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Cart Boost for Genetic vs. Mechanic


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#1 Ultimate

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Posted 19 September 2010 - 06:20 AM

Okay, so cart boost, a mastersmith skill, has been given to the 3rd class alchemist.

Genetic:
Cart boost gives +100% walking speed for 90seconds and +50 Attack

Mastersmith/Mechanic:
Cart boost gives +20% walking speed for 60seconds

This is stupidly, stupidly overpowered and basically grants all 3rd class alchemists unlimited speed potion movement and attack power. Make it equal for the class this skill was ripped off of, or get rid of it.
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#2 KriztanAlizun

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Posted 19 September 2010 - 06:29 AM

Cart Boost for Genetics is supposed to be different then the one given to Mastersmiths.

Genetic Cart Boost is obviously a 3rd class skill which is why it's better than the Trans Cart Boost.

The pro to Cart Boost is that it gives atk + it gives movement speed based on skill level.
The Con....position lag and sudden stops.
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#3 Axylus

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Posted 19 September 2010 - 06:37 AM

It does seem overpowered. :huh:

Perhaps it should be changed to require an item to be consumed when used?

Edited by richard, 26 March 2012 - 03:18 AM.

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#4 KriztanAlizun

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Posted 19 September 2010 - 06:45 AM

It does seem overpowered. :wah:

Perhaps it should be changed to require an item to be consumed when used?


You be trollin' so hard.



Every skill Genetics use needs an item except for Cart Boost and Cart Tornado (all I remember off the top of my dome).
Most of the genetic skills are "hindrance" skills. I view them as "Crowd Control" just to move people back.


Keep in mind that this is a 3rd class skill...It's supposed to give an edge over the Trans skills. I could see if it was doing 28k dmg to you with less than a 3 second cast time, but it's not =D
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#5 neokenshin

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Posted 19 September 2010 - 07:40 AM

There's also the fact that Genetic's Cart Boost has that awesome "rev up the engine" sound, while Mastersmith's CB doesn't.
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#6 Sera

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Posted 19 September 2010 - 11:34 AM

The point is, Mastersmiths are supposed to be the ones Cart Boosting, not Genetics.

This skill would have made much more sense to be given to Mechanics than Genetics.
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#7 Sera

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Posted 19 September 2010 - 11:35 AM

You be trollin' so hard.


Just stop. Please. Just stop.
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#8 Morge

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Posted 19 September 2010 - 11:59 AM

Cart boost for genetics is awesome, maybe too awesome. I think instead of nerfing it mechanic's acceleration should be buffed up to be equal or better since it costs fuel.

Edited by Morge, 19 September 2010 - 12:00 PM.

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#9 Morge

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Posted 19 September 2010 - 04:10 PM

Genetic's cart boost can't be dispelled or cancelled by quag. I think that might be a little much...
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#10 DrAzzy

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Posted 19 September 2010 - 05:02 PM

Buff the mastersmith cart boost to give a higher speed boost when used by mechanic?
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#11 Temo

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Posted 19 September 2010 - 05:32 PM

Let cart boost to be the same as a trans second class, but add the extra buff the Genetic gets, when turning 3rd class =)

Now, about that "Cart Remodeling" skill... Gravity Does LOVe to give the skills a class needs, to another that doesnt really, right? D: D:
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#12 Morge

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Posted 20 September 2010 - 03:25 AM

Leave the mastersmith cart boost alone and buff acceleration or just remove the item req for front and back slide for the mechs.
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#13 KriztanAlizun

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Posted 20 September 2010 - 04:05 AM

Misery loves company.

Make the most of the Mechanic skills you guys have.
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#14 Brindizer

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Posted 20 September 2010 - 05:10 AM

The argument that a 3rd job skill is better than a trans skill is invalid because of all the exceptions we have. Clashing Spiral, for example, is ridiculous.
If anything the trans skills supplement the third job class more than anything, such as in the case of soul drain and mystical amplification, martyr's reckoning, meditatio, and so on.

