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  1. Something to contribute in groups without having to invest in attacking skills. Make it so only the Artisan can use his own land mines/grenades. They would scale with his crafting ability.
  2. Hello, everyone, here's yet another badly-formatted suggestion - this time about mages. So, I got to thinking that mages are all about versatility and choosing your own adventure, so to speak. You could master wind and water, fire and arcane, even water and fire. Yet, when it comes to defense mages have one thing: Fortified Mana Shield. Don't get me wrong, this mana shield is strong as heck in most circumstances but it's a bit one note - and that's a little weird for a class as interesting as mages. So, I'll be suggesting elemental defenses for mages. Others have talked about third classes, multiclassing, necromancers, warlocks and whatnot - those ideas have to be raised and addressed properly later, I think. This idea can be put forward right now, maybe for the first release after closed beta. For each element (excluding perhaps Holy) a mage could have a passive in their elemental masteries that provides superior resistance to that same element along with an increased weakness to another element. So, it's not all strawberries and cream. Immolation: A fire mage could thus choose to have +25% increased resistance to fire damage and take 5% more damage from water. They could also enjoy increased resistance to stuns. Guardian of the Waves: A water mage could have +25% increased resistance to water damage and melee attacks as well as being unable to be slowed, while taking 5% more damage from fire and poison. Corrosive Skin: A poison mage (? O_o) could enjoy similar resistance to poison damage and very high physical regeneration while being more vulnerable to ... something. The poison element is a bit tricky, much like the wind element which typically offers high evasion, if I recall correctly. (Someone check on this for me, please. ) The arcane mastery is also not something I can see working with this concept, but let me know what you think in the comments. Guardian Winds: For wind mages. Not sure about this part. Increased resistance to projectile attacks? HUGE EDIT: The poison resistance skill (Corrosive Skin) won't work here as it (along with the others) was viewed as (optional) part of the appropriate mastery. There is no mastery skill branch for poison in the Mage skill tree. Something for hawkers then? Also, the arcane resistance should simply be considered part and parcel of the current Fortified Mana Shield.
  3. Considering the changes with cleric and Rednim wanting the class to be more active, I think it would be really cool, and support and enhance that idea if cleric got their own seperate version of Mana Shield that was cast able on other friendly players as a defensive support spell that sacrificed and used a good portion of the cleric's mana to shield and support a player (as it would be hard to make the clerics MP decrease depending on how much the player it was casted on is hit for) If it were a fixed amount, like for example drain 40% of the cleric's mana in return for 35% shield or something similar. And this spell is only for cleric, not muse as well and act's as a seperate support version of mana shield for muse. And of course they can still have that spell as well but they could not overlap the spells of course. I think this would also create more build diversity, and utilize stats, gears and gems more catered toward increasing max mana and mana consumption. Thanks for reading, I'd love to know what you think about this idea. Cheers, Rosarians
  4. Many discussions in the Discord have been about the lack of skills the Cleric has after the removal of buffs. Here are some ideas for new skills to give to Clerics so their presence can shine with party and solo play for those that love the class. Buff Related Skills: Inspiring Dance - The Cleric performs a charming dance of inspiration fortifying the active buffs on themselves and on party members making them immune to enemy purify spells for 60 seconds. Pros: Avoid the need to rebuff during a battle where enemies may purify the buffs off of party members. Cons: Long cooldown. Situational use. Godly Shout - The Cleric lets out a loud bellowing shout that imbues themselves and others around them with high motivational powers increasing the strength of current active support buffs by 100% for 15 seconds. Pros: Empowers party members shortly to increase damage and defenses. Cons: Cleric needs to be in range of everyone. Long cooldown. Power of Friendship - The Cleric chooses a party member and channels their own and all of the other party member's buffs to be absorbed by the target party member giving them incredible power for 10 seconds. For each set of buffs absorbed per party member the target party member gains the buff effects multiplied equal to the absorbed amount (Example: If the party consists of 4 players the target player receiving all the buffs has their buff effects amplified by 3x the normal amount). Pros: One party member becomes incredibly powerful for a short duration. Good for desperate situations. Cons: Only works in party. Other party members lose their buffs. Long cooldown. Situational. Chant of Power Burst - The Cleric selects a buffed target and mumbles a mysterious chant towards them. After 5 seconds, the buffs on the buffed target burst off and deal damage to all enemies around them for the target's overall buffed damage amount. Pros: Short burst area of effect damage. Cons: Removes buffs from the target. May cause trolling/meme'ing. Prolonged Blessings - Increase the duration of buffs on the Cleric and party members by 30 minutes. Pros: Reduces the need to buff more often. Cons: Requires death, log out, or special items/skills to remove buffs in order to apply stronger ones. Song of Disenchantment - The Cleric sings a soothing tune which removes all buffs on a friendly target. Pros: Removes buffs to allow for new/stronger ones or none at all depending on situation. Cons: May cause trolling/meme'ing. Summon Divine Phantom Sword/Divine Soldier - Summons a Divine being that behaves like the Soldier class or like a sword. It offers the buffs of the Soldier class and taunts enemies. Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs. Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. Summon Divine Phantom Bow/Divine Hawker - Summons a Divine being that behaves like the Hawker class or a bow. It offers the buffs of the Hawker class and taunts enemies. Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs. Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. Summon Divine Phantom Launcher/Divine Dealer - Summons a Divine being that behaves like the Dealer class or a launcher. It offers the buffs of the Dealer class and taunts enemies. Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs. Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. Blessings of the Four Heroes - Give a Visitor a High-Five infusing them with the offensive buffs of the four classes (Critical, Damage, Power, Hit, Attack Speed, and Movement Speed) for 7 minutes. 1 minute cooldown. Pros: Allows the Cleric to support new Visitor characters to help them until they reach their job. Cons: Only works on Visitors. Long Cooldown. Support Related Skills: Improved Purify - Purify harmful debuffs on self and party members within range. Pros: Clears harmful debuffs from the Cleric and Party members. Cons: Keeping in range of party members. Mass Resurrection - Return to life all players who have fallen in a short range around the Cleric. Pros: Bring back to life multiple characters at once. Cons: Mana heavy. Long cooldown. Second Chance - Bless one target with an extra life for 10 minutes, if the target were to die (or their health drops bellow 10%), they become fully healed instead. Pros: Save a player or summon from death. Cons: Only works for one target at a time. Divine Barrier - Bless a target with a protective barrier that absorbs 1000 damage for 5 seconds. Pros: Gives a target a protective shield to absorb damage shortly. Cons: Only for one target. Long cooldown. Divine Dome (Improved Divine Barrier) - Bless the Cleric and their party members with a barrier that absorbs 1000 damage for 5 seconds. Pros: Protects the party from damage shortly. Cons: Only works with a party. Long cooldown. Avatar of Holy Fire - The Cleric absorbs all active bonfires around them and burns with holy fire which heals, replenishes mana, and gives debuff immunity to all friendly players within a short range. Lasts until cancelled or mana reaches bellow 10%. Drains 1% mana per second when active. Pros: The Cleric becomes a mobile bonfire with additional benefit for a duration. Cons: Heavy mana consumption. Life Exchange - Swap the health of two targets (Including normal monsters). Pros: Quick life regain on a character close to death. Change the advantage against fighting normal monsters when an ally is lower on health. Could reduce a monsters life equal to the players. Cons: May cause the target with less health to receive fatal damage from an area of effect attack or other effect. Targets need to be in close range of each other. Situational. Dance of Equivalence - The Cleric performs a short dance which spreads oncoming damage equally amongst all party members for 5 seconds. Pros: Reduces any life threatening damage on a single party member. Can shortly group tank big boss damage. Cons: Short duration. May put a lower health member at risk. Holy Wand - The Cleric enchants their wand with healing for 30 seconds, allowing the Cleric to heal a target instead of dealing damage with the wand for the duration. Pros: Heals a target consistently without needing to cast spells. Cons: The wand can’t deal damage to enemies during the enchantments duration. Only one Wand Enchantment can be active at a time. Life Wand - The Cleric enchants their wand with life essence for 30 seconds, allowing the Cleric to heal themselves and party members for 25% of the damage they deal to the target for the duration. Pros: Deals damage and heals the Cleric and party members for a small amount consistently without needing to cast spells. Cons: Healing may be low against high hitting enemies. Only one Wand Enchantment can be active at a time. Mana Wand - The Cleric enchants their wand with mana rejuvenation for 30 seconds, allowing the Cleric to regain a portion of MP to themselves and party members for 20% of the damage they deal to the target for the duration. Pros: Deals damage and replenishes some MP to the Cleric and party members consistently. Cons: Only one Wand Enchantment can be active at a time. Aura's Embrace - Embrace a target with warmth healing them for 1000 health over 10 seconds. Pros: Heal over time effect, allowing the Cleric to quickly change to other skills and tasks. Cons: May not out-heal incoming damage fast enough. Mana for Blood - The Cleric offers their mana as a shield to a target character so that all incoming damage they receive for 5 seconds is drained from the Cleric's mana instead of the target's life. Pros: Saves health on a target character for a short time. Cons: May drain too much mana from the Cleric. Soul Link - The Cleric binds their soul to a target character or normal monster, splitting the damage taken among the Cleric and the target for 10 seconds. Pros: Could mirror damage to a normal monster to help kill it quicker for faster leveling. Could reduce big damage from one character and have it shared with the Cleric. Cons: May put the Cleric at risk in some situations. Long cooldown. Lingering Spirit - The Cleric binds their spirit with the presence of Aura for 30 minutes. If the Cleric were to die during this time they do not lose any experience and reincarnate as a being of pure light for 10 seconds, binding them to the location of their body but allowing them to target and use spells as if they would be alive. 