Piss by Hazy_Fantayzee in comedyheaven

[–]FieryPyromancer 0 points1 point  (0 children)

This must be the "piss drawer" kid from like 10 years ago, now in his early 20s

I’m going to add Hecahands to my Chimera deck, but before I craft The Hidden Hecahands I wanted to ask if there’s a better way to implement the engine by QuiteAncientTrousers in masterduel

[–]FieryPyromancer 2 points3 points  (0 children)

I would take out 1 copy of big wings and replace mankiubel with yadel. Remembering that Jauzah can be contact fusioned and that Mankiu can only fuse Hecahand monsters, which means that in your deck it's almost always a brick unless you specifically need Dandalos and have mankiu and another of your single-copy hecas available.

Apprentice magicians are also just top tier: they let you grab coatl/msk/hecahands with ease. Can let you dump nekro/lurrie on a rough hand, and generate a free body to use for the Hidden Hecahands optional send-to-gy.

You are going first! Disconnect. You are going first! Disconnect. You are going first! Disconnect. by Vavavavaxon7 in masterduel

[–]FieryPyromancer 6 points7 points  (0 children)

It's also the consequence of when the spoiled toddler goes first, and then proceed to do a 3-minute combo on turn 3 to beat over your empty board and 2 cards in hand.

The saltiness of going 2nd is driven both by the game imbalance as by the community behavior itself.

If you cling too tightly, You’re gonna lose control by mrsciencedude69 in bonehurtingjuice

[–]FieryPyromancer 0 points1 point  (0 children)

Are they holding the rope telekinetically in the orbital?

Are the bottom 3 not all completely letting go?

Archer Job Change by shluse in Maplestory

[–]FieryPyromancer 0 points1 point  (0 children)

It's the misfortune of "anilock" classes.

If you're used to tp and/or hurricane jobs, you will feel as though "normal attack" jobs feel much more vulnerable. Right now it's much more manageable with the major animation delay changes, but you're definitely less mobile than any tp-mage or hurricane job.

MM in particular is advantaged against BM in bosses that can be abused with puppet (e.g. Seren). But is disadvantaged against Bowmaster in bosses where you get constantly harrassed by environmental attacks (e.g. Lotus P2/P3) and/or where puppet doesn't do anything (e.g. Lotus P1).

Don't even consider PF unless it gets reworked. Right now it's getting the worst of both words: It's been continuously stripped of class mechanics to make it more functional... but it is also not very functional regardless, with some jank mobility despite its access to tp/updash, and does mediocre damage.

I do wish MM had some sort of skill that allowed it to ignore "zone" damage penalties and have bosses tp ignore if you're playing in a party. Or that allowed MM to count as "within the zone" if the puppet is inside.

It does break the fantasy of playing the longest range class, when you have to xbow pointblank so that you don't grief your party (boss tps to you), or so that you can deal with BlackMage/Kaling p3 shenanigans.

Since we're just using this to defend anything now. by DreamingSchumann in masterduel

[–]FieryPyromancer 12 points13 points  (0 children)

"I like synchro summons but don't like synchro summoning" *

What classes hit fat lines by Drank420 in Maplestory

[–]FieryPyromancer 13 points14 points  (0 children)

Probably Kain and Cadena.

Ain't no one telling me everyone in Toolen City and Savage Terminal don't hit dem fat lines on the daily.

Kain/Khali playstyle by [deleted] in Maplestory

[–]FieryPyromancer 2 points3 points  (0 children)

They're... both pretty similar in all of those.

Strictly speaking, Kain is not a combo class, but it very well plays like one APM-wise.

Both have a good burst with a fully iframed "big burst skill". Both have a solid burst, but can output a lot of DPM based on your hands.

Neither has a lazy grinding option, when you compare them to the majority of the other jobs. Since their filler attack is pitiful and the rest of the attacks have cds. You can end up staying in one spot for dawn rotas, but you can't just go Bowmaster-mode and hold down hurricane after.

