Edited by famiong, 13 November 2010 - 04:35 AM.

Sorcerer
#26
Posted 13 November 2010 - 04:18 AM
#27
Posted 13 November 2010 - 08:45 AM
Extreme Vacuum. It seems to have been disabled on most PVM maps (including dungeon maps). Would it be possible to change the skill so as to remove any abuses such as immobilizing MVPs (idk maybe reducing the duration like ankle snare on Boss type monsters? etc..), rather than disabling Extreme Vacuum on most PVM maps. Extreme Vacuum can be useful against non-MVPs and not overpowering taking into consideration of Ranger/Hunter skills - Warg Bite/Ankle Snare/ etc...
Warg Bite is going to be nerfed with latest kRO patch. Rangers won't be able to immobilize many targets due to the new cooldown of the skill. Extreme Vacuum is really overpowered in PvM situations. Especially if you are in a party with 2 or 3 sorcerers. Skills like this should be only usable in PvP and WoE or have changed effect/formula.
#28
Posted 13 November 2010 - 09:37 AM
- Fire Walk and Electric Walk are not at all that impressive in damage. I honestly think these skills need a buff in Matk. The range and what it does is fantastic, however, the effort in damaging enemies just isn't worth it. You're better off with the AoE magic.
- Extreme Vacuum is no good. It's incredibly glitchy, if not intended. This skill needs to be fixed.
- Killing Cloud and Poison Burst are not at all that impressive either. I really think these 2 skills need to be stronger, especially Poison Burst.
#29
Posted 13 November 2010 - 10:53 AM
Otherwise giving it a Martyr's Reconing like usage that doesn't conflict with skills would also be fair. Though I'd personally prefer seeing the physical side still affect the dmg by a partial amount, which could be a means of making the skill very powerful considering it is melee and single target.
#30
Posted 16 November 2010 - 08:15 AM
#31
Posted 16 November 2010 - 08:47 AM
Also, it seems like our Anti-Magic Sage abilities have diminished (specifically ME) now that most Warlock spells aren't ground based and now that most killer skills are ranged (so pneuma is preferred). Could we make Spell Breaker instant cast with a short reuse delay (say 1 second)? And also prevent it from affecting players outside of PK maps to avoid abuse?
#32
Posted 16 November 2010 - 12:38 PM
#33
Posted 18 November 2010 - 03:49 PM
#34
Posted 19 November 2010 - 02:48 AM
#35
Posted 19 November 2010 - 07:26 AM
Under what circumstances did you test blinding mist? From my observations, it still reduced CS as expected. I believe some skill such as Dragon's Breath ignores Blinding Mist's ranged reduction, so maybe that's what you're seeing. Regardless, it's definitely reducing CS and Rapid Smite.
#36
Posted 21 November 2010 - 02:08 PM
#37
Posted 21 November 2010 - 09:43 PM
#38
Posted 21 November 2010 - 09:56 PM
#39
Posted 22 November 2010 - 08:56 AM
also phen, bloody butterfly, and orleans gown needs to work in woe.
LOL what? Why would they change that now, it's always been like that. If you want phen effect, get a sac sader.
What you should ask for is for them to fix Infinite Humming so it will work in siege.
#40
Posted 22 November 2010 - 12:34 PM
Becouse we are extreme slow? we cant get the instant cast and other skills like manhole and clashing spiral have instant cast >_>LOL what? Why would they change that now, it's always been like that. If you want phen effect, get a sac sader.
What you should ask for is for them to fix Infinite Humming so it will work in siege.
#41
Posted 22 November 2010 - 03:18 PM
Edited by Furan, 22 November 2010 - 03:27 PM.
#42
Posted 22 November 2010 - 03:33 PM
Becouse we are extreme slow? we cant get the instant cast and other skills like manhole and clashing spiral have instant cast >_>
How would a slower cast time with a phen protect you from man hole? Since when has CS had no cast time? I'm pretty sure blinding mist and SW are your best friends, just as they were pre-renewal.
#43
Posted 22 November 2010 - 04:53 PM
As for Blinding Mist *supposedly* not reducing damage since preRenewal, are you sure it wasn't with Acid Bomb? I think the general rule of thumb is, what Defending Aura will reduce, Blinding Mist will also reduce and preRenewal, Acid Bomb ignored both of those, as intended. I haven't done any extensive testing, but I'd assume that the previous assumptions should still hold true - what Defending Aura will reduce, Blinding Mist also reduces.
#44
Posted 29 November 2010 - 09:03 AM
#45
Posted 17 December 2010 - 03:47 PM
Edited by Nombus, 17 December 2010 - 03:52 PM.
