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New HP mods?


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#1 Clogon

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Posted 03 November 2011 - 11:18 PM

I totally forgot I had access to these things any ways here are the new HP mods for 150 Trans classes. I do not know if we will be getting them with the balance patch:

RK: 18,603 down from 22,260 still highest HP mod in game.
Mech: 15,663 up from 13,621.
Gen: 11,388 up from 10,353.
Sorc: 11,103 down from 13,063.
WL: 9,586 up from 8,700.

Ranked:
RK: 18,603
GX,RG,SC: 16,485
Mech: 15,663
Sura: 13,621
Ranger/Performer: 13,063
Gen: 11,388
Sorc: 11,103
AB: 10,353
WL: 9,586
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#2 Zinja

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Posted 03 November 2011 - 11:24 PM

You know clogon, sometimes i feel you like bringing bad news... just saying
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#3 Tofu

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Posted 03 November 2011 - 11:27 PM

Unless you play Mechanic/Warlock. Genetics get more nerfs than that hp mod makes up for.
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#4 Xyst

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Posted 03 November 2011 - 11:34 PM

Hurra For Mechanic I'll be able to cross the 40K HP Bar.
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#5 Minchi

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Posted 04 November 2011 - 06:26 AM

Are you serious why are we cutting sorcs hp -.-
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#6 Astraeos

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Posted 04 November 2011 - 06:44 AM

abs need a buff
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#7 CeruleanGamer

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Posted 04 November 2011 - 06:46 AM

Are you serious why are we cutting sorcs hp -.-


You got Blinding Mist AND Safety Wall. You should be fine. :wub:
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#8 Wizard

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Posted 04 November 2011 - 06:47 AM

Are you serious why are we cutting sorcs hp -.-


Yeah... they were suppose to have pretty much same HP modifier than Warlocks but they got buffed up instead when renewal came live...

Indirect nerf for RK's DB now, besides the elemental/racial reductions...
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#9 CeruleanGamer

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Posted 04 November 2011 - 06:50 AM

Rangers get no love in the HP department. :wub:
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#10 SirDouglas

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Posted 04 November 2011 - 07:11 AM

I trade 2k hp mod for defending aura or pneuma.

Edited by SirDouglas, 04 November 2011 - 07:11 AM.

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#11 Snewt

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Posted 04 November 2011 - 07:16 AM

abs need a buff


Yea they do, holy :wub:.
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#12 asayuu

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Posted 04 November 2011 - 07:16 AM

How sad... My HP will not change ;o;

I wanted to reach 40k without Variants and Glorious Suit >.<

But after the dramatical SR nerf on the road, it is better to job 50 like, now >.<

N> Bio3 party for 300~350 kills of each :wub:

Clogon, any change to the SP mods?

Edited by asayuu, 04 November 2011 - 07:17 AM.

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#13 HayrohsLegacy

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Posted 04 November 2011 - 07:25 AM

Still RG... :wub:
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#14 Kadnya

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Posted 04 November 2011 - 07:52 AM

I trade 2k hp mod for defending aura or pneuma.


I'll trade you 12k HP for runes and enchant blade. Then I'll have negative HP and my bishop will be immortal! :wub:
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#15 HRdevil

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Posted 04 November 2011 - 08:35 AM

Priest are ment to support and magical classes shouldn't have alot of HP.
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#16 Kadnya

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Posted 04 November 2011 - 08:47 AM

Priest are ment to support and magical classes shouldn't have alot of HP.


You can't support very well when you are the first to be statused/dead/slower to move/rendered useless by most affected by the cast increasing over cast increasing skills, masquerades, stasis, forced flinching skills, respawned at the in lots of the time... I'm not asking for like, a super tank, but all of the previous points sounds like enough weakness, in my opinion, to ontop of it have almost the lowest HP pool (but unlike mage classes, unable to use combat knife like other classes, or energy coat to make up for the low HP pool).

I really wish archbishops had a medium HP pool, and I don't see anything wrong with letting bishops live a bit more.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I agree on the idea that some classes should be harder to kill that others (by having different HPs or gear available, for example), and having those weak classes to rely on gear, position or skills to equally survive. But I feel the difference is currently overdone...

kRO is going to ridiculous extremes in reinforcing this path. If you look at the new armor a rune knight or GX will wear, it gives +25% HP and some demi reduction. Then you have on the other side, the armor which mage and bishops will wear, which gives a wonderful +1000HP. That is like, less than 5% my current HP without gears...

The problem is that renewal has several skills with fixed unreduced damages which become tickling for some classes and deadly for others, so it kinda messes the idea =p. Look at the opinions about changing the woe skill reductions for iRO: for some, the reduction is too much and everything tickles, for others, reduction is too few and everything is deadly xP.

Edited by Kadnya, 04 November 2011 - 09:15 AM.

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#17 CeruleanGamer

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Posted 04 November 2011 - 08:55 AM

Thing is, those are just base HP values. They grow to incredible amounts with HP gears. RKs will still hit 60k HP no problem while the mage classes will have incredibly hard time breaking 30k without God items. A double HP gap just doesn't sound fair.

Edited by CeruleanGamer, 04 November 2011 - 08:55 AM.

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#18 Andini

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Posted 04 November 2011 - 09:07 AM

Thing is, those are just base HP values. They grow to incredible amounts with HP gears. RKs will still hit 60k HP no problem while the mage classes will have incredibly hard time breaking 30k without God items. A double HP gap just doesn't sound fair.


wth you talking about, god items hardly have any difference in increasing hp, 2 bris is 12 vit which is barely more hp on a mage class than if they wore medal/glor ring/etc
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#19 HRdevil

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Posted 04 November 2011 - 09:10 AM

lmfao, what a sad joke. Glorious suit gives more HP than all god items together.
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#20 Agahim

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Posted 04 November 2011 - 09:15 AM

Y U NO UP ABs POOL?!

you make baby jesus cry!

oh well, if i can't be strong, make everyone else weak!

Edited by Agahim, 04 November 2011 - 09:20 AM.

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#21 GuardianTK

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Posted 04 November 2011 - 09:16 AM

Summons will be even squishier with these new HP mods for Sorcerer...I propose we let Summons attack Emperiums now.
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#22 Kadnya

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Posted 04 November 2011 - 09:22 AM

lmfao, what a sad joke. Glorious suit gives more HP than all god items together.


To be fair, brynh could increase almost the same as glorious suit for a warlock ^^;
Walock HP is like that xP.

Edited by Kadnya, 04 November 2011 - 09:23 AM.

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#23 Clogon

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Posted 04 November 2011 - 09:46 AM

Clogon, any change to the SP mods?


None sadly. =/
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