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Sometimes after totally finishing the animation of the dash I still get hit with my runeblade. Our dash is just horrible. It is only 3m, if there's no opponent in range, however, if there's at least one opponent, then the dash extends to 6m but it doesn't go past the opponent, it goes right in her face. It looks like it is designed to quickly get close to an opponent, but why on earth would I want to get close when my main goal is to keep distance as much as I could?
The next thing is really only opinion, but I think runeblades should be a quick, mobile class, right? Now we have only two dashes, one of them is straight horrible and the other one has a 7 sec cooldown.
I mean even knights and berzerkers can dash a lot more than us, while they can also take much more damage before dying.
It's a bit offtopic but I also feel that my runeblade is quite underpowered in pvp compared to other classes. No matter what I do, some classes just hit me once and lock me, and while I'm trying to get out I lose like 30-50% of my HP.
So, we "need" both Physical AND Magical Piercing?
As far as I know physical and magical piercing means piercing through the opponent's physical and magical defense. So if you go against high p. defense, you need p. piercing, and similarly, against m. defense you need m. piercing. Well, it is of course, if you attack with either p. or m. skills. Theoretically, as a runeblade we kind of "need" both, but I think regular piercing is more important than these two, and there are other bonuses that come higher in prority.
If you have to choose between the two, you definitely want to go for physical, since the majority of damage done by a runeblade is physical damage. Though if you are storm build and use both Impact and Chasm, then you are probably fine with magical piercing too, since maxed Impact does 1161% magical damage after doing 297% physical and Chasm does 983% magical damage after doing 137% physical. But both of these are followup hits, so your target shouldn't change its location for 1 and 0,5 seconds after the first hit, and more importantly, both Echoing Blade and Whirling Blade is based on your physical attack, and you will use one of these two the most often. Once again, you only need magical piercing if your target has a high magical defense and a significant part of your damage is made up of magical damage.
Someone who actually did the math could clarify whether you're good with magical piercing as a storm build.
Flame Impact – Drive your blade into the ground, creating a flaming shock wave that deals 257/274/291/308/325/342/359/376/393/410% fire damage to 5 enemies within 2.25m. Spews forth a flaming pillar that deals 224/239/254/269/284/299/314/329/344/359% fire damage to 5 enemies within 2.25m every sec for 5 seconds. The pillars damage is based on your magic attack. You are immune to knockback while casting this skill. Cost: 45 SP and CD: 12 Seconds
Frost Impact – Drive your blade into the ground, creating a freezing shock wave that deals 682/731/780/829/878/927/976/1025/1074/1123% ice damage to 5 enemies within 2.25m. Icy shards deal an additional 255/272/289/306/323/340/357/374/391/408% ice damage to 8 enemies within 1.5m. The shards damage is based on your magic attack. You are immune to knockback while casting this skill. Cost: 45 SP and CD: 12 Seconds.
Storm Impact – Drive your blade into the ground, creating a stormy shock wave that deals 180/193/206/219/232/245/258/271/284/297% electric damage to 5 enemies within 2.25m. Conjures a thunderstorm to deal 72/77/82/87/92/97/102/107/112/117% electric damage 4 times, once every .2 seconds, to 5 enemies within 2.25m. A final thunderbolt deals 396/396/396/495/495/495/594/594/594/693% electric damage to 5 enemies within 2.25m. The damage of the storm and bolt are based on your magic attack. Cost: 45 SP and CD: 7 Seconds
Flame Chasm – Charge forward 7.5m, splitting the ground with your blade to deal 53/57/61/65/69/73/77/81/85/89% fire damage to 5 enemies in your path. Leaves behind a trail of fire for 5 seconds, dealing 52/56/60/64/68/72/76/80/84/88% fire damage to 8 enemies in range every .5 seconds. The trails damage is based on your magic attack. Cost: 40 SP and CD: 10 Seconds
Frost Chasm – Charges forward 7.5m, splitting the ground with your blade dealing 53/57/61/65/69/73/77/81/85/89% ice damage to 5 enemies in your path. Shards of ice burst from the chasm, dealing 94/100/106/112/118/124/130/136/142/148% ice damage to 8 enemies within 1.5m. The shards damage is based on your magic attack. Cost: 40 SP and CD: 10 Seconds
Storm Chasm – Charges forward 7.5m, splitting the ground with your blade to deal 83/89/95/101/107/113/119/125/131/137% electric damage to 5 enemies in your path. Thunderbolts trail behind .5 seconds later, dealing 573/614/655/696/737/778/819/860/901/983% electric damage to 5 enemies in range. The thunderbolts damage is based on your magic attack. Cost: 40 SP and CD: 7 Seconds
So basically these skills first hit with physical attack then the followup damage is a magical attack and therefore also affected by your magic attack not your physical attack.