60 minute cooldown. Pros: Prevents the Cleric from experience loss on death. The Cleric can support party members or other targets for a short duration after death. They may also squeeze in a bit more damage shortly. Cons: Really long cooldown. Situational. Have to wait to 10 seconds for the effect to end before being able to respawn. Cursed Chant: Power Steal - The Cleric mumbles some strange words and flexes at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Attack Power is added to the Cleric’s Attack Power (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Attack Power is 0 during the 3 second duration when it is stolen. An Attack Power Down debuff is applied to visually show the effect). Pros: Cripple an enemy from dealing damage and at the same time increase damage of the Cleric and their party or the Cleric themselves if they’re solo. Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time. Cursed Chant: Defense Steal - The Cleric mumbles some strange words and pats their belly at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Defense is added to the Cleric’s Defense (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Defense is 0 during the 3 second duration when it is stolen. A Defense Down debuff is applied to visually show the effect). Pros: Cripple an enemy’s Defense to make them receive more damage, and at the same time increase the Defense of the Cleric and their party or the Cleric themselves if they’re solo. Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time. Cursed Chant: Accuracy Steal - The Cleric mumbles some strange words and covers their eyes at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Hit Chance is added to the Cleric’s Hit Chance (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Hit Chance is 0 during the 3 second duration when it is stolen. A Hit Chance Down debuff is applied to visually show the effect). Pros: Cripple an enemy from being able to hit and at the same time increase the chance to hit of the Cleric and their party or the Cleric themselves if they’re solo. Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time. Cursed Chant: Evasion Steal - The Cleric mumbles some strange words and twirls around at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Dodge is added to the Cleric’s Dodge (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Dodge is 0 during the 3 second duration when it is stolen. A Dodge Down debuff is applied to visually show the effect). Pros: Cripple an enemy’s Dodge to make them easier to damage, and at the same time increase the Dodge of the Cleric and their party or the Cleric themselves if they’re solo. Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time. Offensive Skills: Cursed Wand - The Cleric enchants their wand with a curse that amplifies its damage by 100% for 30 seconds and has a 40% chance to poison the enemy for 15 seconds. Pros: Helps the Cleric in solo or party play to add some damage to an enemy. Cons: Short Duration. Only one Wand Enchantment can be active at a time. Smiting Wand - The Cleric enchants their wand with a holy power that amplifies its damage by 100% for 30 seconds and each hit on the targeted enemy also damages all enemies 5m around the target. Pros: Helps the Cleric deal some area of effect damage in solo or party play to enemies. Cons: Short Duration. Only one Wand Enchantment can be active at a time. Wrath of the Goddess - The Cleric spins around causing a divine storm around themselves harming enemies for 300 damage and applying accuracy down, speed down, dodge down, attack down, defense down, and magic defense down, for 10 seconds. Pros: Area of effect offensive ability with debuffs to help party and themselves. Could be used to run away from a group of monsters. Cons: Range of area. Could cause the Cleric to gain monster aggression. Holy Beam - The Cleric fires a blinding beam from their wand in their current facing direction instantly healing any friendly targets hit by the beam for 500 health and stunning any enemies hit for 2 seconds (Horizontal light beam like the Cure/Healing/Restore one but doesn’t require targeting). 50m range. 5 minute cool down. Pros: A quick non target required heal and enemy stun. Could be used in situational scenarios for fleeing or quickly healing a party member or summon. Cons: Positioning for optimal spell use. Long cooldown. Ghost Purging - The Cleric and their party gain 20% increased damage and always deal Holy element damage to Ghost element type monsters for 5 minutes. Pros: Increases kill speed and leveling when fighting ghost element type monsters. Cons: Only benefits against ghost element type monsters. Light of the Seven - The Cleric smites an enemy with holy light influenced randomly by one of the seven planets (resembling the light beam like the one for Cure/Healing/Restore, except in a colour representing one of the seven planets. Blue, White, Green, Gold, Red, Purple, Black). The smite deals 600 damage to the enemy and an additional effect depending on the randomly chosen planet (May cause poisoning, burning, stat reduction, healing to friendly, etc). Pros: Allows the Cleric to have their own unique offensive spell. Cons: May reduce mana quickly if used too often. Random debuff from the seven may or may not be helpful. Divine Force - The Cleric holds their wand up high and emits a bright golden light in a short range around themselves which deals 200 holy element damage and knocks back any enemies within its range. Pros: Defensive/offensive spell allowing the Cleric some time to breath when overwhelmed. Cons: Long cooldown. Could cause enemies to be knocked back into more enemies which may then also join the fray. These skills are all with the idea in mind to keep as close to the original style of the game without the need of too many new art assets. These are all ideas for active skills as passives just tend to be variable increases. The names (in purple, cyan, and blue) and the values (in orange) of skills are all theoretical and should be viewed as placeholders. It’s the ideas that count! Feel free to add your own ideas!
