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That's why one of the restriction I mentioned for the item is to be tied to a certain Artisan crafting skill. Think of it as a requirement to use. For example, to use grenades, the character has to have the right level of Alchemy and Gun Smith crafting, or for a DPS poison grenade the Artisan should have Alchemy and Magic Weapon crafting for it to be used, now for the requirement of an M-Def AOE sentry, the Artisan should have Lite Armor crafting skills for the item to be used. With this, the items can be sold but only Artisans can use it. With this method, there would be a lot of variations of Artisans. For example, most max CON crafters would have all weapon crafting, PAT, gems and alchemy and most max SEN crafters would probably be have armor and back item crafts. Now if you used this as a basis, you can think of it that max con crafters would probably be the 'offensive' type artisans because of the different types of grenades or other offensive items they can used because it's tied with certain weapons that they can craft, then most max SEN crafters would be the 'defensive' type of Artisans because it's tied with the armors they can craft. There's also a possibility that there are Artisans that are alt characters that support their main characters... let's say, someone created an artisan so their Sword Champ could get better gears. Then that means they have heavy armor craft and sword craft skills, then that would mean that their artisans would have a somewhat balanced build where they have a DEF sentry and a type of grenade tied with sword crafting. Actually this is what I did to my max SEN crafter, converting it to a dedicated crafter to a dual wielder that I was trying to level. Also, to be honest, I think having a max SEN crafter is somewhat pointless. Even if you have max CON crafter and putting the rest to SEN, then having all the max SEN gears, you can still get max stats. Although not as often as max SEN but, the difference on how often you get max stat is not that much.
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General Cleric change discussion
Vaztuz replied to DegeneRedPanda's topic in General ROSE Discussions
With the exception of Flames and Bonfire, Cleric summons were never mentioned. Maybe a summoner cleric as a crowd control role? Ice dragon summon for small range AOE slow, or even for emergency taunt/aggro whenever the tank dies or gets in trouble? I would like to have a summon where the only thing it does is follow raiders that are clocked. Something like the fairy buff. LoL. -
Since Artisans are mostly crafters where they use their skill points for crafting abilities, and most of the things I read here often say things about using grenades, land mines and such, then why not just just have Artisan dedicated items that scales depending on what they are crafting? Something like, if an Artisan has Gun Crafting skills, they should be able to craft grenades that scales up depending on the level of that specific crafting skill. For example, if total Gun Crafting skill is level 5, then item grade grenade is level 5, if the crafting skill level is 10, then so should the item grade of Grenades; the higher the item grade the higher the damage. Then, for defensive items, an AOE Barrier similar to cleric's flames but, for them to craft and use that item, they should have Heavy Armor Crafting, then for M-Def version of the AOE Barrier, they should have light armor crafting skills instead. I think with this, there would be different variations of Artisans when it comes to combat; defensive, offensive, support, crowd control. What I'm trying to say is that, Artisans should have an 'item counterpart' of some of Bourg skills. Something like that. Some items in my mind, most of them has been mentioned here, then Flare or Proximity Mine for stealth detection, Flash Grenade for Blind, Silence or Slow. Instead of summons, deployable guns or cannons where you can just leave it there and run away. Deployable AOE Def or M-Def sentry similar to salamander flames or bonfire where anyone within the range has slightly increased def or m-def. Then all of this items are tied to the crafting skills they have and they can only use it if they have that crafting skills. Now to avoid exploiting this, aside from the item being tied to a skill for them to be used, item weight could also be used for restriction. Something like, the higher the item grade the heavier it gets. Maybe?
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LOL. Suddenly made me imagine two artisans dueling in PVP, trying to kill each other with crafting hammers.
