#Thunderer

14 messages · Page 1 of 1 (latest)

gilded crane
analog pine
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After a day of using the SP in different content in game, except PVP since Valehir’s PVP is as common as someone recharging ND I’ll give my general impressions.

All in all the SP feels fantastic, it’s not as janky as SP10 and has its own system to not be compared with Master Wolfs, do I think that it completely outclasses the latter, no. Master Wolf is an interesting SP on it’s own, being the pioneer on most new gen SPs, thought I do consider that it’s Ultimate Stance hinders it most time, it’s just a blemish on an otherwise competent SP in PVE, PVP.

Up to this point only 1 MA SP had the luxury of fast animations being Draconic Fist, now with the Thunerder I can feel what MA should be, a fast-hitting class not stifled by long animations nor casting times. Doing something as basic as AA feels smooth compared to any other SP other than 1 and the flow of skills from buffing to using what is needed in the given situation feels “right”, even for me, a LATAM player plagued by horrendous 200ms ping I feel this SP so responsive, the keys I press always are casted appropriately and I don’t get lagged and another skill fires off by accident.

I can’t personally speak on damage wise with the changed "shield" since my set isn’t complete yet, but with the great synergy we have with the mechanic to obtain token we aren’t punished if we use the system as is intended, if you play your card right you’ll always have a token on stand by to take advantage of the buffs attack increase, or in case you waste them all the buff itself can get you a token in no time, even if you aren’t paying much attention by the time the buff is about to end you’ll have enough tokens to activate it again, something that I wished SP10 or Master Wolf would do with their respective buffs.

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Now, on the bad side of things I’m mostly a PVE player so I’ll be speaking on that side of things. Some of the skills feel “incomplete” like they should do something extra but were cut last second with the token system, like “Continuous Fire”, “Point blank”, “Electrowave” and “Fluid reload”, I just feel like these skills would’ve benefited from having a token being used on them to do something extra be it aoe or higher damage. I do feel a bit bummed out that we don’t have a lot of debuffs like the other ones, I know we can’t compare ourselves to archers and the utility they bring but our debuffs are to short and don’t feel rewarding enough to waste tokens on them. I’d increase their effectiveness or shorten the CDs on them.

All in all I consider this the right step for our class, they did a great job designing this new gen of SPs in my opinion, and as a ranking I’d give it a 8/10. I’ll update this when I have more experience with the card but so far, it’s a good impression.

heavy swallow
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most fun sp of the bunch, all I can say is

wise lintel
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Well i'll give a little feedback since I can't give complete one since I don't have good medal build right now and the sp+100 is far

First finaly the token low atk is prob not a probleme thanks to the 25% atk buff of the Sp

2nd For me having 3 of the 7th off spell using fist is a bad thing, even if in fact fist spell are only used for buff/debuff but for me it's still a bad thing for the Sp

3rd For PvE the SP is prob really good but I think the voke spell maybe need few second less for cd
Maybe change it to ~20s and so adapt the def buff into 10s would be nice
or change the base atk aoe it maybe need 1 aoe cell more cause the aoe spell cd are pretty long and with a 30s cd voke you cannot really clear the whole lure at the same time

For now that's all, to give a proper pvp feedback I need to build a medal set before '-'

static lintel
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The sp is so fun to play but I don’t think it’s that good in pvp, you just have 3 skills with stuns but one is 50% and the other 70% and also cooldowns are so long. The skills which do higher dmg all use fist except for the J20 and that’s a bad thing because you’re supposed to have fist for “support” and token for damage. I don’t think it’s ever worth to make a set of token + fist and to spend a lot for a sp which is average. It doesn’t have crit chance boost which is a bad thing because token has very low crit chance. I don’t really understand why the token still has so bad statistics. Also some of the skills literally do nothing, low damage and almost no debuffs, no good pvp effects but just mediocre/average

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MA is a class that was born mostly for pvp and has at maximum 1/2 SPs good in it which still are not even top tier among all classes

nova harness
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My feedback after using the SP for a day:

The Thunderer feels cool to play. The aoe auto hit (and every skill being an aoe) is very good. The Pull-skill is on the one hand good because it pulls many enemies together, but it's kinda sad, that the enemies are not pulled to 0 fields range, so if you hit one after pulling, you don't hit every mob you just pulled.
The Token-System is comparable to Master Wolf, so it is nothing new for Martial Artist.
Damage-Wise i cannot compare it to the other SPs, because i don't have a medal set.
It COULD be a good SP for LoD, but since one does not get this SP before A9, it will be useless for newer players and still contribute to the fact that most people have martial artist as a second character and not as a main.