  5. The purpose of this suggestion is to introduce diversification for the Cleric class, such as Heal-specialist (knows specialized healing skills) and Buff-specialist (knows specialized buff skills). These new skills also allow Clerics to play an interactive and strategic role in teamplays. In this suggestion, there will be five types of buffs: - Blessed buffs, are buffs with long duration same as traditional Cleric buffs. - Charm buffs, are traditional Cleric buffs redesigned with longer cooldown and stackable efficiency (up to 150%). - Healing skills with buff, are regenerating skills with minor buffs. - Blessings buffs, are strong buffs with short duration and long cooldown. - Chant buffs, are stackable and spammable buffs (up to 600% efficiency). HEAL-RELATED SKILLS (MUSE) Consists of basic single-target and party healing skills. Heal Restores the target's HP. Cooldown: 3 seconds Basic single-target healing skill. Pros: - High strength healing Cons: - Single target Party Heal Restores nearby party member's HP Cooldown: 5 seconds Basic party healing skill. Pros: - Affects party members Cons: - Moderate strength healing BUFF-RELATED SKILLS (MUSE) Consists of traditional Cleric buff - Blessed Body and Mind, and charm buffs. Charm buffs can now stack once for 150% efficiency, have shorter duration, but have longer cooldown. Some charm buffs are now 2-in-1, for a total of two blessed buffs, two solo charm buffs, and three 2-in-1 charm buffs. Blessed Body and Mind Increases nearby party member's max HP and max MP for 15 minutes. Effects do not stack. Cooldown: 5 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Long duration - Short cooldown, spammable - 2-in-1 buff Cons: - Moderate strength buff Hustle Charm Each cast increases nearby party member's movement speed for 60 seconds. Additional stacks are only 50% efficient. Cooldown: 30 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Moderate strength buff - Moderate duration Cons: - Long cooldown Wallop Charm Each cast increases nearby party member's attack power and accuracy for 60 seconds. Additional stacks are only 50% efficient. Cooldown: 30 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Moderate strength buff - 2-in-1 buff - Moderate duration Cons: - Long cooldown HEAL-RELATED SKILLS (CLERIC) Consists of advance healing skills, one of which is a single-target regeneration healing, and three stackable and spammable regeneration healing with buffs. Restoration Restores a huge amount of the target's HP, affecting allies within a huge area around it. Advanced healing skill. Cooldown: 15 seconds Pros: - Very high strength healing - Affects allies Cons: - Moderate cooldown (probably) Purification Removes a few negative effects from the target and restores its HP. Cooldown: 15 seconds Specialized single-target healing skill. Pros: - Cleanse effect - High strength healing Cons: - Single target - Moderate to long cooldown (probably) Redemption Removes a few negative effects from nearby party members and restores a slight amount of their HP. Cooldown: 30 seconds Specialized party healing skill. Pros: - Cleanse effect - Affects party members Cons: - Moderate to low strength healing - Long cooldown (probably) Regeneration Each cast regenerates the target's HP for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized single-target healing skill. Only the strongest source within the same effects will activate. Pros: - Stackable healing - Short cooldown, spammable Cons: - Low strength healing - Single target Aspiration Each cast regenerates nearby party member's HP and increases movement speed by 5% for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized party healing skill. Only the strongest source within the same effects will activate. Pros: - Stackable healing with stackable buff - Short cooldown, spammable - Affects party members Cons: - Low strength healing Motivation Each cast regenerates nearby party member's HP and grants 5% additional damage for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized party healing skill. Only the strongest source within the same effects will activate. Pros: - Stackable healing with stackable buff - Short cooldown, spammable - Affects party members Cons: - Low strength healing Salvation Each cast regenerates nearby party member's HP and reduces damage taken by 5% for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized party healing skill. Only the strongest source within the same effects will activate. Pros: - Stackable healing with stackable buff - Short cooldown, spammable - Affects party members Cons: - Low strength healing BUFF-RELATED SKILLS (CLERIC) Consists of advance buff skills such as charms, blessings, and chants. Blessings buffs are strong 2-in-1 and 3-in-1 buffs with longer cooldown. Chant buffs are stackable and spammable buffs, one of which is a solo party buff, and three 2-in-2 party buffs. Haste Charm Each cast increases nearby party member's attack speed for 60 seconds. Additional stacks are only 50% efficient. Cooldown: 30 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Moderate strength buff - Moderate duration Cons: - Long cooldown Lucky Charm Each cast increases nearby party member's critical hit and dodge rate for 60 seconds. Additional stacks are only 50% efficient. Cooldown: 