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Cleric Skill-tree Proposal (while it's still early I think...)


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#1 cyb3rhackdotr

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Posted 31 January 2013 - 06:04 PM

Since it seems like we are overhauling most skills, I wonder if I could give some of my cents.

This is regarding the class I loved since evo, the Clerics.

I wonder if we can actually distinguish types of clerics just to make a clear view for battle clerics. And I will make it direct to the point of my proposal.

My proposal is about splitting cleric trees into battle clerics and support clerics. And again, splitting support clerics into buff support and heal support. So there will be 3 types of clerics.

Battle Cleric - Now, what will make up a battle cleric? Unlike the current skill system of clerics with passive that costs 18 SPs each and gives off no noticeable effect, let's make cleric still "buff dependent" but stronger buff than what they can give to others. Let's give them a self-buff like what they used to have. Battle clerics can be determined with their high offensive capabilities and low defense. So they will be wielding magic tools which is rarely used in the current meta of ROSE.

Buff-Support Cleric - Buff support clerics are full support clerics that helps party members with buffs. What? They have normal buffs and normal heals, but they will have unique kinds of party buffs with short cooldown and short duration. Yes. What they will do is spam buffs for the party :)

Heal-Support Cleric - This is so self-explanatory. They have more party heals than buff-support clerics. They still have normal buffs.

What if the buff-support cleric dies and buffing stop? Wouldn't it be a trouble to rebuff everyone again because it will overlap weaker buffs but long duration with stronger buffs but short duration? Yes. That will be a problem but I wonder if you can make a new buff system that is called "boost" this will retroactively increase the current amount of attributes for a certain percentage.

Also, give clerics not the little fire dragon summon but a huge fire drake with high defense and attack but slow movement and attackspeed. This will synergize with mana wave's slow.


Here is my proposed skill tree:

Note that mages can't learn shield mastery unless they wear wands but it will make their mage skills unusable.


Meditation (9) – Increases maximum MP and MP regeneration.
Requires Muse Class level 1
· Cure (5) – Restores the target ally’s HP.
Requires Meditation 1

o Healing (5) – Restores the target ally’s HP.

Requires Cure 5

· Soul Doubt (3) – Uses mana energy to suppress a targeted enemy so that it cannot chant spells.
Requires Muse Class level 100, Meditation 1, 5, 9


Wand Mastery (18) – Increases attack power when equipped with magic wand and block rate with magic tool and shield.
Requires Muse level 1

· Magic Battle Mastery (9) – Increases attack speed and accuracy rate when equipped with magic wand.

Requires Wand Mastery 10, 11, 12, 13, 14, 15, 16, 17, 18

o Mana Drop (9) – Damages an enemy with a drop of mana energy.

Requires Wand Mastery 1, 2, 3, 4, 5, 6, 7, 8, 9

§ Voltage Shock (9) – Summons lightning from the skies to shock an enemy.

o Wand Focusing (9) – Increases overall attack power and magic attack power.

Requires Meditation 1, Magic Battle Mastery 1, 2, 3, 4, 5, 6, 7, 8, 9

· Shield Improvement (9) – Increases defense and magic defense when equipped with magic tool and shield.

Requires Wand Mastery 10, 11, 12, 13, 14, 15, 16, 17, 18

o Recovery (5) – Restores the target ally’s HP.

Requires Cure 5, Wand Mastery 1, 3, 5, 7, 9

§ Restoration (5) – Restores the target ally’s HP.

Requires Recovery 5, Wand Mastery 10, 12, 14, 16, 18

§ Party Heal (5) – Immediately restores the HP of nearby party members.

Requires Recovery 5, Shield Improvement 1, 3, 5, 7, 9

o Shield Barrier (9) – Increases overall defense power and magic defense power.

Requires Meditation 1, Shield Improvement 1, 2, 3, 4, 5, 6, 7, 8, 9

· Soul Cleanse (5) – Purifies a target to remove negative status effects from previously casted magic spells.

Requires Muse Class level 1

o Soul Revive (3) – Brings a fallen player back to consciousness.