All in all, i guess the Thunderer will be a niche SP, because it requires a medal set, which would only be useful for this Specialist.

golden trench
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Remove "Battery Amp" and use the token without using the token enhancement buff. It just feels like a waste of time to use that skill.
"Electrowave" feels very unsatisfying, because of the high cooldown (30 sec) and the effect "Draws enemies to 1 fields away from you.". It should be 0 fields so I can hit the monsters with my AoE attacks after I pulled them together. Right now I can't hit the mobs after having used this pull skill, because they still are too spread apart. "Electric Shock" also feels like an useless skill. It is only a 5 sec effect with very low impact, maybe it is only meant to be used in PvP.
The medal damage seems too low but that would need some more analysis.

primal turtle
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Played the SP for some days now.

This SP is very very smooth, first AoE Base attack for MA, nice Design, luckily not a full Hybrid more like 70/30.
I can see why u didn't buff the Base DMG of the Medals, that's because of the Buff with the insane amount of % Attack power you get. So its fully understandable.

Things I would change:

  • Continuous Fire

Add the debuff from the Base Attack with a 9% Chance, same effect
Would only make sense since its basically the same attack, but just 3 balls in a row

  • Fluid Reload

I think a little bit less cooldown would help very much to be more usable in PvP.

20 > 15

  • Electrowave

"Draws enemies to 1 fields away from you" to "Draws enemies to 0 fields away from you"

So we can have a use of the AoE base attack without using Panda.

  • Electric Shock

Target: Select One to> Target: Around Enemy in 0 or 1 Cells

Since its mostly an leveling SP in which you pull many Enemies for your AoEs, it feels very odd to use when everything else has AoE but this not. Sometimes i forgot that this isnt an AoE Spell :D

  • Electrobarrier

Somehow this Counter works different than other counters from MA.

When i played the SP4 of MA i never got "sucked in" to the Drakes in the LoL, but in this SP i do. Dont know if its intented like that.

What i would change is:

Enemy's HP is decreased by 10% of the damage I have received. > Reflects X Damage * Playerlevel like in SP4.
Makes more sense to me since you want to take minimum damage, which would make take the enemies around 150 dmg.. Which is nothing in C80+ Levels.

And yea, otherwise i would see this SP as perfect.

silver berry
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alongside the "draws enemies to 0 fields away from you"(and a can't be missed for the voke effect specifically), and making electroshock an aoe as well, i would like to add an extension to its debuffs
Because this class doesn't have a debuffer role yet and this sp has the perfect basis to be the first one with some tweaks:

  • Surge shock 10s -> 20s, 10% -> 50% to increase light dmg by 20%
    (so that it becomes 100% when used alongside powerful electric penetration)
    it belongs to the ultimate and hence has 80s of cd so it doesn't offer as much value as it should in a raid situation imo.

-Electric Shock
Target: Select One to> Target: Around Enemy in 1 Cells

  • powerful electric penetration 5s -> 20s, movement speed -3 -> -1, 10%->50% (so that it becomes 100% when used alongside surge shock) to increase light dmg by 20%, defence level -1
    for a debuff that is single target requires 1 token lasts 5s and has 30s cd it just doesn't make sense, especially when considering:
    the berserker has its own debuff on a 35s cd and 20s duration and an aoe of 3 while also not being restricted to light dmg only
    2 out of 3 of fog hunter's lv5 debuffs have 20s duration and are aoe
    (especially as mischa said, it's weird having it be the only single target skill also ), making it useful in pre-rooms too

  • High voltage shot
    instead of spending a token to have +20% dmg, it'd make more sense if it had a 100% to apply high voltage shock(and also last 10s instead of 5s without the can't attack), since normally it only has a 50% to do so, again it'd offer more consistency in prerooms

  • Continues fire and Point blank
    9% and 6% to apply static electricity since both attack 3 and 2 times respectively compared to the 3% it has to happen on the basic attack, or higher, that'd be very nice.
    If the problem is they already have crit%, move those into the main buff, as it is now it's very bland

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overall, this sp is very smooth to play and tokens aren't too much of an hassle to manage, so if only it had longer and more spread out debuffs this class would finally start to have a presence in the pve scene

Also, the ranged penalty applies even with its buff, so that's a huge problem