30 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Moderate strength buff - 2-in-1 buff - Moderate duration Cons: - Long cooldown Protective Charm Each cast increases nearby party member's defense and magic resistance for 60 seconds. Additional stacks are only 50% efficient. Cooldown: 30 seconds Basic buff skill. Only the strongest source within the same effects will activate. Pros: - Moderate strength buff - 2-in-1 buff - Moderate duration Cons: - Long cooldown Blessed Soul Grants additional damage to nearby party member for 15 minutes. Effect does not stack. Cooldown: 5 seconds Advanced buff skill. Only the strongest source within the same effects will activate. Pros: - Long duration - Short cooldown, spammable Cons: - Moderate strength buff Holy Blessings Greatly increases nearby party member's attack power, attack accuracy, and critical hit rate for 30 seconds. Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs) Advanced buff skill. Only the strongest source within the same effects will activate. Pros: - High strength buff - 2-in-1 buff Cons: - Short duration - Long cooldown Sacred Blessings Greatly increases nearby party member's movement speed, attack speed, and dodge rate for 30 seconds. Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs) Advanced buff skill. Only the strongest source within the same effects will activate. Pros: - High strength buff - 2-in-1 buff Cons: - Short duration - Long cooldown Divine Blessings Greatly increases nearby party's defense and magic resistance for 30 seconds. Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs) Advanced buff skill. Only the strongest source within the same effects will activate. Pros: - High strength buff - 2-in-1 buff Cons: - Short duration - Long cooldown Inspiring Chant Each cast increases nearby party member's attack speed for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized buff skill. Only the strongest source within the same effects will activate. Pros: - Low to high strength buff - Stackable buff - Short cooldown, spammable Cons: - Buff strength dependent on stacks Empowering Chant Each cast increases nearby party member's attack power and accuracy for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized buff skill. Only the strongest source within the same effects will activate. Pros: - Low to high strength buff - Stackable buff - 2-in-1 buff - Short cooldown, spammable Cons: - Buff strength dependent on stacks Encouraging Chant Each cast increases nearby party's critical hit and dodge rate for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized buff skill. Only the strongest source within the same effects will activate. Pros: - Low to high strength buff - Stackable buff - 2-in-1 buff - Short cooldown, spammable Cons: - Buff strength dependent on stacks Embracing Chant Each cast increases nearby party's defense and magic resistance for 30 seconds. Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals) Specialized buff skill. Only the strongest source within the same effects will activate. Pros: - Low to high strength buff - Stackable buff - 2-in-1 buff - Short cooldown, spammable Cons: - Buff strength dependent on stacks SUMMON-RELATED SKILLS (CLERIC) Consists of summons as an alternative to Salamander Flame and Mana Flame. These are stronger version and mobile but can easily get destroyed when hit by enemies. Summon Salamander's Eye Summons a red orb that restores nearby ally's HP every second. Cooldown: 60 seconds Advanced summon skill. Pros: - Follows the caster - Regenerates more HP than Salamander Flame Cons: - Can be easily killed - Can only summon one due to high summon gauge consumption - Long cooldown Summon Frost Wyvern's Eye Summons a blue orb that restores nearby ally's mana every second. Cooldown: 60 seconds Advanced summon skill. Pros: - Follows the caster - Replenishes more mana than Mana Flame Cons: - Can be easily killed - Can only summon one due to high summon gauge consumption - Long cooldown CONTROL-RELATED SKILLS (CLERIC) Consists of controlling skills, especially for self-protection such as self-peel and zoning out sticky enemies. Heaven's Judgment Calls upon the power of lightning from the sky, electrocuting nearby enemies and stunning them for 3 seconds. Cooldown: 15 seconds Advanced control skill. Pros: - Long stun duration - High damage Cons: - Moderate cooldown Divine Protection Unleashes and channels divine power, knocking away enemies and continuously healing nearby allies. Lasts for 5 seconds. Cooldown: 30 seconds Advanced control and healing skill. Pros: - Unique controlling effect (knock away) - Continuous healing Cons: - Long cooldown - Channeling PASSIVE SKILLS (CLERIC) Healer's Touch Increases healing power and max MP. Casting a healing skill applies a stack of Healing Touch to affected allies for 5 seconds, up to 6 stacks. Each stack increases ally's regeneration and healing received by 5%. Specialized passive skill. High Priest's Gift Increases buff power and regenerates 1.5% of max MP every few seconds. Casting a buff skill grants a stack of Holy Gift for 5 seconds, up to 6 stacks. Each stack increases movement speed and dodge rate by 5%. Specialized passive skill. Note: Texts in blue are figures subject to balance adjustments. Please give feedback based on concept.