Requires Soul Cleanse 1, Shield Improvement 1, 5, 9

· Hustle Charm (5) – Casts an enchantment on a target that enhances movement speed.

Requires Muse Class level 1

· Precision Charm (5) – Casts an enchantment on a target that enhances accuracy rate.

Requires Muse Class level 1

· Resilience Charm (5) – Casts an enchantment on a target that enhances defense power.

Requires Muse Class level 1

· Wallop Charm (5) – Casts an enchantment on a target that enhances attack power.

Requires Muse Class level 1

· Blessed Mind (3) – Increases party member’s maximum HP and MP amounts by blessing them.

Requires Muse Class level 1

· Bonfire (9) – Summons a bonfire that will continuously restore the HP and MP of nearby allies.

Requires Wand Mastery 2, 4, 6, 8, 10, 12, 14, 16, 18

o Phantom Sword (3) – Summons a phantom sword to fight your enemies.

Requires Bonfire 1, Wand Mastery 10, 14, 18



Advance Wand Mastery (18) – Increases attack power when equipped with magic wand and block rate with magic tool and shield.
Requires Wand Mastery 18
· Magic Combat Mastery (9) – Increases attack speed and accuracy rate when equipped with magic wand.
Requires Magic Battle Mastery 9, Advance Wand Mastery, 10, 11, 12, 13, 14, 15, 16, 17, 18

o Mana Wave (9) – Damages an enemy with a wave of mana energy slowing its movement.

Requires Mana Drop 9, Advance Wand Mastery 1, 2, 3, 4, 5, 6, 7, 8, 9

§ Voltage Storm (9) – Summons lightning from the skies to shock multiple enemies.

Requires Voltage Shock 9, Mana Wave 9, Magic Combat Mastery 1, 2, 3, 4, 5, 6, 7, 8, 9

o Agility Focus (5) – Enchants self with speed boost at the cost of reduced dire boost.

Requires Battle Charm 5, Spiritual Training 1, Magic Combat Mastery 1, 3, 5, 7, 9

o Dire Focus (5) – Enchants self with dire boost at the cost of reduced offensive boost.

Requires Critical Charm 5, Spiritual Training 1, Magic Combat Mastery 1, 3, 5, 7, 9

o Defensive Focus (5) – Enchants self with defensive boost at the cost of reduced speed boost.

Requires Evasive Charm 5, Spiritual Training 1, Magic Combat Mastery 1, 3, 5, 7, 9

o Offensive Focus (5) – Enchants self with offensive boost at the cost of reduced defensive boost.

Requires Valkyrie Charm 5, Spiritual Training 1, Magic Combat Mastery 1, 3, 5, 7, 9

· Shield Enhancement (9) – Increases defense and magic defense when equipped with magic tool and shield.
Requires Shield Improvement 9, Advance Wand Mastery, 10, 11, 12, 13, 14, 15, 16, 17, 18

o Heavenly Grace (5) – Restores a large amount of the target ally’s HP.

Requires Restoration 5, Advance Wand Mastery 1, 3, 5, 7, 9

§ Integrity (5) – Restores a large amount of HP to nearby party members.

Requires Party Heal 5, Heavenly Grace 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

§ Heavenly Flow (5) – Restores the target ally’s HP and allies around the target.

Requires Party Heal 5, Heavenly Grace 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

o Healing Pulse (5) – Regenerates the target ally’s HP.

Requires Restoration 5, Bonfire 9, Advance Wand Mastery 1, 3, 5, 7, 9

§ Sanctuary (5) – Regenerates the HP of nearby party members.

Requires Party Heal 5, Healing Pulse 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

o Purification (5) – Purifies the target’s negative status effects and restores its HP.

Requires Restoration 5, Soul Cleanse 5, Advance Wand Mastery 1, 3, 5, 7, 9

§ Salvation (5) – Removes negative status effects of nearby party members and restores their HP.

Requires Party Heal 5, Purification 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

· Spiritual Training (9) – Increases intelligence and reduces MP consumption.
Requires Meditation 9

o Magic Tool Mastery (9) – Greatly increases attack power and critical when equipped with a magic tool.

