as their 1st char then.
And for those who think that dragon master skill is cool/useful, I DARE you to try it on bosses like magnus, you might not even last that 15 seconds, when you mount on mir, your hit box INCREASES alot, which means the meteors will hit you more often than you think.
Actually, the multiplier was far too high before.
A skill doesn’t need to work at bosses like Magnus to be “cool”, just look at Soul Stone 😉
(Face the facts, Zed… It’s more important to be useful than to be unique when it comes to support.
And a Battle Mage wouldn’t be using Yellow Aura, but rather Dark Aura, and having an Evan in the party too, would just make Yellow Aura more pointless…)
Even though it made the classes stronger, it certainly left alot to be desired…
Dragon Master cooldown? 15 secs seems too small for a duration
Oh small notice on aran, hope someone in Nexon is reading this – adrenaline boost’s animation is horrible. It completely defies the aran’s moveset colors (well least majority of them). It’s like Battle mage suddenly wrapped in rainbows theme wise.
I hope they can fix this and give this more suble effect, that fits with other skill’s art.
I just wonder whether or not Evan’s skill can be maximized. I can’t wait for you to make a guide (at least) of its possible builds 🙂
If by maximized, you mean can you max all of the skills then the answer is yes!
Aran changes seem cool. I like how they kept a polar theme going on. 1000 combo to keep up combo ability effects seems to costly though. It would be nice as well if beyonder linked with the new final blow/ overswing. I think that the adrenaline mode should change combo smash into combo fenrir too. Arans also get a link skill-it sucks. They should replace it with a 5% damage reduction or something else.
You have Aran’s boost end – hunter’s targeting level 1 and level 30 descriptions backwards.
So if we use Smash Swing does it make the final blow hits after it do a after image attack? Also for how many attacks does the after image activate for, duration of the buff? or just the next skill?
I’m thinking doing the first Smash Swing attack > Final Blow > BB would probably be best, as it lets you skip the 2nd swing.
And Hunter’s Targeting seems really underpowered compared to other skills.
No, only attacks that aren’t part of the smash swing will get a blade attack.
It will only activate for what seems like the first attack.
Does % buff duration effect adrenaline boost?
Fixed, thanks!
After using Smash Swing, the next skill that isn’t part of Smash Swing will proc the afterimage (and this happens only once, it’s not the same as the damage increase for all other skills for the next 2 seconds).
Though I expected a little more graphic changes, Aran’s revamp looks awesome and I will probably return to my Aran as main.
To those who say evan gets BUFFED, let’s compare the skills between the OLD and NEW:
Dragon Soul (old): 20 MA, +2 attk speed, 145 defense and magic defense, 10 speed.
Dragon Soul (new): 145 defense and magic defense, 10 speed. (MA+20 gets shifted to another skill)
This is a NERF.
Spell Mastery (old): 50% magic mastery, 15% critical rate, 15 magic attack. If a Wand is equipped, your critical rate will be increased by 3%.
Spell Mastery (new): 50% magic mastery, 10% critical rate, 10 magic attack. If a Wand is equipped, your critical rate will be increased by 3%.
NERF again.
Element reset (old): For 180 seconds, all attacks’ elemental properties will be decreased by 10%. Passive effect: 50% final damage increase.
Element reset (new): For 180 seconds, all attacks’ elemental properties will be decreased by 10%. Passive effect: 30% final damage increase.
NERF, yet again.
Magic amplification (old): MP cost 150%, Magic attack :150%
Magic amplification (new) MP consumption increased by 150%, all magic attacks’ final damage increased by 120%.
NERF, evans were supposed to have 150% final damage from element reset, yet they had the GALL to split it into 2 skills and REMOVE our magic attack boost!
%ignore pdr (old):
Blaze had a 35+20%
Illusion had a 20+20%
%ignore pdr(new):
Dragon Potential: Passively increases defense ignore by 20%. (maxed)
NERF again, the new skill is a complete JOKE. Look at the amount of ignore pdr we lost!
Oynx blessing(old):For 180 seconds, increases your defense and magic defense by 550 and your magic attack by 45.
Oynx blessing (new): For 180 seconds, increases your defense and magic defense by 600 and your magic attack by 50.
Slight buff only, does it make up for our loss? NO.
Old hyper skill:
Frenzied soul:
Adds 30% damage to whole party for 30s, CD: 90s.