  6. my idea for cleric .. how about make cleric a debuff kind of support something that we need in a party and can be a main character to play something spammable like "DEF down, slow, root(vines that explodes in every hit kinda like this guy's skill https://log-horizon.fandom.com/wiki/Shiroe) , curse(DPS), burn or make enemy target vulnerable for a few seconds that will make dps deal more damage and heals can that can be offensive if used against enemy(Demon types) this will be a fun char for me at least..
  7. Currently, bonfires heal a certain percentage of HP every 10 seconds. I would suggest that they heal either half as much, but every 5 seconds or, They heal 30% as much but every 3 seconds.
  8. Hello, everyone. This suggestion provides clerics with a unique skill that I might've hinted at before for saving parties. Lets get into it. Hostile units near the caster are not aggravated unless attacked or affected by a spell. Caster assumes a seated meditative position and is unable to attack or cast spells. Duration: Indefinite (emote), 5 seconds fade time after breaking meditation. Radius: 36 meters Cooldown: 50 seconds Cost: 50% of caster's max MP Advantages: - Can, with good timing, reliably resurrect an entire team from teamwipe - Allows clerics (Muses too?) to navigate and explore terrain even stealthed characters cannot. Problems: - Use-case is limited - Requires a new emote
  9. This is generally how I think most of the second classes should be balanced, in terms of general strengths and weaknesses, which would mostly be the skills that they have access to. I can probably go into further detail in the future, but this is how I'm going to do it for now. This list is going to be assuming the setting is a PVP 1v1. The two classes that I'm not going to be covering, because I think their roles aren't really suitable for 1v1s, are Cleric and Artisan. Although, I don't have enough experience on Artisan to say whether they're actually good at damaging anything. My assumption is that their primary purpose is for crafting, and Clerics are for healing and supporting, not dealing damage. I'm also going to assume that each class is neutral against itself, disregarding minor build differences. For the sake of this thread, also going to exclude Bourgeois in their current state, and instead list them as I would ideally like them to be, because it seems that they primarily rely on their summons to get stuff done, which would not be easy to balance for PVP. This stuff could most likely use a lot of refinement, but this is enough for now, and just about as well as I can do, until I can see the skill trees, to build more informed opinions. The classes in this list are: Scout, Raider, Mage (no summons), Bourgeois (no summons), Champion, Knight Scout: Ranged, typically with some kind of bow. Primary Strengths: High Attack Speed, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Raider: Melee, typically with dual wielded weapons, like katars. Primary Strengths: High Movement Speed, High Attack Speed, High Accuracy, High Dodge Rate Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Mage: Melee, typically with a staff. Primary Strengths: Medium Magic Defense, High Magic Damage, High Burst Magic Damage, % Magic Defense Penetration, Crowd Control (Single Target & AOE Stuns, Slows, Snares, etc.) Primary Weaknesses: Low Physical Defense, Low Max Health Bourgeois: Ranged, typically with a gun or a cannon. Primary Strengths: High Physical Damage, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Attack Speed, Low Physical Defense, Low Max Health Champion: Melee, typically with a two handed weapon, like an axe or a spear. Primary Strengths: Medium Max Health, High Physical Attack Damage, High Burst Physical Damage, Medium Physical Defense Primary Weaknesses: Low Magic Defense, Low Movement Speed Knight: Melee, typically with a one handed weapon and a shield. Primary Strengths: High Max Health, High Physical Defense, % (Physical and/or Magic) Damage Absorption Primary Weaknesses: Low Damage Potential, Low Movement Speed -- Synopsis: Scout: Scouts should be good at dealing large amounts of damage, from somewhat far away, in a short amount of time. Given that they should be attacking quickly, and with high accuracy, they will be able to get a high number of consecutive hits on targets that don't have a high dodge rate. There should be a way for Scouts to be able to increase their physical defense penetration as a passive percentage debuff per attack, as well as abilities to temporarily increase their damage, hit-chance, and physical defense penetration for a few consecutive attacks, in addition to abilities that can slow/share their target for a brief moment. Raider: Raiders