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Ashura

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Everything posted by Ashura

  1. Why don't we just shuffle the buffs around for all classes. Give AP buff to dealer, ASPD buffs to muse, Crits to soldier, E-DMG to hawkers. That way all classes have something the other needs and makes partying more balanced.
  2. Just a thought that came to mind regarding weapon upgrades for mercs as well. Perhaps as artisans and bourgs can also buy weapons for their mercs i.e (better bows and swords) to increase dmg output or just for an cosmetic purpose. Just something to spruce up our mercs.
  3. Understood what it meant not really thought about locking it into place once certain skills get activated. I was more under the impression that your mana pool would still be max mana and your mp regen would negate the effects of deminished returns.
  4. If those are passive skills then it would be relatively difficult to activate those, as far I remember passive skills only activate during certain criteria met perhaps if they were action skills it should work. Considering Halo of Mentality is a MP regen skill should be able to activate all of them and going by the devs or rather latest NA metric Charm will have a major effect on buffs for cleric which really make other classes hate them even more. I really don't like the sword summons it really seem flumsy to me I prefer the dragon summons if we go for a humanoid then it will resonate with necromancy, so I would prefer elemental summons as a better alternative the usual suspects (fire, water, earth, wind, lightning) and with 3rd job alternatives going into light and dark. I genuinely love the Auras/Blessed angle regarding clerics this is something I can sink my teeth in.
  5. Now these i like a lot how many of them can you activate at once? I am aware that Martyrdom and Avatar are special skills and should not be used on a whim but once other players/classes are aware of its effects then they would want those benefits. Love the idea of different paths clerics can walk via Faith concept not sure if atheism should be used in this context rather just something other than non believers walking on the dark path like some one mentioned follow Hebarn's teachings. Would add more depth to the game and also create more in the lines of PvP,Clans,Factions etc.
  6. No worries friend I love the way your brain works and the ideas you have, I am sorry if it came across as a shit parade. Maybe I am wrong in thinking we can move past this buffslave mentality. We have abused it so much, its hard to think otherwise. There is too much risk in this playstyle as far as I see it for clerics and more rewards for other classes in using these skills. I think we are over analyzing this char way too much, after all this game is a KMMORPG and their meta is support with all the buffs luckily the big boobs was excluded. Those skills are all awesome but the cost of it doesn't seem to benefit us.
  7. Excellent idea i just have a few concerns regarding this kamikaze cleric build not that i do not like the concept but mainly seems self sacrificial in my eyes. SKILLS: This suggestion aims to move us away from the buff meta, avoiding buff slavery and preventing crafting slavery. (Slavery is bad, you guys, what is even wrong with you?) Regarding buffs: There is one quasi-new concept to take note of here: mana reservation, alongside stacking status effects (not new but I had to mention it for the purposes of the discussion.) - Clerics have auras instead of buffs and can choose to increase either radius or effect depending on the passives in their skill tree. Auras increase in effect (potency) (stacking) based on active casting of other skills (e.g. heals, purges, nukes, debuffs, detection, taunts etc.) Thus, the more active the cleric is in combat, the quicker the stacks build up and the stronger the auras become. Every active aura reduces the total available mana pool by a medium to large percentage. -Clerics CAN still buff... at the cost of their lives! Path of Beauty - Passive. Whenever a cleric kills themself via Martyrdom or dies during their Avatar state, their party receives potent buffs to all combat stats for the duration of the cleric's death. Clerics lose their current level exp upon death (resetting to 0). The buff potency is based on the amount of exp lost. [This will be a major OH HELL NO because every party will require clerics to sacrifice themselves for the well being or said there of the party.] Martyrdom - Active. The cleric gains a dramatic bonus to combat stats and has their tier forcibly raised by 1 for a duration of time. The duration is refreshed upon taking damage. The cleric dies after