New hyper skill:
Dragon Master:
Ride Mir for 15 seconds. Deals 200% damage 4 times on up to 10 enemies every 0.5 seconds. While riding Mir, damage taken from % HP attacks will be reduced by 10%.
This is a COMPLETE joke. For those who SAID the old one was useless, is the new one any useful? That damage dished out is PATHETIC. Do that at high end bosses like CRA/ Hmag or lotus and you are as good as WASTING your revive count! I rather have the old one back!
%boss damage
Old: Only illusion has a 30% boss damage.
New:
High Dragon Potential: Mir’s potential is fully realized, increasing his abilities (20% boss damage when maxed)
Yet again, TRASH. I rather have illusion than this. So what its a 20% boost? What’s the point since they GLADLY remove so much of our pdr?
Stance:
Old oynx will:
Decreases damage taken by 15% and 90% stance. (needs casting)
New:
Passively decreases damage taken by 20%. While Mir is attacking, Stance is increased by 70%. (+30% from passive from another skill).
I disagree that this is even a buff to the stance. If you are moving, your stance is ONLY 30%, compared to 90% stance at ALL times as long as buff is up.
Ability to recover hp/mp:
Old:
Recovery aura: Recovers hp and mp as time passes as long as you are inside the aura.
New:
NOTHING.
Needless to say, this is a NERF.
Resurructing skills:
Old:
Soul stone
New:
NOTHING.
NERF again.
Don’t even bother to compare with the skills. NONE of the new attacking skills is able to compare with illusion when it comes to 1v1 bossing. Sure, evan’s mobbing capability is greatly increased to the point where it is OP, but what’s the point when you cannot even deal with bosses efficiently?
Thanks nexon. Thanks for screwing us up. Thanks for making our unique 10 advancements into 4. (THE HELL?) Thanks for making us one of the BOTTOM in the DPS tier.
Prove me wrong, I had NEVER seen any evans dealing with high end bosses in the test server, yet I had seen SEVERAL aran vids killing CRA bosses, HMag, CRA etc. It is clearly obvious that the new evans are CRAP in bosses.
Evans used to suck more schlong than your average hooker. Evan was so obsolete that it had less potential than Kanye West’s singing career. And this is coming from someone who mained Evan for a time. What Nexon’s done here is completely redesign the class into something modern and fun.
“yet I had seen SEVERAL aran vids killing CRA bosses, HMag, CRA etc.”
You also repeated yourself. And just because there aren’t vids of Evan bossing in KMST, doesn’t mean it’s shit at bossing. It means that maybe three people in all of KMS still main Evan. Coupled with the fact that mages seen a pretty unpopular set of classes, it’s not a surprise no one’s done videos yet.
“Nerfed” he says
They need to nerf something in order for it to not be the strongest class, it’s dps is a lot higher now.
how on earth do people get such good gear on tespia. I mean I know they get the free pcbang weapons but jeez I see people with full CRA getups and tyrant gear already. Is there some special tespia only NPC that gives away high level gear?
I miss the old tespia where you talked to the friends list NPC to get levels.
You can copy your character from the official server and it will carry over all your items and stuff.
that is hilarious. I guess it makes sense though.
Guess i’ll stick with my little box of free 20 level ups a day and a PCbang weapon. thanks for answering.
Old Evan was obsolete and in dire need of work. Nexon is not in the habit of making classes which cannot boss, but it is starting to get into the habit of creating conditions for group bossing.
Nexon has started making classes and bosses (new Zakum) where it’s disadvantageous to simply stand in one spot and buttonmash the boss you’re fighting; last time I checked, that was a good thing. So Evan lost Illusion, what’s the problem? Circle of Mana IV alone attacks faster and has more lines; start comboing some Fusion skills with it and you’re doing more dps than any combination of old Evan skills. Classes don’t need a 5000% damage buff on every other passive to be playable. Bottom of the dps charts? Evan got nerfed? Are you people on drugs? This Evan is a completely new class; take off your nostalgia goggles and just accept the fact that old Evan was more useless than a perma-beginner.
Like I said, prove me WRONG with videos. I wish I’m wrong, but NO, currently I only see videos of Arans going to high end bosses on tespia.
And like I said, mages already got screwed over due to element reset getting nerfed, and now evans are getting it worse with lesser PDR(final damage did NOT went up), are you thinking that those high end bosses have a low pdr to the point that evans can simply get through with new level of pathetic pdr they have given us?
Do have ANY idea how hard it is to fund a mage?