should be good at moving around more swiftly than the average movement speed, but not TOO swiftly that nobody can ever catch them. There should be a couple of abilities on every class to slow/snare/debuff opponents, especially quick a opponent, like a Raider. They should also be good at hitting accurately, and with a passive percentage-based physical defense penetration, along with other abilities that help them beat up heavily armored opponents, and tear up opponents that have low physical defense. Against a Champion or Mage, Raiders should be required to be on their toes, otherwise they'll get a good chunk of their health taken away with a single ability. Mage: I think a Mage should be treated like a magic version of a Champion. They should excel at dealing large amounts of magic damage in short bursts, but also have the ability to CC individuals and larger groups, which should make them stand out from other classes. The down side, however, is that they will be vulnerable to most of the other classes, due to their low max HP. They will have to skillfully shut their opponents down, before they take too much damage. In a mirror match, it should be down to who is more skilled and who has the better build, since both players will likely have decent magic defense. Bourgeois: Since this is basically a version of Bourgeois that I made up, it likely conflicts with how it currently is, but that's okay. I think Bourgeois should be a version of Scout, but with guns/cannons, and a focus on low attack speed and high physical damage, rather than high attack speed and low damage. Scout and Bourgeois can both share the ability to penetrate physical defense, for the sake of countering knights. They'll be able to tear through classes with low max health as well. Champion: Champions should be able to deal large amounts of physical damage in bursts, and per auto attack, but not have high physical armor penetration, and be restricted by their low movement speed and magic defense. They should be somewhat unfavored, but not too much, against Raiders, due to their medium physical defense, and somewhat favored against Knights. Due to their low physical armor penetration, but high physical damage potential, and a Knight's lack of ability to deal a lot of damage in a short amount of time, Champions should come out on top in that matchup maybe 60-70% of the time, on an equal-skill playing field. Against Mages, in most cases, I think it will be a matter of whether or not the Champion can get close enough to deal crippling blows to the Mage, before they're locked down by CC and defeated by a lot of magic damage. Knight: Knights should be the class that can appeal to defensive players. I think they should have some passive abilities to deal thorns damage, which returns some damage to the attacker, for both physical and magic damage, as well as have high resistances to both physical and magic damage. Their main weakness should be their lack of ability to deal a lot of damage over a short time period, and their low movement speed. They will have to rely on absorbing and returning damage over time, and dealing smaller amounts of damage with some of their other abilities. Knights could have some physical damage CC, like the ability that slams into the ground and stuns in a radius. I think slower movement speed classes should have ranged abilities that can slow/stun their target, to help them against stronger opponents. They could also have some abilities that they can spec into, which would reduce their max potential resistances, but increase their damage potential to a somewhat medium range, to be maybe 60% of a champion's damage potential. -- Conclusion: Other than these strengths and weaknesses, each class should also have abilities that help them in some minor way against their weaknesses, but not enough to significantly turn the tide of a battle by themselves. If used skillfully, you should be able to win against a hard counter maybe 35-40% of the time, if both players are equally skilled. In a game like ROSE, I think all classes should have one ability that you can skillfully time to avoid any incoming ability, and either be immune, take reduced damage, or maybe revive with a small % of your max health if you are killed (which could probably be best utilized as a passive ability). This would allow classes to fare better against stronger opponents, both skillfully and balance-wise. This post isn't perfect, and likely has a few holes that people will point out, but I think it points to the beginning of a good path for class balance. * I think it would be a good feature to slightly increase miss chance on all attacks/abilities if a target is moving perpendicular to their attacker.