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I think I understand what you're trying to say and to be honest, something has been bothering me with the suggestion I made and thanks to you I can now point out what's been bugging me. I admit, my suggestion is vague and lacks some explanation. The reason I thought of this feature is because I believe all players would love this kind of convenience and it also suits the game very well. The second build tab is strictly for convenience sake. Just like what @Zeror said, it just eliminates the tedious job of redistributing the stats and skills every time you reset skills and stats whenever you want to focus on PVM or PVP, or for when a character like and Artisan to convert his build from full crafting build to leveling/PVM build, or if a player only enjoys PVM then he would probably have a 'solo leveling' build then another one for party/group/dungeon build. Now with that said, I think you're thinking of this feature when it comes to actual gameplay. For example; during combat where, a Spear Champ suddenly switches to a Sword Champ build, or a full buff cleric switching to combat build during dungeon runs. That's not what I intended with my suggestion, . So, like I mentioned, it's strictly for convenience sake. So I think the restrictions with this feature would probably be like this: 1. Cannot be used when in combat. ( This is the one that has been bothering me. LoL ) 2. Cannot be used inside dungeon instance. ( One must change his/her build before entering dungeon ) 3. Feature is considered a skill with long cast time? ( Probably an animation where the character floats for a few seconds, maybe 30 seconds? Skill execution can also be interrupted. ) 4. If feature is considered as skill, maybe cool down of 2-3 minutes? 5. If resetting stats/skills, the build that you want to reset should be the active build and reset skill/stat item would only work on active build. Developers can add more restrictions if they want to if they see that this would affect actual game play where this feature could be exploited. I hope this clears things a bit and I hope I explained the feature much better.
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I agree. If possible, maybe around the level where a player starts to engage in PVP more often. Around level 100+, maybe? Definitely after getting the second job. If IM will still sell stat/skill resets, I hope the developers would see that with this feature, it's very possible that a lot of players will be inclined to have their 'own personal build' if the game have this feature. For example, it's more likely that a player's first build will be a PVM build; either they created it on their own or they will find in a forum somewhere where build idea's are shared. Then, on their second build would probably be PVP build which we all know, a lot of players tend to tweak a lot. I don't think it would eliminate the need for a stat/skill reset since it would only be resetting the stat of only one build. It would probably be the opposite. I remember this player often experimenting with Champ Axe and identifying what skills it lacks and all. I think his name is Feuer? Something like that. With more players experimenting on new builds, developers would have more ideas on what skills to work around and such. Also, with the possibility of WASD movement, I would definitely be experimenting on 'Kite Build' characters while knowing that every time that I fail the build, I would have a stable build that can still use while working around my experimental build. I can already imagine building a Kite Build Cleric, Artisan and Bourg.
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Master! Very nice to see you again! I hope you play the game again once it's released. Looking forward to gaming with you like before.
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I think this is going to be a very welcomed feature. Imagine, alternating character builds anytime you want? For instance, a Sword Champ having a PVM build and then a PVP build where he can choose depending on how he wants to play? Same goes for a Cleric for a 'Solo Leveling' build and then a 'Full Support Build' and how much more with Artisans having a 'Leveling Build/Farming Build' and a 'Crafting Build' which I'm sure all Artisans would love. Now it's up to the developers how to implement this; a difficult quest chain or item mall. Who knows, maybe even the possibility of a 3rd build tab? Now if skill and stats resets would still be available in IM, obviously it would only work on one build tab. I think this way, I think there would be more players who would often experiment on character builds with one primary build as their 'Stable Build' while doing experiments on the 2nd character build.
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ANOTHER CLERIC POLL - Are Cleric changes 'make or break' for you?
Vaztuz replied to il's topic in General ROSE Discussions
HoneyBuns and I talked about this a few days ago where I said that I don't like the idea that CHA affects buffs. With this said, I'm okay with Clerics still being buff slaves as long as they don't exceed the class specific buffs. Soldier class buffs should give higher ATK/DEF/MAXHP buffs to the party compared to when clerics give the buffs and so on. If cleric gives full buffs, make the non-class specific buffs at the same level with potion buffs. Now if CHA still affects buffs, make it so that only the class specific buffs would be affected. Buff clerics are okay, they help new member, low level members of clans to level faster. But, it seems like it's stuck in a 'default build'. One reason I also like the idea of a battle cleric, but the battle cleric builds i saw seems like it's still dependent on the full buffs that clerics has. -
We were just experimenting that time and we all have extra characters to play with that close to leaving Orlo. It was a fun group, specially with our tank who often gets disconnected. Can't stop laughing on how we scatter like crazy and me chasing the one who's about to die. We can somehow kill the map's kings. We're not able to kill it quickly but it was survivable. Well... until our tank disappears then we all die. lol.
