From what will be coming in next patches, it is interessant if i dont count fixes we will get, except of why this change on Cry Valhalla in 2-3 months (if looking at KMS patch notes in orangemushroom.net from September patch to the one made in november for some revamps).
Take note that we will have a higher DPS after critical damage fix if we have a high amount of critical rate.
I don't feel like we need to have a new Shout and having this additional effect if holding down arrow and using Combo Fury, the hook looking like archer explorers.
Also good to have more lines. From 8 to 10 lines on raging blow, including hyper skill.
Now, my own suggestions. On end game, since Panic only does 1 line and doing 1150%, looks close to 4000% if i count combo attack, enrage and chance attack, I really think it is time to raise cap damage on Panic, like Marksman Snipe, so at least 400M MapleStory Mesos. Then, Puncture does 3 lines of 576%, why not change it for 6 lines of 288%? Especially since Raging Blow does a lot of lines. I also want add 1 more thing, I see pro Heros who can do cap damage without dealing extra damage from Chance Attack skill. It requires doing Panic to inflict Darkness effect then dealing +25% overall dmg. It can lose a bit of our time cuz we do way less lines in 1 hit and we lose combo count, so lower power for couple hits max. In order to keep capped Hero doing Panic still, previous suggestions should be applied plus adding another effect on Chance Attack, increasing cap damage by 25%, so same % as extra dmg, if Chance Attack extra damage effect is activate.
By applying all these suggestions, Hero will also have closer DPS at cap as fast hitters. Also, Hero should be have best DPS not just uncapped, but also capped. I find it strange to see people thinking they actually believe weaker hitters but fast attack desever being stronger, this reasoning destroys the point of RPG aspect.
Off-topic, a member of alliance, a DrK, wish warrior explorers having all same Rush skill distance, same one as Hero.