Requires Spiritual Training 1, Magic Combat Mastery 1, 2, 3, 4, 5, 6, 7, 8, 9

o Shield Enchantment (9) – Greatly increases defense power and dodge rate when equipped with a shield.

Requires Spiritual Training 1, Shield Enhancement 1, 2, 3, 4, 5, 6, 7, 8, 9

· Battle Charm (5) – Casts an enchantment on a target that enhances attack speed.
Requires Hustle Charm 5, Advance Wand Mastery 1, 3, 5, 7, 9

o Agility Boost (5) – Enchants nearby party members with speed boost.

Requires Battle Charm 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

· Critical Charm (5) – Casts an enchantment on a target that enhances critical rate.
Requires Precision Charm 5, Advance Wand Mastery 1, 3, 5, 7, 9

o Dire Boost (5) – Enchants nearby party members with dire boost.

Requires Critical Charm 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

· Evasive Charm (5) – Casts an enchantment on a target that enhances dodge rate.
Requires Resilience Charm 5, Advance Wand Mastery 1, 3, 5, 7, 9

o Defensive Boost (5) – Enchants nearby party members with defensive boost.

Requires Evasive Charm 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

· Clobber Charm (5) – Casts an enchantment on a target that greatly increases attack power.
Requires Wallop Charm 5, Advance Wand Mastery 1, 3, 5, 7, 9

o Valkyrie Charm (5) – Casts an enchantment on a target that enhances damage.

Requires Clobber Charm 5

§ Offensive Boost (5) – Enchants nearby party members with offensive boost.

Requires Valkyrie Charm 5, Shield Enhancement 1, 3, 5, 7, 9, Spiritual Training 1, 3, 5, 7, 9

· Summon Mastery (5) – Increases your summoning expertise to enable summoning of more powerful creatures.
Requires Advance Wand Mastery 1, 3, 5, 7, 9

o Salamander Flame (3) – Summons a red mystic flame that will restore HP of allies in its vicinity.

Requires Bonfire 9, Summon Mastery 1, 3, 5

§ Mana Flame (3) – Summons a blue mystic flame that will restore MP of allies in its vicinity.

Requires Salamander Flame 1, 2, 3

o Summon Elemental (5) – Summons an elemental to attack your enemies.

Requires Phantom Sword 3, Summon Mastery 1

§ Summon Fire Drake (5) – Summons a mythical dragon to devour your enemies.

Requires Elemental 5


Edited by cyb3rhackdotr, 07 February 2013 - 05:11 PM.

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#2 pdfisher

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Posted 04 February 2013 - 07:55 AM

This would totally screw up CD. Can you imagine going in, and getting just a buff cleric on your team? Meanwhile, the other team has both a buff and heal cleric? It is so unbalanced now, this would make it even more so.
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#3 Banrukai

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Posted 04 February 2013 - 07:14 PM

Seems like a good start on something. Keep thinking up great ideas and eventually something will be implemented.



This would totally screw up CD. Can you imagine going in, and getting just a buff cleric on your team? Meanwhile, the other team has both a buff and heal cleric? It is so unbalanced now, this would make it even more so.



That's a pretty one sided thought. It could also work out several other ways.


Buff Cleric + Heal Cleric | Buff Cleric

Buff Cleric + Heal Cleric | Buff Cleric + Heal Cleric

Buff Cleric | Buff Cleric + Heal Cleric

Buff Cleric | Buff Cleric

Heal Cleric | Heal Cleric

Heal Cleric | Buff Cleric

Buff Cleric | Heal Cleric


There is always a chance you won't get exactly what you want or need. This applies to both sides.

Edited by Banrukai, 04 February 2013 - 07:16 PM.

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#4 cyb3rhackdotr

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Posted 05 February 2013 - 10:07 PM

Only cleric has no distinguishable type. Champs can either be Sword, Spear, or Axe. Knights can be Sword, Blunt (please do split them), or Crossbow (please give upgraded skills and not just as an option to switch to crossbow). Raiders can be Dual Wield or Katar. Scouts can be Bow or Crossbow (soon). Bourgeois can be Gun or Launcher. Artisans can be Battle, SEN-type, or CON-type. Mages can be Ice or Fire (elements). Clerics are only support since battle cleric sux and has no place in GA. It seems cleric Support Mages are better than Battle Clerics lol.