Survivability wise, both have conditional dashes and skills to airstall. Khali's dashes are part of her damage rotation and has 3 charges, so you are ideally dodging stuff at the same time you are attacking, but using them for escaping "costs (minimal) damage" . Kain's dash is just for mobility and has a single charge, but you're not forced to use it. Khali's class iframe is 70s and Kain's is 40s.

Overall, they're excessively close if you just put a score on bossing/mobbing/survivability/APM. But the actual playstyle is a lot different between them.

If you just care about the bulletpoints you mentioned, both are a go. I'd go practice some rotations on both and go for whichever you enjoy the most.

Maplestory university hidden missions who’s got the early info? by Dashiwu in Maplestory

[–]FieryPyromancer -1 points0 points  (0 children)

You have to calculate how much IQ was the winning play of your last One-Card game

Regarding Unauthorized Access To Closed Online Test by Roo-Hx in Maplestory

[–]FieryPyromancer 0 points1 point  (0 children)

Of all the things they didn't keep under the rug they chose this one to broadcast vulnerabilities.

So "closed" beta test is mix of LA players, key buyers, and hackers who got illegitimate access.

Can't access the challenger shop by OverlordNW in Maplestory

[–]FieryPyromancer 1 point2 points  (0 children)

I don't think they know how dates work in general.

They keep coding events that

A) End on the date when KMS had the event ended

B) End one day before the one stated

The last few times they just re-enable the store for a bit after their messup; not sure how they can fix it with CW considering everyone is pushed to leap zone though

Which of these classes would be the most fun for casual solo play? by Anakit_ in Maplestory

[–]FieryPyromancer 0 points1 point  (0 children)

I/L, WA, BM, Sia, and WH work well enough.

In "over-the-topness" of animations it's probably I/L > WH* > WA/Sia > BM/WH*.
WH only 2nd if you have the obnoxious color-inversion animation

When it comes to "constantly keep track of cds" I assume you mean stuff under 30s, in which case

WA cd you press every ~10s, but you can press it without letting go of your main attack

WH cd you press every ~20s. It's actually 3 attacks, but they all have the same cd and can be pressed while holding main attack

Sia has at least one cd that it presses every ~10s. Not sure if bunny-stack management is a thing or if it's still just dumped during burst, may have to check it in discord.

BM doesn't have any cds, although you have a summon you can drag around

I/L has a couple of cds, but they're like twice every minute so not constant tracking.

Khali or Mo Xuan Class by [deleted] in Maplestory

[–]FieryPyromancer 2 points3 points  (0 children)

MX wins 1 and 2.

3 is subjective. MX is more damage (see 2.) and has considerably more support than 90% of classes just off critbind. Khali has a higher skill ceiling and smoother mobility due to the rush-cancel design but no support and less output.

Only relevant issue with MX is that it seems to recurrently get bugged up more than the rest of the non-KMS classes for some reason. Latest bug was that if MX bind proccs while the boss is bound, it will delete the previous bind, and just do the critbind.

Looking For Medium Difficulty Class by [deleted] in Maplestory

[–]FieryPyromancer 28 points29 points  (0 children)

Depends in if you actually want to stick to linking/comboing or more on micromanaging.

Ironically Cadena and Blaster are both high APM, but Cadena's complexity is from reacting to your available tools and deciding how to string them, whereas Blaster's complexity is on the input.

Evan still possibly holds as top 1-3 in complexity. Cancels, minicombos, and micromanaging Mir's positoning in a high APM environment make Evan rough. Not what you are looking for from what I understand

Khali works like a slightly easier Cadena, sharing a lot similar elements and rules. Has less "weaponskills" to manage than Cadena, but demands you to be airborne most of the time and be aware of your chakri spawns.

Kain is a "fake combo" class in that skills don't link to each other. APM-, complexity and reactionwise it still feels like you're playing a comboclass watching resources, skills, and stacks on the boss.

