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What do you want from Rebellion and K/O at Job expansion in new skills?


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#1 Lucentos

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Posted 24 October 2013 - 08:57 AM

I`ll speak for Rebellion, IMHO According to known info about new skills of Rebellion will lackluster compared to Rangers in terms of Ranged damage and means of way to increase it. As well as some utility in the forms of detection,

So my thoughts:

1) Rangefinder.

Passive skill.

Prerequisite: Single Action Lvl 10.

Max Lvl 5.

Effect: Add range and ranged damage based on player Lvl for Rebellion attacks,

Lvl 1 - +1 Range and +0.01% ranged damage per base Lvl.

Lvl 2 - +1 Range and +0.02% ranged damage per base Lvl.

Lvl 3 - +2 Range and +0.03% ranged damage per base Lvl.

Lvl 4 - +2 Range and +0.04% ranged damage per base Lvl.

Lvl 5 - +3 Range and +0.05% ranged damage per base Lvl.

2) Seeker bullet

Active skill.

Prerequisite: Bull`s Eye Lvl 1 and Magic Bullet Lvl 1

Max Lvl 1.

Cast time: None. Delay: ASPD Based 1 second reuse delay, No Aftercast.

Cost: 20 Sp and 1 coin.

Range: 11 cells.

Effect: Attack 5x5 Area with ghost magic that damage hidden and cloaked enemies for 150% MAtk + 150% Atk.

3) Traccer ray.

Active skill.

Prequisite: Job 50+

Max Lvl 5.

Cast time: 1 second fully reducible. Delay: ASPD Based. Reuse: 10 seconds. Aftercast 5 seconds.

Cost: 100 Sp, 10 Traccer bullets, 5 coins.

Non-Grenadelauncher skill.

Range: 12 cells.

Effect: Attack enemy for 300% Atk and debuff enemy for increased Ranged damage and Ranged Reduction Penetration for 4 seconds.

Lvl 1 - Add +20% Ranged damage increase(work as reversed Defending Aura and reduce its effects) and allow to ignore 10% Ranged gearbased resistance.

Lvl 2 - Add +40% Ranged damage increase(work as reversed Defending Aura and reduce its effects) and allow to ignore 20% Ranged gearbased resistance.

Lvl 1 - Add +60% Ranged damage increase(work as reversed Defending Aura and reduce its effects) and allow to ignore 30% Ranged gearbased resistance.

Lvl 1 - Add +80% Ranged damage increase(work as reversed Defending Aura and reduce its effects) and allow to ignore 40% Ranged gearbased resistance.

Lvl 1 - Add +100% Ranged damage increase(work as reversed Defending Aura and reduce its effects) and allow to ignore 50% Ranged gearbased resistance.


Edited by Lucentos, 24 October 2013 - 08:59 AM.

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#2 Facekiller

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Posted 24 October 2013 - 09:45 AM

not sure what it is youre asking...


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#3 Lucentos

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Posted 24 October 2013 - 09:56 AM

I just want to know your opinions about what new skills are you want to have at Rebellion and K/O skill and Max Lvl expansion?


Edited by Lucentos, 24 October 2013 - 09:58 AM.

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#4 Facekiller

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Posted 24 October 2013 - 10:09 AM

not entirely sure we as expanded classes will actually get that update but.. for kagerou id like to see something along the lines of one of the following:

 

1) shadow magic- dealing shadow property damage

 

2) would love to have a ninja dog that works like hunters falcon when doing melee attacks

 

3) a version of the rogue skill intimidate so we can copy skills from monsters (works on monster skills only)

 

4) cloaking...

 

5) the ability to have clones that actually fight ... like a minute long merc with the same stats as the player but only melee skills (3 minute cooldown)

 


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#5 Lucentos

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Posted 24 October 2013 - 10:12 AM

BTW Gravity have plans for job 70 and another skill pack for main classes.

At very least Expanded classes should recieve max base Lvl equal to main classes.


Edited by Lucentos, 24 October 2013 - 10:13 AM.

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#6 Facekiller

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Posted 24 October 2013 - 11:07 AM

it think expanded will get 160 but not the 175 increase...


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#7 BloodlessChrome

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Posted 24 October 2013 - 03:10 PM

not entirely sure we as expanded classes will actually get that update but.. for kagerou id like to see something along the lines of one of the following:

 

1) shadow magic- dealing shadow property damage

 

2) would love to have a ninja dog that works like hunters falcon when doing melee attacks

 

3) a version of the rogue skill intimidate so we can copy skills from monsters (works on monster skills only)

 

4) cloaking...

 

5) the ability to have clones that actually fight ... like a minute long merc with the same stats as the player but only melee skills (3 minute cooldown)

I really do love these ideas, I would also add a more melee skill line orientation and possible shrinking the magic skill line instead of taking 10 skill points 5. and actually giving lvl 10 mirror image and blaze shield a real benefit.


