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Vile

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Everything posted by Vile

  1. "Because the rate of zulies a player can accrue is significantly higher than the cost of playing." Unless you've hit 250, and are refining, reinforcing, gemming, rolling sub-stats and transfer scrolls and working up several elemental weapon and chest armors, then you're not qualified to make this assertion yet. Just saying.
  2. I don't think you share the same understanding of what "severe" means to a DEV. A hiccup in the economy and people feeling like they're too far behind the curve isn't "severe".
  3. It's a great start Can you remove points
  4. Oh no, you saw through my coded language, ya got me chief. I'll turn myself in to the internet cringe police immediately.
  5. Thank you for those kind words. It means the whole world to me, have a great day
  6. That is definitely not something I said. You might want to check your source on that.
  7. You really shouldn't have nerfed the bones. You shouldn't have nerfed the Krawfies or Doongas either. See, the mistake you made was you thought it was ruining an economy, that didn't yet exist. But by altering that inflow before the economy could set and normalize, you created a "haves" and "have nots" economy. You coulda waited til Reinforcing fees kicked in. Unique repair fees. Refining fees, and frequent planet travel fees. You should waited for it to stabilize. Then make the fine tuning it may or may not need at the top end. Instead, you've kicked the bee-hive and the players are in a riot. At least, that's how it looks, I honestly am not bothered. So here's how you undo this mess. And bring equilibrium back to the game. 1: Return the Krawfy and Doongas values to their originals. 2: Return the bones to their original values. 3: Remove No EXP scrolls ability to block Quest EXP. Wait a few weeks to a month or two after Dungeons and arenas are out. Then make adjustments to the OUTFLOWs of the game. The sinks. Adjust repair fees, refining fees, reinforcing fees, travel fees, food costs and so forth. DON'T mess with the faucet. It's not too late. Or, you could double down, and make this really REALLY messy in the future, if you thought this was as bad as it'll get.... I assure you, a starvation economy will be significantly more savage and harsh.
  8. Like I said on the Discord. Probly one of the best fan-arts to date. Love this. The Asura mask, the Ferrel backpack. Whole thing is great.
  9. It is possible to allow spaces as well as special characters. They just have to be careful which characters they allow.
  10. Yes! Sorry, I missed an 's' that was supposed to be Passives* Maxed. Since your final passive converts INT to a rather large amount of CON.
  11. Make the cash shop great again. Flat priced costumes. No Gamba, No Hassle.
  12. Damage over time are things like Burning, Poisoned, Acid and Bleeding. Where an enemy continues to take an amount of damage per interval for a specified number of seconds. Fore Mages this means the "Burning" status. So Fire spells that leave an enemy burning, the burn status will be stronger with CHA.
  13. I usually try to get Water, Wind and Fire. Best of all worlds. But if you're only taking two take Fire + Water for party/group play, and Water/Wind for Solo.
  14. -Reserving Post in case I hit a text limit- please don't delete this mods
  15. Hello and good day to all my fellow Mages. In this post I'll be going over every aspect of the Mage class in excruciating detail so you have everything you need to become a fellow master of the arcane & elemental arts. Skills, stats, distributions and more! So lets get into it. Mages: The second job advancement of the Muse starting class that specialized in destructive magics. Capable of incorporating any element, Mages specialize in Wind, Water, Fire & a bit of Sorcery for good measure, though they're capable of adapting any element through their usage of non-aspected neutral mana spells. "Glass cannon... sadge" Role & Party Position: Mage's are only capable of dealing damage. Lacking any meaningful healing spells, with very minimal defensives, Mages are limited to damage roles. Mages will often find themselves near the support if surrounded, or placing themselves with their party between them and the enemy if they're heavily invested