This new version has a TON of potential. It’s just difficult to use, and funding it would be like funding a kaiser to cap, if mage gear was as easy to find as warrior gear.
No matter how much money you spend on the game, it’s not easy to fund a mage with near-perfect gear, (not to mention that up until now, Luminous was the only mage that REQUIRED near-perfect gear to cap)
And the new aran plays a LOT like the OLD one, so the players of them can easily optimize their class.
Evan’s been completely redone, and that takes getting used to.
There’s also the fact that evan was a VERY simple class, now it’s got complex gameplay, The odds of an evan main STILL capping AND STILL having the skill AND familiarity needed to optimize them after playing the new one for a few days.
It’s like being a Hero, and then suddenly waking up as a Kaiser.
There is little chance that any beta testers still cap after the revamp, and even less chance that they know how to USE Evan.
To top it off, there aren’t many bossing videos with evan BEFORE the revamp
Considering that there are like, FIVE videos in existence per ENDGAME boss that has been out MONTHS or YEARS, it’s not necessarily a sign of a nerf that there are no videos after THREE DAYS.
TLDR
1. no evan caps in kmst in all likelihood
2. no evan TRULY knows how to use their character after 3 days in all likelihood
3. Evan’s produced a boss video for every 30 that other classes produced BEFORE the, soo… after 3 days… it’s not actually a sign that it’s actually weaker than it was
There doesn’t need to be an Evan CVellum video after 3 days… There’s only like, one of them a month pre-revamp IF THAT, And that’s with people who know how to use their class and have hit their maximum potential.
Net Damage took a small hit, ease of use took a hit, lines boosted to about double
And the reality is, most Evans aren’t USED to being as hard to control as Zero.
They’re used to being as simple as pre-revamp Battle Mage
by which i mean, it’s hard to fund a mage with near perfect gear, because near-perfect MAGE gear isn’t common on the Market (partly because noone scrolls common equipment for magic attack or intelligence, and noone would cube them for those unless they were scrolled for them first, on top of that, anyone who DOES do the above usually does it for their OWN stash, not to sell…)
GMS luminous is actually reasonably powerful if you can fund it to cap, but getting there isn’t gonna happen.
There are too many Hero-like Mages, not enough kaiser-like mages, to even warrant making near-perfect gear, to even make it cost effective
They’re geared up with their KMS gear in KMST, but they don’t even have a way to upgrade it further now that they’ve copied it to KMST.
If we were to compare evan to a kaiser, at least restore evan’s ignore pdr% rate. Kaiser easily has double of an evan’s. 20% is a complete joke.
I completely agree. When the black heaven revamp for resistance came out, many idiots where complaining about WH and BAM nerfs just because they werent used to the completely new playstyles or simply couldnt read. Once videos of WH soloing bosses in merely 3mins, all of a suddenly WH bandwagoners floods the whole server.
BaM revamp (nerf for some) did not change what the job did. BaM was a tanky melee frontline fighter with very good bossing kit and support, and that stayed the same after revamps.
You did not see BaM’s aura get totally scrapped, his main theme (dark technology magic + death) replaced with rainbows, and his role turned from tanky all rounder with great bossing kit to mobber and little more.
Which is exactly what they did to evan here. Even if numbers add up somehow when it comes to bossing, feel and uniqueness wise this is a huge flap to faces (both evan’s and mir’s).
What?
Evan’s main theme is teamwork + dragon magic + Elementalism.
He can mob better. He can SUPPORT better. The numbers clearly add up.
And there has NEVER been a more creative and unique gimmick.
And considering he doesn’t exactly feel sinister or brutal,
The elemental theme from early game fits him better than Darkness.
Every. Last. Battle. Mage. Hated the first revamp.
Wheras about 70% of the Evan community is satisfied (and considering angry people tend to be more vocal than satisfied people, i’d actually say that’s more like 85%)
There are 3 people posting on here who are dissatisfied.
2 more people not counting me have expressed satisfaction, about 8 others on basilmarket have the same opinion, and 1 or 2 others there have YOUR opinion
I doubt it.
85% are happy? I can see that there are KMS evans who they themselves are not happy about the revamp?
They even made a petition to reverse quite a number of changes. (Especially the base resistance 0% matter)
I’ll say, probably at best, 50% are happy with the changes.
And out of the 50%, some definitely do NOT main evans.
I wish they added a Circle of Ice, Circle of Dark, Circle of Light skill too 😦 I think it would be nice if Evan can use all the elements.