It's already not balance when one team has 2 clerics and the other only has 1. The best thing is to nerf heal amount or cooldown (I prefer the former because it's frustrating to wait for cooldown and you can't do anything).

Additionally, is ROSE only about Crystal Defenders?

Edited by cyb3rhackdotr, 05 February 2013 - 10:09 PM.

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#5 Feuer

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Posted 06 February 2013 - 01:14 PM

Bifurcation of the types of clerics would be amazing. They already have plans to split the BC from the FS.

GA Will never be fully balanced, but that's the point of a random qeue. If you want a balanced fight, then set up a full team and qeue.

@Cyber: They gave soldiers a first class xbow tree just like the scouts got.
Also you're 100% correct, ROSE is not entirely about CD, most people who play ROSE though have an ego problem and only find fighting other people and using the word "noob" excessively to be entertaining. But there are people who do the daily dungeons because they're fun to do.
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#6 pdfisher

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Posted 07 February 2013 - 05:23 AM

Actually, I am a total dungeon rat, I would rather do dungeons than anything else in this game. However, I do not have any accounts that are premium. It is quite likely that that won't change either. Therefore I am limited to once per day per dungeon per character. I can play CD unlimited times though.
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#7 Feuer

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Posted 09 February 2013 - 09:28 AM

They should limit CD's like they limit dungeons, it's only fair that everyone be limited in the same way.
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#8 cyb3rhackdotr

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Posted 10 February 2013 - 02:12 PM

They won't ever limit CD because they are promoting it. Besides there are too less players to join CD anyway. Sometimes it takes an hour to queue and start. What more if you are few of those who haven't used your instance for the day yet? Then it will never start.

Also, please let's not derail the topic.

Edited by cyb3rhackdotr, 10 February 2013 - 02:12 PM.

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#9 Bendersmom

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Posted 12 February 2013 - 07:48 AM

The idea is interesting but for normal, non-CD play the split would be very frustrating. Right now clerics have a lot of options on builds and skills. There are may hybrid clerics that don't really fit into just support or just battle. Limiting them to Heal Cleric, Buff cleric or battle cleric would be actually more exclusionary than is needed or wanted.

I would think that farming or doing a dungeon with just a buff cleric would be tough. Or trying to level with just a Heal cleric.

The idea of being able to make a true battle cleric appeals to a lot of players. But they would be set up with gear and stats to raise their AP and damage. Therefore they will have to limit their amount of heals and "better" buffs. At one time Battle Clerics are really strong. They will need more attack skills I think to accomplish that.

A Support cleric with buffs and heals is great for farming, leveling and dungeons. And all can be built differently based on how you play your cleric.

A lot have made war clerics for CD and TG. Those have good buffs and heals in Int gear but then use war gear and/or buff sets to fight in, which lowers their int and therefore their buff power and healing %. They are not great damage dealers and rely on their mute and stun and then heal with lower % heals and buff with lower buffs.
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#10 cyb3rhackdotr

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Posted 01 March 2013 - 06:37 AM

I would think that farming or doing a dungeon with just a buff cleric would be tough. Or trying to level with just a Heal cleric.

I wonder if you did read the whole skill tree.

A heal-support cleric gives ease for parties against mobs with aoe (Mummy King etc). A buff-support cleric gives ease for boss hunting. A battle cleric gives ease for soloing. But that doesn't mean it will be hard for each category to perform other tasks. All kinds of clerics still have their basic buffs and basic heals.

Buff-support will just give a support buff non-stop for stronger parties but will prevent him from doing non-stop heals. If someone is a buff-support cleric and just does not fit buff supporting for a certain situation, he may shift to basic healing cleric with single target abilities. Heal-support will give non-stop support for "party heals". But this doesn't mean he can't buff. It's just safer to party with heal-support cleric and faster kill with buff-support ones.
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