in damage. Mages are not suited to be in melee range. The field is a Mage's curse, and they're best placed away from the action. Strengths: Damage: That's about it. Immense damage potential. Limited complexity. Weaknesses: Fragile: Lacking defensive stats and possessing a mediocre shield, Mages are incredibly vulnerable to attack, making them a prime focus target for fast and easy kills in PvP. Silences and Stuns are particularly effective against Mages, preventing them from retaliating. Lacking Fortitude: Mages inherently have lower amounts of health points, and thus an unprotected Mage will succumb to an assault if left unguarded for too long. Reliant: Mages are often incredibly reliant upon a Tank for Dungeons, even while leveling they will struggle. In PvP with no Taunts being available, Mages if caught out of position, or even rushed by opponent teams, will easily fall over without direct spam healing from a Cleric. All in all, Mages in group focus content will be very reliant upon your group to be effectively utilized. The foundation of your Mage are stats, so lets get into the nitty gritty. INT: (Intelligence) Is your primary stat. It fuels your Attack Power, Maximum Mana, Magic Defense, and slightly augments your DoT and Buffs/Debuff effects. 1 INT = 0.6 Attack Power [before your Attack Power passives kick in] 1 INT = 1.5 Magic Defense [again before passives] STR: (Strength) Is your secondary stat. It fuels your Attack power, Defense and Maximum Health. [also affects weight carry, so you can carry your party harder] 1 STR = 0.3 Attack Power [before passives] 1 STR = 1.5 Physical Defense [again, before passives] DEX: (Dexterity) Only useful for Mages with Wind Mastery. Covered later. 1 DEX = 1.5 Dodge Rate. CON: (Concentration)Used for Accuracy Not needed if Accuracy Passives Maxed 1 CON = 1 Accuracy SEN: (Sense) Used for Critical Rating & slightly increases Attack Power. 1 SEN = 0.1 Attack Power 1 SEN = 1 Critical Rating CHA: (Charm) Highly valuable for Mages wielding status downs and DoT s. Also provides Critical Defense. 1 CHA = 0.5 Critical Defense . Attack Power: The base determinant stat for your damage. Skill Power: The amplification factor of your Attack Power that a skill does. Pierce Magical: How much Magic Resistance your attacks bypass. Enhance Damage: How much your damage is amped after resistances/defenses Critical: Rating determines chance to critically strike your enemy before Critical Defense. Critical Damage: Amount of bonus damage successful Critical Strikes do. Defense: [Physical]Amount of Physical Damage resisted when struck. Magic Defense: Amount of Magical Damage resisted when struck. Dodge: Determines likelihood of dodging incoming attacks. Not a true rating system. Accuracy: Reduces enemy Dodge, results in higher chance to land attacks. PvM/P Offense: Determines bonus damage to enemies of that category. PvM/P Resistance: Determines amount of damage you resist from that category. MP Cost: Determines reduction in cost of casting spells that require Mana Points. Special Note: Player Summons are counted as PvM source thus will do more damage to enemy players when they wear a full Honor Set that reduces PvM resistances. Also will take less damage from Players who have low PvM % Offense. In this Section we'll cover every Mage spell, with some Offense spells as well. Each spell will have a brief description with example animation in the spoiler tag, in case you want to know what it looks like! Let's get started with Damaging Spells beginning in the~ Offensive Tree "Mana Bolt" [Sorcery] Skill Power: 115% + 105 [] Single Target Distance: 25m [] Cooldown 2.5 Seconds Applies: Magic Resistance Down @ 100% for 5 Seconds. Animation:↴ "Mana Spear" [Sorcery] Skill Power: 130% + 160 [] Single Target Distance: 25m [] Cooldown 3.5 Seconds Animation: See "Mana Bolt" "Fire Bolt" [Fire] Skill Power: 145% + 150 [] Single Target Distance: 25m [] Cooldown 5.0 Seconds Animation:↴ "Hellfire" [Fire] Skill Power: 180% + 220 [] Single Target Distance: 25m [] Cooldown 7.0 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ "Fire Ring" [Fire] Skill Power: 120% + 100 [] Area «Target» 5m Distance: 25m [] Cooldown 10.5 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ "Meteorite Strike" [Fire] Skill Power: 215% + 275 [] Area «Target» 7m Distance: 25m [] Cooldown 11.0 Seconds Animation:↴ "Voltage Bolt" [Wind] Skill Power: 125% + 110 [] Area «Self» 8m Distance: 0m [] Cooldown 11.