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Bobbity's Achievements
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*waves*
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if people can play in a stable stack with the same players that have the same goals / are under some overarching authority (e.g. clans), then regrouping will be less of an issue. The sacri issue can be ameliorated, or even slightly countered by super-ranged attack and better positioning. I think Dodge itself isn't OP, dodge is problematic in that the diminishing returns on Dodge Rate don't diminish much. You can, in a teamfight, achieve a lot on a char that's stacked dodge. Based on your scenario, it looks like you want a distinction between dodge, miss and evasion.
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in which map was your avatar last?
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More Feedback From A Returning Player
Bobbity replied to TheBlueEyedKing's topic in General ROSE Discussions
There is no more easy mode, only meta. I remember the power of those summons. I remember using them to take down bosses. You can't do that anymore. There's been a normalization of sorts re: damage values, summon stats, buff stacking etc. It's very much "work hard, be rewarded a little bit" now. I've actually spent the last 8 years thinking about muse earlygame and Dealer summons for this very reason, tbh. In this instance of the server, bourgs don't have all the summons. They have basic hunters and warriors plus the advanced Third Eye mobile detection summon. As such, this competes with the basic Phantom Sword Cleric summon (low summon cost) and the advanced Firegon (ranged fire attack, aoe DOT flamethrower attack, high acquisition range and aggro) in terms of ROI. Artisans have the advanced summons: Dread Knight, Terror Knight, Sentry (static detection summon unit) and Judgement Knight (Unique, not part of skill tree) which are situationally better than hunters due to the ability to directly control their positioning and attack. They also have some AOEs with debuffs, although we can't control those skills (yet?). The Judgement Knight is pretty strong, too, although its major failing, like the other Knight summons, is that it's a magical summon instead of a crafted-and-deployed unit leveraging Artisan abilities. No upgrades, no PAT modularity, what you see is what you get. -
I have some very strong thoughts about this idea, but they're almost all negative, so I'll express them elsewhere and wait to reformulate them into polite speech.
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I read this as "I had to buy mats from my parents". Cue interesting thought process involving a stern talking to from your father about fiscal responsibility, and a tearful mother wringing her hands. "He has to learn how to manage his zulie the hard way!"
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Nice, I'll go get it again then for nostalgia at least, if not for the SEN. ty @Sparky
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It was likely removed then. Thanks. EDIT: FYI, it was the Shadowmoon Set which was char-locked or char-bound, I believe. It was likely awarded as part of the Hero Quest chain towards the end of the Luna arc. Zurn might be able to remember the details.
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I don't see the set from one of the Luna quests, the one that gives +SEN.
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HoneyBuns gave advice that's not very useful in this case. Soldiers after their second job choice are very different from before that choice. Champs differentiate more sharply into 2hand, spear and axe, with axe being mostly useless, 2hand being mostly focused on skill power and spear doing well in PvM thanks to Victorious Respite's sustain and the dodge stacks but middling to poor in PvP. Knights generally always do okay at the very least in both PvM and PvP. Some knights are geared for PvP and are merciless killers, so they seem to have their cake and eat it too. That said, champs can gear to be killers too, but aren't always useful in lategame PvM (some dungeons either don't benefit much from spears but do from 2handers, or champs in general without best-in-slot gear overall don't bring much to the table for that specific dungeon.) Until axe champs are reworked or buffed a bit, it's really a 'level as spear and respec to 2hand' meta. Knights are always wanted and useful, though, even if their utility varies based on the current needs of the party.
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For the event to work, even low-levels should have impact; things like manning the cannons mounted on the fortifications and so on. I doubt we could get anything like that going in the short amount of time remaining, so either make the invasion slightly safer, less burdensome or, failing that, move it to DoD/ random Junonian town. Let's keep brainstorming this. EDIT: Maybe the invasion needs a precursor, a spy to open the backdoor, as it were? We could have players being approached by red robe NPCs, offering them EXP or something in return for disabling certain city protections. The quest could take the players around the entire circuit of major NPCs, many of whom would be suspicious of your actions. The quest would also be collaborative; when enough protections are disabled by the players, Hebarn invades!
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Either you or your target, that is.