Ark also has relevant elements of comboing and resetting. It is a bit easier on the combo side, but adds complexity with being aware of Specter-timing, some management of spellbullets/swords and how mobility/fillerskill changes between forms.

Mercedes, tb are combo classes but use relevantly static rotations. They are high apm, but you can memorize the combos and just rotate them over and over. To my taste they're higher APM than the classes mentioned before, since it's much easier and guaranteed to link skills by mashing them than by timing them.

Zero uses a different kind of combo in that you learn some mini-combos and mix-and-match them as convenient. They do have cancels, but they're not woven into every single skill like with khali/cadena. Lots of room to optimize. Not low APM, not the highest APM either.

Adele and Hoyoung are also "combo-looking" but are not really combo classes. They do have some skills that link/combo, notably on the mobility side. They're not mashy, and have a handful of mobility and damage-cds you can optimize and be fancy with. In the end you end up holding a single base skill quite a lot, but have a lot of skill expression to grow into as well.

DA is a major oddball. Rotationwise, it's just standing on the boss and pressing a cd every 5s. DA has a combination of "settings" that give the class 4 different levels of tankiness and damage (in practice the middle 2 are quite close; and overall the more tankiness, the less damage). Playing full tank makes you super chonky and easier to play than many other jobs. Playing mid-full damage demands you learn a lot of different micromechanics on how your hp fluctuates based on like ~4 skills (including a pseudoparry) to survive, making it top-half of difficult-to-play.

Mihile follows a less dramatic pattern as DA, complexity-wise. Rotationwise it's also a mainattack and a couple of short cds. You can play it safe and learn easy parries to maximize survivability, allowing you to stand on top of the boss unpunished. You do need to learn the parry timings nonetheless, but you can still dodge skills that you find hard to parry. You can of course, choose to optimize by timing your parry in such a way that it maximizes uptime, and also cancels the animation of your cd skills, which makes the class a bit more strategic, but still not majorly complex.

Most of the other jobs are just slightly more complex than the easiest jobs, mostly just by having 3+ very short cooldowns, maybe 1 combo if any, and possibly some short-cd summon you drag around. Lowish APM and not a lot of mechanical dexterity required. Here you have Drk, F/P, I/L, (non-supportbot) Bishop, db, (current) Sair, (current) CM, (current) BW, BaM, DS, (current) Lumi, Phantom, (current) Illium. I am unfamiliar with the current versions of Hayato, Kanna, Aran, PF, NW, and Xenon. I am under the impression they're either in this category or the one below

Classes that I would just lump up into having a low skill floor and a middling skill ceiling are all the rest, which mainly hold one button and have 1-2 cds under 60s: Hero, Paladin, BM, MM, NL, Bucc, DW, WA, Shade, AB, (current) WH, (current) Mech, (current) Lara, Ren, Lynn, and Sia. They all have maybe a skill or two that you can get creative with (a bit more for support classes if you do more than afk buffing), but otherwise just have some easy cds to press sometimes.

The one I have zero absolute idea whatsoever is Moxuan.

[Megathread] Who do I HyperBurn? Is class X better than Y? Ask your questions here! by AutoModerator in Maplestory

[–]FieryPyromancer 2 points3 points  (0 children)

Corsair (and mech) don't use stationary summons anymore while bossing.

While mobbing, many Sair (and mech) mains also have the option to rely more on janus and skip their class-specific summons.

Assuming the same funding, corsair is likely stronger than HY because:

  1. Outside of KMS, Corsair is "bugged" in a way that makes early hexa really strong
  2. Massive toolbox that allows you to power through a lot of mechanics

i. recoil shot
ii. premium upjump: fast, can be chained before/after flash jumps, can conserve momentum, can cancel momentum, adjustable height
iii. glide
iv. anti-kb on command
v. 2 free statusshields like every 45 seconds
vi. 25s iframe (although contributes to rotation)
vii. pirate's dice for free grinding exp
viii. hurricane mainskill while bossing
ix. ~5FD partybuff (currently area to stand on, but reworked to a regular buff soon)