Jump to content

Search the Community

Showing results for tags 'classes'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • ROSE Online
    • Announcements
  • Community
    • General Discussion
    • Introductions
    • Suggestions
    • Graphics and Art
    • Offtopic

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 12 results

  1. I know that Leonis was talking about a Monk Class and 3rd Jobs at one of my trips to Gravity. If I recall, there was some stuff being built for the 3rd class jobs, but I could not say what they were. Did any work happen for the new Monk (or whatever name it was going to be) class?
  2. Every class should be able to craft something unique to their class to have something to play with on the market. But.. we don't want to make Artisans useless either. So here is an idea where each class can craft something to sell on the market. Soldier: As skilled fighters they can train those capsule pets, which fights with you for a short time, into stronger versions and longer durations. Because these things are still a consumable it will be an ongoing business for Soldiers. Hawker: As adventurer's Hawkers know every square inch of a map. Hawker's can craft Teleport Scrolls of every map in the game. Some of these aren't even for sale at the scroll vendors, so Hawkers will have an ongoing business with this. Muse: As the magic wielders of the game Muses surely knows their magic. They can craft enchantments to put on weapons. As these enchantments wears off after some time Muses have an ongoing business with these. Dealer: Beside the fact Dealers are already the crafty guys in the game there is something they only can craft. Dealers can craft Armor Kits to temporarily make armor better. As these Armor Kits wears off after some time Dealers have an extra addition to their marketgame with these.
  3. Suggestion: Cast range increase: Add 3 meters to Sniping's cast range per skill level learned Cooldown increase: Add 5 seconds to the cooldown. Status change: Have the skill deal guaranteed critical damage. If Sniping has, for example, 9 skill levels with a maximum cast range of 30 meters, the new Sniping would be effective at 33 meters at level 1 and 57 meters at level 9. The cooldown would also go from 6 seconds at all level to 11 seconds. This includes the casting time. PROS: -Sniping would fit the theme of the skill name and skill tree. -Dealers can deal more reliable damage in battle without instantly being discovered. However, avoiding death would still be reliant on their ability to find cover. -Supplements - does not replace - the effectiveness of their mid-range attack skills. -Adds to a potential fortification-based playstyle. A Sniper would have to move to find better cover after firing. But should you follow the Sniper? Maybe there are traps! You don't know! CONS: -Sniping would be less available in PvP / not be spammable. -Requires changing some skill values that haven't been changed in forever -.... (other stuff I can't think of right now, let me know what else goes here)
  4. Having build diversity based on stats and equipment could be an interesting direction for the game. Champions that want to tank while doing decent damage could go STR/SEN(or some other stat) while a pure damage Champ could go STR. Individual builds would be more suited to play style and creates even more diversity in builds. Other classes can use this same approach IE the Cleric. DEX/INT- DPS Cleric STR(or SEN)/INT - Tank Cleric INT Pure- Buff Cleric. These are just a few ideas I think could be interesting.
  5. Sorry if it has been mentioned on another thread but i would like to suggest 2 skills that i think would be ideal for clerics and their survivability. I would suggest a (cool down) skill for clerics which can be either for the clerics only or party as well, I know some of you might think that is ludicrous because it would be an advantage to clerics but it is not really as the skill should only increase cool down for about 1-2 seconds max which would make clerics an integral part in parties. The other skill i would suggest would be an AoE with a sleep or stun effect to help if clerics are swarmed by a lot of mobs, I know lightning use to target a group of mobs not sure in which revision of Rose that would be and not sure if it is still in this Edition. Just my idea of helping clerics out a bit more as I do not see the benefits of crit dmg and atk-spd for spellcasters unless you use your weapon without its skills which defeat the purpose of being a spell caster/healer in the first place.
  6. The following proposes a small tweak to Alchemy Craft that has continuous benefits for vertical progression as well as some benefits for PvP and other end-game content. Currently, Level 1 Alchemy Craft can craft some HP and MP potions, a basic grenade and flash grenade (single-target ACC down consumable), a box of bone arrows, a box of iron bullets and crates of aforesaid HP/MP vials. Firstly, there's no reason crafting iron shells shouldn't be an option alongside iron bullets. This makes launcher-wielding Dealers a bit more independent and frees up some space in their backpack. Also, please adjust the ACC down debuff from flash grenades to be extended by 1.5 seconds. This would match the time it takes a Dealer to execute another skill or to run out of aggro range. Secondly, being able to craft mines could offer Dealers a very strong addition to their current playstyle. Mines are consumable small invisible ground-placeable semi-permanent units that damage and debuff nearby enemies when self-destructing on contact. The range of contact should be around 3.5m, slightly greater than melee attack range. Units use the Dealer's summon gauge and disappear in PvP when the Dealer dies or leaves the arena instance. Whether this happens when the Dealer dies in the open-world map is up for debate. Availability of crafting ingredients naturally limits the strength of