this duration. (Like the concept but whats troubling to me is will this apply for all tiers (1-5) and what are the requirement for skill activation? Define the damage scale regarding refresh and dying factors[prerequisites] as in the stress test it highlighted that not all mobs have to do damage for mana shield to be depleted. (Small Butterflies on Birth Island and probably ghosts seeds as well but not tested yet) Avatar - Active. Limit-breaker form of Martyrdom (likely an unlockable achievement Unique skill) for burst tank and DPS. The cleric becomes an avatar of their god and enjoys dramatic reduction in skill cooldowns as well as a dramatic bonus to combat stats for a duration of time. Their tier is raised to the maximum. Auto-attacks deal the current level of Voltage Jolt to the target. The cleric dies after this duration and cannot be revived through any skill other than Unique skills. Duration is refreshed on taking damage. (This should leave DPS-related passives like Cleric's Intensity still viable not as a fallback but as a regular part of cleric builds.) I take it Voltage Jolt has to be a prerequisite in regards to still skill even though (i think this should be more of a passive skill than an actual activated skill and the need for a unique revival skill will make this skill more of a Do Not Use unless you are have very little HP left and if your party dies at the end who will be able to revive you when there is no other clerics in the party. This would be more suitable for newer MMORPG's where gameplay is more fluid and dynamic.) Clerics can also buff using the unlockable achievement Unique skill Blessing, which boosts all combat stats and attributes powerfully - once a day for the same target / once a day completely, haven't decided which is a better restriction. This skill also consumes the caster's current level exp and has its potency derived from the amount of exp consumed. PROS: Buffing is no longer the primary focus of clerics (or rather, not the perceived focus). Clerics also become important for other reasons. Once-a-day buffs should be enough for everyone if the duration is long enough. (Yes, the Avatar state reduces the cooldown on Blessing as well.) CONS: Can force a battlecleric meta. Numbers matter here. (Main concern with this is regarding max level chars who cant get XP anymore and chars whose XP is low does it decrease their levels would be very ineffective and defeats the purpose of grinding lvls if you are just going to waste all that required XP, another concern is what if i just lvld up and now my XP is 0.01% and i decide to log out will that take away the level i just gained and will i lose the STAT and SP i just required from leveling?) GO-TO / STANDARD SKILLS Standard skills aside from the heals, summons, buff/aura and Voltage nuke skills include: Preach - Active. Simply the cleric version of the soldier's Sacrifice. Boosts the cleric's mana regen by a large percentage based on the number of affected units. PROS: Standard version of what used to be a special skill for soldiers means this will be the cleric bread-and-butter party skill. Helps maintain mana shields in the thick of melee. CONS: Steps on soldier toes. (Soldiers should get an equivalent version of Sacrifice that works alongside Berserk but also offers bonus hp regen and/or armor.) I am talking under correction but i think this is already applied with current mana shield where the high damage you receive is negated by deducting it from your MP, but from the way i am reading it you want instead leeching HP you want it to be converted into MP if i am not mistaken. Shrine - Active. The cleric builds (or summons if already constructed) a shrine to their god. Clerics can 'pray' at this shrine. Prayers allow clerics to heal/purge/revive allies at distances beyond the range of single-target skills (tier 3+). Necessary for mass Revival of an entire party or to summon a party to the cleric. PROS: Unique approach to team mobility and revival. CONS: Requires materials only gained through faction or Faith quests. Will this be PvE or PvP skill or both and what would the distance covered be? Would be difficult if it wasnt on the same map, do have stay at shrine or can you also move away from it. Also what happens if mobs targeted the shrine then how would the skill even be incorporated. Materials will also be a problem considering Arti's are the only crafting class. Path of the Cleric - Active. AOE Fear. Disperses hostiles lower in tier than the caster in a large radius, forcing them to move away at increased ms and setting their aggro to 0 for the duration. Duration increased by CHA. Hostiles in the AOE unaffected by Fear are aggravated instead. Friendly units gain increased ms and hp