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#8 Facekiller

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Posted 24 October 2013 - 04:00 PM

i know of at least one successful melee ninja....


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#9 BloodlessChrome

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Posted 24 October 2013 - 05:55 PM

i know of at least one successful melee ninja....

and he is amazing, I see him solo TI much easier than me, even if I kill faster.


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#10 Facekiller

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Posted 24 October 2013 - 06:02 PM

must be another ninja then... as far as ive seen he, like me, doesnt do TIs


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#11 rinlen02

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Posted 25 October 2013 - 03:59 AM

Well, I would prefer something like this for Rebellion:

 

1. Fear Breeze equivalent skill for Gatling Guns

 

2. A skill like Item Sling that can be used to throw grenades (not the bottle or bullet kind, i'm talking about the pull the pin and throw kind)

 

3. Something like Focused Arrow Shot for rifles

 

4. Some form of hiding or cloaking

 

5. skill to equip knives as bayonets and use them

 

6. Upgraded First Aid that works like Heal or Aid Potion

 

7. full screen shotgun skill


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#12 Lucentos

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Posted 25 October 2013 - 09:55 AM

Well, I would prefer something like this for Rebellion:

 

1. Fear Breeze equivalent skill for Gatling Guns

 

2. A skill like Item Sling that can be used to throw grenades (not the bottle or bullet kind, i'm talking about the pull the pin and throw kind)

 

3. Something like Focused Arrow Shot for rifles

 

4. Some form of hiding or cloaking

 

5. skill to equip knives as bayonets and use them

 

6. Upgraded First Aid that works like Heal or Aid Potion

 

7. full screen shotgun skill

These ideas will only be for fun things. Real practical application of all these things will be quite bad. Real damage from skills in the WoE will be reduced by any well geared player by ~94% so your glorious 150k Slugshot will be turned into 9k damage and even 175 Lvl Warlock will have more than 30k HP... There only three options available - 1) OHKO capability(at least with Lex and some easy optainable support), 2) DPS that can threaten player potting effeciency (ability to reduce full HP of moderate HP-based class with good amount of reductions within 2-3 seconds), 3) Have some Buff/Debuff/Crowdcontrol skills that have noticeable and unique form of influence on battle flow.


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#13 YangeWenli

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Posted 25 October 2013 - 10:11 AM

they will gut rebellion just like they did ninja and leave them with a semi decent build(maybe the trap build?)


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#14 Lucentos

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Posted 25 October 2013 - 10:19 AM

The reasons of noveltiness is lying within capabilities of classes. PvP and other endgame events require as much as possible in the abilities to influence battle. I do not want as much as possible fancy stuff - i want to be effective and influent in some way in the endgame. Having debuff that will dramatically increase recieved ranged damage will be just fine for Rebellion - you just recieve request in Vent at focus on target then debuff it with such debuff and proceed to survival or supplementary DPS.

Why Wanderers so novelty? Because they lacking in Damage Dealing options and their supportive capabilities lacks of unique and dramatic influence to battle flow.


Edited by Lucentos, 25 October 2013 - 10:21 AM.

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#15 rinlen02

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Posted 25 October 2013 - 11:32 AM

These ideas will only be for fun things. Real practical application of all these things will be quite bad. Real damage from skills in the WoE will be reduced by any well geared player by ~94% so your glorious 150k Slugshot will be turned into 9k damage and even 175 Lvl Warlock will have more than 30k HP... There only three options available - 1) OHKO capability(at least with Lex and some easy optainable support), 2) DPS that can threaten player potting effeciency (ability to reduce full HP of moderate HP-based class with good amount of reductions within 2-3 seconds), 3) Have some Buff/Debuff/Crowdcontrol skills that have noticeable and unique form of influence on battle flow.

Well there is the skill Shatter Storm that has the potential to break all of a character's equipment and the skill Banishing Buster to remove buffs. Then there's Bind trap to reduce movement speed based on the target's STR. Anti-Materiel Blast reduces Neutral resistance and the skill Hammer of God stuns at 100%. I wouldn't count chickens before they hatch, but then again, neither should I. For your suggestion about OHKO, there should be a skill in the form of a buff that gives a very good chance to cause Coma with each attack (physical or skill). There's already Bulls Eye, but the chance to proc Coma is so low it's not worth using.