The one thing they should have added to Evan: Complete Merge – Where Evan takes on a new form alongside Mir and actually fuse together. It amplifies Evan’s most prominent attacks while increasing Speed, Jump, HP, and MP. The skill duration would be 90 seconds and has a 180 second cooldown.
Please KMS Gods, make this happen. Please…
You mean like Kaiser’s Final Figuration? That’s Dragony enough.
Did i say aran revamp rocks? My bad, i spoke out too soon.
Where did they combo barrier go? Currently Aran is already pretty much the squish enough even with combo barrier in place. Now that’s going away too? Another unique party skill bites the dust…
Unique?
Aran’s only party skill, Combo Barrier, was identical to Kaiser’s only party skill, Grand Armor, except it’s weaker.
And you seem to be more beat up about losing a “unique” party skill than Aran being squishier.
Oops, I forgot about Maha Blessing.
Ok, so it wasn’t Aran’s only party skill…
And Maha Blessing still isn’t
Aran’s new hyper is a pretty unique support ability, if I do say so myself.
As an Evan main, I am BEYOND hyped. I’ll miss Illusion more than anything though. Sure, Magic Circle looks cool and all, but it will never compare to 410% damage and 30% pdr.
Also, do you believe that Nexon will change what KMST has now to make it similar to Wild Hunters in the sense that Evan shouldn’t have to stop attacking to cast Mir’s skills? That would be a neat change, seeing as how this revamp kind of slowed Evan down. Evan was all about speed after all.
Wait, really? The bossing class with the lowest hits per second was about SPEED?
Also, I think you’ll find that Swift of Thunder fills that void somewhat 😀
It’s animation is like Illusion, but Lightning-based lol
The evan magic resistance skill DOES NOT raise status resist. it only has 25% elemental resist. 15% status resist that evan had were taken away. source: http://blog.naver.com/gts_555/220523978675
스킬명을보시면 속성내성만 25% 있습니다. 얼른고쳐주시길바래요. 에반 기본내성은 0퍼입니다.
evans base status resistance is 0%.
Max, can you confirm this?
Oh this is correct! My bad, I’ll fix it. That’s so weird, is there any other skill that only gives elemental resistance? lol
only the summon onyx hyper. which has a cooldown and it is not up 100% of the time like the evan right now. Evan players in insoya community are starting a petition for a rollback. ty for the timely fix.
PS. fire/poison mage also has 0% resistance, so i guess mage having low resistance is a thing.
Hope they are successful, low status resistance is extremely annoying (can be a cause of deaths in bosses as well).
omggg ;_; Why would they even take our status resist, we didn’t have that much base status resist in the first place not to mention the Mir Summon saves us half the time only.
I don’t understand as well, but I did browse insoya forum and quite a handful of player dislike the fact the devs removed that and their ability to boss I.e. illusion and pdr. Hope the devs will do something about that…
how about the character card still the same?
Yep they’re the same.
Question is not related,
How many coins Chaos Ra bosses drop per kill ?
Sorry I haven’t killed CRA bosses so I’m not sure :S
Dose the level 170 hyper skill have a cooldown?
Dose Evan hyper have a cooldown
Yep its 300 seconds. It’s not mentioned in the description but I just logged on and timed it.
But I liked flame wheel T^T
then play Pokemon
You probably will like some of the new skills then… The range is comparable (or even more superior) than flame wheel for some of the skills (might get nerfed/adjusted though, so don’t expect too much trollface.jpeg).
I feel that the developers are simply being lazy towards evan’s revamp…
Why 4 job changes? Why not reduce to maybe 8 or 6 from our original 10? Why 4? Having more than 4 growth stages/advances was 1 of evan’s unique part of the job, why simply remove it now just because they used “gameplay changes” as an excuse?
Kinda disappointed though… and circle of mana, are they trying to make their “kms version of kanna” on evan?
Possibly because of 5th job.
That still doesn’t give them an excuse to be lazy, if they are really that lazy then don’t bother with revamp…
A four job system forces them to make a new design for Mir in 5th job.
Since Mir looks different in every job now, they can’t simply recycle his 4th job design in 5th job ^_^
They could recycle is 9th/10th Growth Design though -_-
Will there be a mercedes, phantom and luminous revamp as well?
Probably not. Aran and Evan were really old and had really outdated animations/skills.
when is this revamp
Wtf Aran got nerf again? Want give buff den give, Why fking buff and nerf it again….. Must why don’t buff it ?
Can evan still use dragon flight?
I have the same question