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Before the game closed, there was a Valor/PVM shop and then there's an Honor/PVP shop. Like what I mentioned, gears and items sold in Valor/PVM shop are good items to use when leveling or farming PVM/Valor, from items that increases your survivability and such with Dungeons and 'defaul maps.' Now Honor/PVP shops sells gear that greatly benefits yo in PVP. With that said, on past NA Rose, when you were 'PVP specific gear' on a Dungeon Run/PVM you would notice that it's harder for you to survive and vice versa, when wearing Valor/PVM gear on PVP instances. My advice, even if you are aiming to be a PVP player, or you want to build a character specifically for PVP... regardless, focus on PVM/Valor. Why? In my experience, it's harder to earn and save Honor/PVP points when engaging in PVP battles right away. I'm not sure if it's still applicable on this new release but, I suggest that you farm Valor/PVM points, then convert them to Honor/PVP points to buy the necessary PVP gear. Believe me, there's nothing more disheartening than being a 'cannon fodder' or 'bait' during PVP instance battles. Ugh! I just remembered how iMokie used me as a bait and shield when we first tried PVP. T_T
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Here we are excited while we anticipate the 're-release?' of NA/Official Rose Online again. So I just thought of making this thread to give some tips/advice to other players who were late ( like me ) on experiencing the game, although I played the game when it was first released, but honestly I really sucked that time with MMORPG games. Hopefully some would share their past experience of the game, regardless if they are 'die hard' or 'pioneer' players of the game or 'newbies' before the game ended a few years ago. From a better way to grind or level up, a good setup for Dungeon Runs, or 'I shouldn't have done this' when I played the game and most importantly... those instances that... 'F!CK, can't believe I was scammed/I believed that 4hole!' moments, LOL. With that said, I have a lot of 'stupid/WTF' moments and things that I wish I would have known sooner moments so, hopefully, it would help out some of you and just to let you know, I don't have a clue on what the major changes in on the game so, some of those things I or other player have experienced might not be applicable.
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I've read the threads on Cleric suggestions. Honestly, I'm a little irked with CHA still has influence on buffs. That's why i thought... if that'st he case, I would accept Cleric being buff slaves as long as their buffs don't exceed the 'class specific buffs'. Meaning, soldier class buffs like ATK, DEF, HP should have higher amount of buffs compared to Clerics giving those same buffs. Same goes with with other 'class specific buffs' coming from hawker class and dealer class. They could still give ATK, DEF, HP buffs but not higher than the soldiers, hawkers, etc. If that happens then Clerics would have more 'active roles' in games like... being healer/CC build or healer/DPS build ( using wands and summons ), things like that. I remember teaming up with a group trying to make a 'dungeon dedicated' or 'PVM/PVE' dedicated characters. Meaning my Cleric that time only had 'muse specific' buffs; mdef, max mp. We didn't get the passive additional stats like Dex, Str and such but instead skills that would make our group survive easily or kill faster. As in the party/group would fail if it wasn't setup the right way. Our tank's role was CC, AOE and obviously agrro, Mage for AOE, DPS and CC, Spear Champ for DPS and AOE, Katar raider was the most important since it delivers consistent DPS with occasional stun obviously Cleric for keeping them alive. We didn't take the skill for additional stats but instead skill's that would keep other members alive. With that said, we were able to survive/clear dungeon even if we're not max and without 'top gear', no max or even leveled runes. It was so much fun. We thought of using this setup for the start of the game, starting from level 1, entering the dungeons and all, but... well... yeah, 2019 was end of NA Rose so, we just did our own thing to have fun and enjoy the last days of the game that time. So right now I'm really curious if our setup would work from Level 1 to Max level. LOL.
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I see. Well that's fine even if it's just 2 clients. Will the structure be the same as before? Honestly, I hate the part where CHA increases buffs even if it made me lots of zulies creating max CHA stats. lol.
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I really hope he plays the game again. I owe him big time. I was playing the game on Steam before and then when I met him, he taught me about multi-client gaming. Since then I often do dungeon runs using 3 clients like he does.