  10. Hawker players tended to get one 'free' summon from their skill tree and another from a Unique skill book. These skill points are wasted as these summons are relatively one-dimensional, squishy and even weak. Mere distractions, even. Could we change this? What if we had an option for the player to go hard on becoming beastmasters? Basically, the summoner variant of their normal playstyle. We could have 2 major options: - Quest-based Summon - only one summon 'charmed' from the field that grows over time. Loyalty increases with food and rest, decreases with deaths and neglect. Can become a mount. Can eventually equip items (once quest is completed). Items have dura etc. (Basically a familiar.) Does not impact summon gauge. -Ad hoc summoning - 'Tame' skill - gets many familiars (based on summon gauge) tamed from the field, loyalty value that only decreases. Abandons caster when loyalty reaches critical value (any death, neglect). Cannot be used as mounts. Cannot equip items. The sub-skilltree could have various parameters influencing active skills available to the beast. With regard to the familiar-type summon, summons could increase in combat stats based on their feed, i.e. one could develop a familiar for speed, vitality (HP), durability (DEF) and so on based on the types of food one gives them. There could also be breeding skills to grow a special bloodline of familiar. Maybe an economic opportunity if we could put these monsters in capsules and sell them to other players? Advantages: - Not too demanding in terms of skill points consumed, tbh. - It offers a more diverse playstyle that can keep players engaged well into the endgame. Problems: - Needs to be properly thought out before implementation as it easily risks imbalancing the classes - Could become the de facto meta for hawkers, esp. scouts if no other diversity is found in their builds. - Too similar to another suggestion.
  11. 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)
  12. At this time, clerics have the ability to summon phantom swords, earth elementals, ice dragons, flame dragons, salamander flames, mana flames and bonfires. Others have suggested giving these summons appropriate abilities (slows, damage over time, taunts etc.), and I echo those suggestions. I believe those calls have even found a warm reception. In addition to these though, I'd like to distinguish clerics (and their muse prototypes) from other classes in giving them something for free: a free spirit sword. Yes, that's right. On completing the Muse job quest, I'd like muses to gain a free pre-learned skill called Summon Spirit Sword/Phantom Sword. This removes the floating sword summon from the summon skill tree. The summon could even have its own sub-tree with skills like sharing damage received by the caster, chance to counterattack with a critical attack, an aura that increases accuracy and critical attack damage, and so on. The sword can grow in strength and ability over time if nourished by the muse/cleric with kills and/or devotion to the muse's god. Why? - Streamlines the damage-dealing component of leveling for muses, so no choice is forced upon them between support and dealing SOME damage. - Gives clerics something to build on in the lategame/endgame. Problems with this: - Why should Muses get free stuff? Do they just suck? I don't understand the favoritism here!? Is your daughter a muse? Is this nepotism? - Forces clerics to have faith in a god. Previously, Faith was simply the result of a series of quests and has little to no impact on the game. However, involving an almost never-before-used concept into the redesign of a controversial class seems interesting. Let's see where we can go with this with enough thought and feedback. - Implementation of Faith from early-game on will need more (good quality) questlines - Other stuff I can't think of right now.
  13. See guys and devs there is some options: 1) Make spots dinamic: Move the spot to another random location on the map, NOT only one monster, instead 5-10 of them. And bosses too. Maybe move the ALIVE mobs, or just the spot location. 2)Make the urgency to use ALL skills and be skilled against the mobs: the mobs IA can be much highter than before, so they can now: move to a boss if in danger, to make the group stronger; retreat (for no more than 20 meters <<); poke(kiting, if they are ranged); use skills in area, and you CANT see the area, so you must use your brain to dodge. 3)They can have multiple buffs of elemental def, so you will do more damage if you match the weakness of the mob. Thanks.
  14. I don’t remember if this was already added at some point. How about adding a requirement where players are forced to face the enemy when attacking. If an enemy is behind you, you should WASD move around to face the enemy before allowing to start attacking and/or increasing damage or crit chance when hitting an enemy from behind. Also, how about allowing objects to block attacks? So I can hide behind boulders or trees to make the enemy come to me. thoughts?
  15. 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.
  16. How about adding the MP bar below the HP bar, like the picture I tried to add it to (just used snipping tool to add the bar as a demo)
  17. 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
  18. With the level cap decreasing from a whopping 250 to 100 there is going to be alot of leftover weapons. The amount of weapons there will be left over against the stat combinations makes the variation of the weapons very limited. So I would like to suggest the use of "status effects" for unique (or just very hard to get) weapons. What I mean with status effects are special stats added to the weapons, for example; a unique katar with an effect that adds poison to the target on hit. Or a spear that adds a burn effect every 5th strike. With these conditions in mind the possibilities become very interesting and there is much more to imagine like spark effects that do AoE or effects that debuff the target. The only concern would be the limits of the current engine/net code. But adding the effects themselves would be very possible, since poison and burn statuses are already in the game.
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