regen. Monsters 3 tiers lower are Feared for a bonus 5 seconds and suffer a debuff to ms, as and ATK afterwards. Monsters of tier lower than this also suffer 3-4 blasts of Voltage Storm. PROS: Useful and unique. Does not step on any other class's toes due to the medium cooldown. CONS: Not useful in every dungeon, especially when rushing SC. Has variable use in SoD and PvP. Conflicting resources. You first mention the skill is dependent on clerics level tier but then also say that the skills duration will be based upon the amount of CHA the char has. How will the tier system work in regards to mob and what would you deem as a lower tier to caster if say monster is yellow and boss mob is Orange or Higher? Don't you mean Hostiles outside of AoE will be unaffected. The concept is excellent if perhaps modeled differently not sure everyone will be eager to be a sacrificial lamb when it comes playing the class and success of parties or wars is reliant on clerics dying lol
  8. Crafting Astarots with ink/oil will turn it into Tainted Astarots
  9. I am all for hybrid builds make the skill tree accessible for each and every character then the 3rd job system can be implemented and actually be a very viable option for the longevity of the game. I would implement job changes at lvl70 (1st) - lvl160 (2nd) - lvl250 for the 3rd job.
  10. I think Rebrum would represent reindeer's King and Hook King for flanae. Would be cool if there was a Boss rush mode/Event and i know the kings quest represents that but more like a tower raid.
  11. Perhaps GOogLe maps should be implemented
  12. Great idea Bobbity but like you mentioned us drug-like ecstasy-infused players will always run to the toughest mobs to level faster, we won't just stay in our lanes and fight mobs adequate to our levels so now we are creating a summons slave meta. The truth is no matter how we look at it we have been spoiled for a long time with buffs be it char or pots we do not want to sacrifice and receive maximum reward for minimal effort. The entire thread stems from it and proves it as well. The question is do we stick with what we know and improve or do start from scratch with the entire project?
  13. Definitely agree with you on this and i also stressed the damage output of clerics will be far less because they have to rely on group participation which a cleric isn't really needed unless they are full support which is a slight benefit for parties because they save on pots. Increase increase in arti's will directly affect the games economy as well but that is a chapter for a whole new topic.
  14. Yeah awesome idea. Those children in Forgotten temple can be the Bosses who invades. Moon Sister Inguz
  15. It felt a bit sluggish to me personally during stress test not sure if it was server lag or just heavy on the resolution side. Sometimes felt like i was handling a car without power steering. Also preferences should auto save when logging out, exe always reverted to full screen window i logged back in. Probably DX11 or 12 now as well.
  16. I love the concept however i am a bit confused with the speed ability, I think animal mounts should be faster dependent on the type of mount you require and should be faster than CG and some Carts, animal shouldnt have combat ability therefore i would suggest faster than the other two.
  17. The timer was a bit unfair as it counted down from time of activation and not from time in use. So if you stayed away for a week or two from the game you would lose the temporary mount.
  18. A lot of players prefer to hide their gear and do not want to expose their class/lvl i played with two bow gun hawkers and thought they were bow knights considering the chat on discord
  19. Numeric keys a bit of a problem while chatting and killing mobs as designated keys are in the way of doing both. Screen resolution to be saved once changed, countless times i used windowed mode and when server was reset or i logged out and logged in again full screen was active again.
  20. Its to be expected a lot of people are going to ask this again considering most of them joined signed up and joined discord last night thinking its the Official release.
  21. Ashura

    Ola HIHI

    Welcome GGjay welcome to the RednimRose family hope your stay will be as pleasant and long like ours and dont be afraid to ask any questions we are eager to help
  22. I use to love crafting poison ammo in eldeon those thorns were lifesavers. The only problem i had was with the gunpowder packet and powder, the packet wasnt used for much in crafting so no need to actually utilize it.
  23. NO worries i just wanted to know which post you were referring to as cyan had quite a few.
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