Mechanics are the only class right now whose 2nd AND trans skills are nearly useless to them as a whole. That may be different if maximum over thrust worked on their axe skills, but they don't, so.
I don't see any valid reason why a skill with the same name is borked for one class and not the other. Mages and acolytes both have safety wall, and it works fine for both.
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#15 Prodigy

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Posted 20 September 2010 - 07:36 AM

If anything, Genetic card boost killed any reason for using a Lif. . .
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#16 DrAzzy

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Posted 20 September 2010 - 09:21 AM

If anything, Genetic card boost killed any reason for using a Lif. . .


No, there was mental charge too, but we took care of that with the new matk formula.
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#17 Sera

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Posted 20 September 2010 - 09:48 AM

Mechanics are the only class right now whose 2nd AND trans skills are nearly useless to them as a whole.


And over half of the third class skills too.
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#18 Studmanly

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Posted 20 September 2010 - 09:57 AM

This is why they made mech strongest skill a suicide move. Gravity hates them and wants them to kill themselves. Also does weapon research not give hit and atk anymore wtf.
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#19 KriztanAlizun

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Posted 20 September 2010 - 10:23 AM

Playing Mechanic is fun.

Edited by KriztanAlizun, 20 September 2010 - 10:32 AM.

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#20 Sera

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Posted 20 September 2010 - 12:51 PM

Playing Mechanic is fun.


Yes, but it's not very productive.
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#21 IronFist

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Posted 24 September 2010 - 01:16 AM

first of, cart boost is needed for HPCR what does a genetic need it for
secondly +50atk!! what am i surpost to make a melee one, be better then a mech atm >>
thridly dont they have more cart space, 11000. SHOULDNT THIS make them SLOWER!! not to mention they have no str to drag a big heavy cart around

personaly as a mastersmith i hate cartboost, i would rather use badges for walking speed, cart boost is usless. only upside is no despell

Edited by IronFist, 24 September 2010 - 01:18 AM.

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#22 LethalJokeChar

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Posted 24 September 2010 - 01:36 AM

2 things: just cause it's a trans skill doesn't mean it's always automatically better than a 2-2 or 1st job skill. Take Agi/dex build gypsy/minstrel using double strafe. for much greater effect than arrow vulcan. Or still, I like to point to soul strike. In some situations it completely owns.

Second... yeah, it seems to me like the genetic skill was flipped backwards and REALLY meant for mechanics. But I bet a lot of griping is coming from the fact that they have the same name. Maybe if they changed the name to "Bio-engineered Robotized Cart !!" they would have secretly pleased half the players.

Ok, why can't mechanics robotize their carts? :unsure:
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#23 Sera

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Posted 24 September 2010 - 01:13 PM

No, because fundamentally, Mastersmiths were supposed to use offensive physical skills such as cart things, whereas Biochemists dabbled in the pseudomagic of science.

What I don't understand is where all this axe and mech crap came from (biochemists being the class that originally had axe mastery anyway), where Genetics got all the new fancy cart skills that would only really make sense as a progression from mastersmith skills.

I mean, really, what makes more sense, giving Genetics a special powerful cart boost, or giving mechanics a special powerful cart boost that has the cart boost they already have as a pre-req?

It's just silly in PVP though, genetics zooming around with super agi spamming large area skills with devastating effects and powerful rangled skills, and me...
I just try to stay alive long enough to mag field someone and blow up next to them, then afk for five minutes until I can kill someone again.

Edited by Sera, 24 September 2010 - 01:15 PM.

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#24 Reika

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Posted 24 September 2010 - 08:43 PM

Mechanics hurt when they're in melee range
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#25 Sera

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Posted 25 September 2010 - 09:30 AM

Mechanics hurt when they're in melee range


Yeah after they stuck all sorts of god items and frankly unrealistic gear on the server.
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