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#16 Renko

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Posted 25 October 2013 - 11:33 AM

for rebellion: 

 

1) skill that make two-handed weapons ---> one-handed weapons (wanna use pistols with a shield ;<)

 

2) use of knifes 

 

3) bullet crafting


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#17 Lucentos

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Posted 25 October 2013 - 11:47 AM

Well there is the skill Shatter Storm that has the potential to break all of a character's equipment and the skill Banishing Buster to remove buffs. Then there's Bind trap to reduce movement speed based on the target's STR. Anti-Materiel Blast reduces Neutral resistance and the skill Hammer of God stuns at 100%. I wouldn't count chickens before they hatch, but then again, neither should I. For your suggestion about OHKO, there should be a skill in the form of a buff that gives a very good chance to cause Coma with each attack (physical or skill). There's already Bulls Eye, but the chance to proc Coma is so low it's not worth using.

iROWiki information from korean Rebellion class testers is a bit lacking.There are many blind spots of information about possibilities of Rebellion. But according to known iROWike information i sure that damagedealing performance of Rebellion will be quite limited and most supportive moves will be more fancy than influent in real endgame battles for everything.


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#18 rinlen02

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Posted 25 October 2013 - 12:05 PM

iROWiki information from korean Rebellion class testers is a bit lacking.There are many blind spots of information about possibilities of Rebellion. But according to known iROWike information i sure that damagedealing performance of Rebellion will be quite limited and most supportive moves will be more fancy than influent in real endgame battles for everything.

What we need are the formulas to determine the effectiveness of the skills. What I can determine about the skills here is that they are mainly PVP-oriented, mostly for the rifle and shotgun skills with the new class. It looks like it might be a major player as a debuffer, but I wouldn't put total damage as a surefire way to win. Though, we also have to check the weapons Rebellion will have. I'm not too sure about what their effects would be so we can't be too sure about their capabilities.


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#19 Lucentos

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Posted 25 October 2013 - 12:23 PM

New Weapons and Platinum Alter will provide Rebellion with PvM fun and Lvling tools. Shotgun skill Debuffing will be unreliable as it have 10 second cooldown and mediocre proc capability. Antimaterial shot have 2 second cooldown some cast time and mediocre chance to inflict debuff. Hammer of God have pretty long Fixed cast time(around 8-10 seconds) and there no info about Stun chance infliction probability and info about ability to ignore statbased Stun resistance but there are the problem with 160+ Lvl core class players as status infliction penalty for level difference. Same goes for Mass Spiral. Fire Rain can be useful to clear land enchants but we are lacking info on success chance of this ability. The sure effective tools is the Slugshot`s forced Sit and Crimson Mark for chasing enemy Guild Leaders. And it is quite possible that Rebellion will be able to be ranged empbreaker with Heat Barrel and Revolver build for 193 Chain Action ASPD.


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#20 rinlen02

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Posted 25 October 2013 - 01:56 PM

New Weapons and Platinum Alter will provide Rebellion with PvM fun and Lvling tools. Shotgun skill Debuffing will be unreliable as it have 10 second cooldown and mediocre proc capability. Antimaterial shot have 2 second cooldown some cast time and mediocre chance to inflict debuff. Hammer of God have pretty long Fixed cast time(around 8-10 seconds) and there no info about Stun chance infliction probability and info about ability to ignore statbased Stun resistance but there are the problem with 160+ Lvl core class players as status infliction penalty for level difference. Same goes for Mass Spiral. Fire Rain can be useful to clear land enchants but we are lacking info on success chance of this ability. The sure effective tools is the Slugshot`s forced Sit and Crimson Mark for chasing enemy Guild Leaders. And it is quite possible that Rebellion will be able to be ranged empbreaker with Heat Barrel and Revolver build for 193 Chain Action ASPD.

Based on the effects and such, I would say the cast time and cooldown is reasonable. We'll just have to wait until it's tested more and then released to iRO. IMHO, what makes up for in a lack of power is superior strategy.


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#21 PedroProplayer

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Posted 26 October 2013 - 08:10 AM

There's a skill that lets them have Chain Action(like double attack) with any weapon. I like this.

 

I was thinking maybe Rebellions could make good MvPers, the same way Rangers are. A 193 Gatling gun with high Crit chance would be useful, depending on how much HP they have.


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#22 Zayaan

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Posted 26 October 2013 - 08:25 AM

I was thinking maybe Rebellions could make good MvPers, the same way Rangers are. A 193 Gatling gun with high Crit chance would be useful, depending on how much HP they have.

 

Rebellion vs Bakonawa


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#23 rinlen02

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Posted 26 October 2013 - 08:40 AM

There's a skill that lets them have Chain Action(like double attack) with any weapon. I like this.

 

I was thinking maybe Rebellions could make good MvPers, the same way Rangers are. A 193 Gatling gun with high Crit chance would be useful, depending on how much HP they have.

When someone tested the skills, what really freaks me out was the damage dealt with Slug Shot's heaviest bullet. If the cooldown is fast enough, it seems like you can take out GTB in about 2-3 shots with that skill. If the range is right, anyway. That skill's not too accurate after a certain amount of cells away.


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#24 PedroProplayer

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Posted 26 October 2013 - 07:46 PM

 

I liked. Sign me in.


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