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation:↴ "Voltage Jolt" [Wind] Skill Power: 150 + 165 [] Single Target Distance: 25m [] Cooldown 4.5 Seconds Applies: Stun @ 50% for 2 Seconds Animation: See "Voltage Bolt" "Wind Storm" [Wind] Skill Power: 110% + 54 [] Area «Target» 6m Distance: 25m [] Cooldown 9.5 Seconds Animation:↴ "Tornado" [Wind] Skill Power: 120% + 69 nice [] Area «Self» 8m Distance: 0m [] Cooldown 11.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation:↴ "Ice Bolt" [Water] Skill Power: 135% + 130 [] Single Target Distance: 25m [] Cooldown 4.0 Seconds Applies: Movement Speed Down @ 100% for 4 Seconds Animation:↴ "Frostbiter" [Water] Skill Power: 165% + 180 [] Single Target Distance: 25m [] Cooldown 5.5 Seconds Animation: See "Frost Bolt" "Hailstorm" [Water] Skill Power: 115% + 77 [] Area «Self» 10m Distance: 0m [] Cooldown 9.5 Seconds Applies: Movement Speed Down @ 100% for 30 Seconds Animation:↴ "Icy Hailstorm" [Water] Skill Power: 130% + 112 [] Area «Target» 8m Distance: 25m [] Cooldown 12.0 Seconds Animation:↴ Mage Tree: "Elemental Bolt" [Neutral] Skill Power: 142% + 195 [] Single Target Distance: 25m [] Cooldown 5.5 Seconds Animation:See "Mana Bolt" "Elemental Spike" [Neutral] Skill Power: 157% + 210 [] Single Target Distance: 25m [] Cooldown 7.0 Seconds Applies: Mute @ 60% for 3 seconds Animation:See "Mana Bolt" "Elemental Wave" [Neutral] Skill Power: 140% + 230 [] Area «Self» 10m Distance: 0m [] Cooldown 10.0 Seconds Animation:↴ "Mana Burn" [Fire] Skill Power: 248% + 310 [] Single Target Distance: 25m [] Cooldown 10.0 Seconds Applies: MP -20% Animation:↴ "Fireball" [Fire] Skill Power: 298% + 325 [] Single Target Distance: 25m [] Cooldown 13.0 Seconds Animation: See "Fire Bolt" "Inferno" [Fire] Skill Power: 150% + 300 [] Single Target Distance: 25m [] Cooldown 15.5 Seconds Applies: Burning @ 100% for 4 seconds Animation:↴ "Meteorite Flow" [Fire] Skill Power: 185% + 440 [] Area «Target» 15m Distance: 25m [] Cooldown 20.5 Seconds Animation: See "Meteorite Strike" "Blaze" [Fire] Skill Power: 225% + 525 [] Area «Self» 10m Distance: 0m [] Cooldown 24.5 Seconds Applies: Burning @ 100% for 5 Seconds Animation:↴ "Soul Shock" [Wind] Skill Power: 175% + 200 [] Single Target Distance: 25m [] Cooldown 8.0 Seconds Animation: See "Voltage Bolt" "Soul Electric" [Wind] Skill Power: 210% + 215 [] Single Target Distance: 25m [] Cooldown 11.0 Seconds Animation: See "Voltage Bolt" x3 "Tempest" [Wind] Skill Power: 135% + 205 [] Area «Self» 9m Distance: 0m [] Cooldown 14.5 Seconds Applies: Stun @ 20% for 2 Seconds Animation:↴ "Hurricane" [Wind] Skill Power: 160% + 240 [] Area «Target» 11m Distance: 25m [] Cooldown 17.5 Seconds Applies: Dodge Down @ 100% for 10 Seconds Animation: See "Wind Storm" "Thunder Storm" [Wind] Skill Power: 195% + 255 [] Area «Target» 15m Distance: 25m [] Cooldown 22.5 Seconds Applies: Stun @ 50% for 3 Seconds Animation: See "Meteorite Strike" "Freezing Chill" [Water] Skill Power: 194% + 215 [] Single Target Distance: 25m [] Cooldown 10.0 Seconds Applies: Slow Attack Speed @ 100% for 9 Seconds Animation: See "Frost Bolt" "Glaciating Chill" [Water] Skill Power: 227% + 230 [] Single Target Distance: 25m [] Cooldown 14.0 Seconds Applies: Dodg Down @ 100% for 8 Seconds Animation: See "Frost Bolt" "Frost Ring" [Water] Skill Power: 150% + 127 [] Area «Self» 15m Distance: 0m [] Cooldown 34.0 Seconds Applies: Movement Speed Down @ 100% for 10 Seconds Animation:↴ "Cold Snap" [Water] Skill Power: 309% + 270 [] Single Target Distance: 25m [] Cooldown 34.0 Seconds Applies: Rooted @ 100% for 8 Seconds Animation:↴ "Permafrost Chill" [Water] Skill Power: 269% + 250 [] Single Target Distance: 25m [] Cooldown 18.0 Seconds Applies: Slow Attack Speed @ 100% for 10 Seconds Animation:↴ Now that we've covered all the Offensive/Damage dealing spells, lets cover the Utility, Buffs and Passives in a more lightning-round style. Common: A : "Mana Conservation" Passive: MP Consumption [] Max 15% B : "Mana Pool" Passive: Max MP 10% + 5 Max MP per 1 INT C : "Mystic Armor Training" Passive: Magicl Defense 20% + 50 D : "Knowledge Training" Passive: INT +25 E : "Spirit of the Magi" Passive: Skill Power 20% + 50 F : "Mystic Eye" Active: Decloak, 30m AoE Self, 15s Cooldown G : "Meditation" Passive: MP Recovery +5 / +1 MP Rate : 25 INT H : "Resistance Chant" Buff: Magic Resistance Up I : "Gift of Knowledge" Buff: INT + 15 J : "Mental Focus" Self-Buff: Enhance Damage +15% K : "Mana Shield" Buff: Damage Absorption Barrier L : "Blessed Mind Chant" Buff: Max MP Up [] M : "Valkyrie Chant" Buff: Enhance Damage 10% Now we're onto the Passives of "Offensive" Tree. A : "Staff Mastery" Passive: Attack Power 25% + 25 B : "Staff Channeling" Passive: 5 Max MP : 1 INT C : "Staff Attunement" Passive: MP Consumption 10% D : "Sorcerer's Sight" Accuracy 15% + 20 E : "Mana Shield Siphon" Proc: MP Recovery : 2 Char Level after Casting "Mana Shield / Man Barrier" F : "Spell Mastery" Passive: Skill Power 20% + 50 G : "Staff Projection" Passive: Skill Range 5m Finally we can go over the Passives and Utility from the Mage Tree A : "Staff Combat Mastery" Passive Attack Power +25% B : "Mana Reservoir" Passive: 10 Max MP : 1 INT 5 Max MP : 1 INT 3/24/2023 C : "Staff Unity" Passive MP Consumption 10% D : "Clarity of Sight" Passive: Accuracy 15% E : "Aural Pierce" Debuff: M.Def Down 25% 13m AoE 8 Sec [] CD 15s F : "Fierce Cudgeling" Utility: 2 Buff Dispel G : "Staff Stun" Utility: Stun @ 100% for 2 Seconds [] CD 20s H : "Spell Mastery" Passive: Skill Power 25% I : "Reach of the Magi" Passive: Skill Range 5m J : "Mana Stream" Passive: MaxMP 25% +15 MaxMP: 1 INT 5MaxMP: 1 INT 3/24/23 K : "Sight of the Magi" Passive: 3 Accuracy : 2 INT L : "Fortified Mana Shield" Buff: Damage Absorption Barrier OK! You may or may not know, I skipped over very important, arguably THE most important passives, and we'll get to those right now. Wind Mastery: All Wind spells have a 50% chance to apply 1 stack of "Windwalker" to yourself. Each stack of Windwalker increases your Dodge by 25% and Move Speed by 150. Lasting 30 seconds, this effect can be refreshed at max stack count. [3 count] Fire Mastery: All Fire spells have a 50% chance to apply 1 stack of "Blaze" to yourself. Each stack of Blaze grants Spell Power +10%. Lasting 30 seconds, Blaze can be refreshed at maximum stack count. [5 counts] Water Mastery: All Water spells have a 50% chance to apply "Mana Fissure" to yourself. Each Mana Fissure stack grants MP Recovery +50 and MP Consumption 10%. Lasting 30 seconds, Mana Fissure can be refreshed at maximum stacks [2 counts]. Sorcery Mastery: All Sorcery spells have a 50% chance to apply "Mystic Weakening" to your Target. Mystic Weakening reduces Magic Defense by 5% per stack. Lasting 30 seconds, Mystic Weakening can be refreshed at maximum stacks. [5 counts] Something of note: Sorcery Mastery currently does NOT work on PvM targets. These targets cannot "learn skills" which is effectively what the procs from these mastery's are, temporary "skill passives". As it is now, taking Sorcery mastery is a waste if you only do PvE content.
  16. Right click your desktop and select Display Settings Scroll down and make sure this is selected to 100% scaling: Let me know how that goes.
  17. No it does not. Nothing in NA will increase your casting speed.
  18. Earth is like "nature" in ROSE, so plants and woods, grasses, also stone and rock yes, which Fire can melt into magma
  19. Just make a personal loot system, problem solved. Lol Anything that drops on the ground is yours, no one else can see/loot it. Obviously, some drop rates would need to be adjusted, but why not.
  20. Hell yea we want an AoE taunt. Sacri doesn't cut it on it's own. And we're just as tanky as a 1Handed, let us do our job and take aggro in the dungeons/farm party.
  21. I'll barter with you. If you get the AoE radius increase. then Bowgun Knights get an AoE Taunt Arrow Shower spell for AoE tanking dungeons. Sacri doesn't maintain aggro with 100% uptime like a 1H knight can with impact wave. Deal?
  22. In typical fashion, a simple, easy QoL change topic is now a over-complicated embarrassing mess because someone got jealous of a good idea and thinks doing it "different" [their idea] is better by virtue of it being their idea. Just make Bean Bullets for guns, Cannon shell for Launcher and Wooden Arrow for Bow/Bowgun default "auto attack". Special arrows as they are now. Add a quiver/ammo pack for ammo specific storage expansion. AND LEAVE IT BE. Good god. Complexity for complexity sake is the reverse opposite of optimization. K.I.S.S.
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