this addition (via loot and zulie), preventing overpowered strats. Ingredients would be similar to grenades. Being able to use mines and even later stationary True Sight items like sentries (an evolution of the basic mines for the endgame Dealer) to detect and counter assassinating katars could also be a unique but not overpowered PvP playstyle, depending on the implementation. Anyone who has ever played in similar ways in games like RUST and Dota should be able to easily understand the mental metagame involved that adds another layer to PvP combat. For players who are unfamiliar with this style of combat, feel free to message me with your questions outside of the forum. Thirdly, could we have another basic crafting recipe to convert gunpowder to gunpowder packets (maybe gunpowder and a cloth-type material?). This gives Dealers even greater independence by converting looted items almost directly into ammo and ordnance. Every potentially impactful decision a Dealer has to make, especially regarding looted materials (toss or keep?) makes their experience more meaningful and enjoyable. Lastly, I'd like to propose a radical addition known as a Fire. This would be another consumable crafted from coal, wood and metal. When consumed, the 'fire' spawns a temporary fire-model unit (the one seen in Goblin Caves and Desert of the Dead, not the Bonfire model of Muses) on the ground that gives a flat and percentage (scaling) bonus to CON for nearby allied units. This relates to an endgame goal for Artisans called a Forge that isn't the currently useless Castle Gear. Please consider the above seriously, especially the iron shells and mines crafting. Thank you for your consideration.
  7. I dont believe that clerics need changed nothing was wrong with them thats the point in that character to help people and thats all. I get trying to make them less of that but that was and is the whole point in them...every game does it that way for a cleric they heal or buff and if you dont wanna do that then you be the mage version thats kinda why the classes have two different play types to be balanced and if you change that too much it breaks the game rendering it useless. taking away the offensive buffs will make them kinda pointless cause they dont kill either also if you make them do damage then why play the mage side of it at all. But either way i dont believe it should take over a year to start something like this i mean look at rose code zero they had theres up in a short timeframe and ik size of the dev team may be small but if thats the case maybe bring more people on to the team so that people can help accomplish things faster and help get people back to playing the game we all actually enjoyed years ago... I understand things take time and having a different outlook on the game but alot of the people here miss the original no one wanted anything but the original it was actually fun but changes to classes that make them do what a class we already have does is pointless i suggest adding new content and sure modify the content that is there but the classes dont have any issues with them.. I am super happy you all have decided to bring this game back i would love to be apart of the team working on this honestly. i dont think some of these changes that are planned are the best for the game..
  8. It seems MP regeneration is a big issue slowing down the already slow gameplay to an annoying extent. I cannot imagine any new players being happy with the fact to not be able to skill 70% of the time and sit 1 minute every 2 minutes. Why not giving a passive to non magical fighter classes to regenerate MP on normal hit? Mages obviously cannot have it because of mana shield Clerics have bonfires
  9. Please add a Decloak to Artisan's tree. Bourgeoise has a 2nd job specific Eye summon that spam casts Decloak, Artisan is the only class in the game without a way to remove hidden enemies from stealth, including PvE. It actually causes legitimate problems and annoyances that aren't necessary.
  10. Back in Pre-EVO time Triggersoft was experimenting with Cart Weapons and skills for just those Cart weapons how about adding in cart and cg weapon skills too?
  11. I still remember when they (former developer of iRose) announced that INT will no longer affect cleric buffs, the main reason was to "make charm useful in game". I have to totally disagree with that because, if they really want to make charm useful, in hope that players will give more attention to charm, I think it's totally unwise to 'sacrifice' just cleric. Not everyone play clerics, yes we still need the buffs, most of us are dual clienting with clerics but that's it. If I remember correctly, I can't really remember well what charm really does in game but maybe related to drop rate or appraisal rate, etc? But in my opinion, it will be so much nicer if all jobs can really utilize charm, like a global benefit, so not just 1 class benefit from charm. Like I honestly think charm increasing drop rate/appraisal rate is good enough. Bourg or people who play other classes to farm will really consider pumping charm for the sake of farming. FS cleric needs str/dex/int so if buff depends on charm it's really messing up the build. I've played 3 licensed rose before and the charm update on iRose was the worst I've ever had in those years. and I believe it's not only me, most players who's maining cleric felt the same. Please re-consider this! thank you so much!♥
  12. This class supposed to be best for solo farming (with summons?) and also good about dps and aoe in groups, but it got changed too much There are many ways how to balance it out without turning this class to pvp nightmare, as many changes can be done in ways without influencing other areas, such as other farming/etc passive, farming-orientated bonuses, balancing of stats and so on. Many of them already exists now but ratio or logic often isnot practical enough.
  • Create New...