#46
Posted 26 December 2010 - 11:33 AM
*Stone curse needs to be reviewed
Note: it's duration makes it merely useless for ANYTHING
*Bolt skills need a different damage formula with more damage output
----------------------------------------------SCHOLAR----------------------------------------------
*Mind Break needs to be reviewed
*Magic Rod needs to only work on success like before renewal
*Soul Exhale needs to be reviewed
NOTE: now that we have third classes remember that the sp bars also grow not to mention that now most third classes invest points on int making their sp bars even bigger with or without gear. The cast time and delay are fine as they are now. The only thing that needs to be reviewed is the effect of it. It could be made better by either:
- changing the effect from taking and giving 50% of current sp to 75%
- making it a supportive skill and ONLY giving 50% of current sp to the target (Scholars already have an offensive SP type skill, Soul Siphon so there is no need for soul exhale to be another offensive SP based type skill...make it supportive since that's what everyone uses it for anyway. now with the cast time nerf it should not be used otherwise)
----------------------------------------------SORCERER----------------------------------------------
*The summons survivability sucks
*The summons damage output sucks
*Leveling in high level and mobby areas with the summons should not be this crappy
NOTE: They die too quickly and kill too slowly even with spirit sympathy and a str/int/agi/dex based sorcerer. Their buffs don't last as long due to the fact that they die super fast. A sorcerer should not have to baby the summon so much for them to do crappy damage.
*Summons need to be reviewed overall
*killing cloud needs a boost in damage
*Poison burst needs a boost in damage
*Fire/Electric walk needs a boost in damage
*Extreme Vacuum is too glitchy
*Spell Fist needs to be reviewed
#47
Posted 26 December 2010 - 07:39 PM
----------------------------------------------MAGE----------------------------------------------
*Stone curse needs to be reviewed
Note: it's duration makes it merely useless for ANYTHING
*Bolt skills need a different damage formula with more damage output
----------------------------------------------SCHOLAR----------------------------------------------
*Mind Break needs to be reviewed
*Magic Rod needs to only work on success like before renewal
*Soul Exhale needs to be reviewed
NOTE: now that we have third classes remember that the sp bars also grow not to mention that now most third classes invest points on int making their sp bars even bigger with or without gear. The cast time and delay are fine as they are now. The only thing that needs to be reviewed is the effect of it. It could be made better by either:
- changing the effect from taking and giving 50% of current sp to 75%
- making it a supportive skill and ONLY giving 50% of current sp to the target (Scholars already have an offensive SP type skill, Soul Siphon so there is no need for soul exhale to be another offensive SP based type skill...make it supportive since that's what everyone uses it for anyway. now with the cast time nerf it should not be used otherwise)
----------------------------------------------SORCERER----------------------------------------------
*The summons survivability sucks
*The summons damage output sucks
*Leveling in high level and mobby areas with the summons should not be this crappy
NOTE: They die too quickly and kill too slowly even with spirit sympathy and a str/int/agi/dex based sorcerer. Their buffs don't last as long due to the fact that they die super fast. A sorcerer should not have to baby the summon so much for them to do crappy damage.
*Summons need to be reviewed overall
*killing cloud needs a boost in damage
*Poison burst needs a boost in damage
*Fire/Electric walk needs a boost in damage
*Extreme Vacuum is too glitchy
*Spell Fist needs to be reviewed
Stone curse is perfect like that, it was nerfed becouse dragons breath would hit an insane hit 2x---- dragons breath 44k+(with tao)and 2x with stone curse like 90 or more, the formula in renewal its not the exact 2x, extreme vacum was already fixed, i have it in level 5 i can help you in pvp to see how works, PM Shadow of Mefisto spell fist even before this renewal i tested it and its the same as KRO its just usless, i mean, you need a whole neew build just for spell fist, the main effect of killing cloud its to change the property of their armors to poison, so you can destroy the goshtringh and pasana or any elemental armor, i agree with you with the bolts they really need a very high reviewd in KRO the bolts taked 50% reduction in cast and 25% more damage, or mage class need a new matk formula, matk its just insane low for non thirdclasses, and the MAIN POINT OF ALL, PSYCHIC WAVE read the description about the stun chance, have you stuned something with psychic wave since renewal? also warmer needs a status icon that its already in KRO too
#48
Posted 27 December 2010 - 03:31 PM
#49
Posted 27 December 2010 - 08:02 PM
It isn't perfect like it is. I was aware of the reasons of stone curse's change, but now it was totally made useless. Targets can still follow you or pot around during the pre-stage of stone curse, and by the time they hit the last stage of stone curse they recover before you know it. A good nerf would have been negating movement, skill usage, and potting during the pre-stage of stone curse because otherwise why use stone curse? And a typical response to that question would be to negate skill usage, but how will that be useful when the target can follow you around and then start to cast after he/she recovers? Now in renewal everyone has AOE and skills with surprising range so stone curse wastes your time while you cast it (you'd probably be better off not casting it) I suppose developers wanted to make 'sleep' the new stone curse in WoE/pvp but for that reason alone stone curse should not be totally useless. Stone curse should still be able to retain some value and consideration. I proposed more damage on killing cloud because the damage output did not match it's cast time. Psychic wave is fine as it is in my opinion. I do not complain since it is already very powerful and can be made even more powerful with summons- stun chance I think is a bit too much. I do agree with the fact that the in-game descriptions are very false and misleading. For example, Diamond dust, have you read its description? It says it negates movement with the freeze debuff, yet it does not. My friend it is not just non third class mage that suffer from the matk formulas it's also the mage third class especially the warlock class lol. I find it funny how developers totally screwed them over by making them an inferior AoE class that doesn't even come close to the other classes' AoE damage from battle types that surprisingly have AoE skills, and if warlocks want to achieve the same-ish (not even close) AoE damage as other melee types they have to use two handed staffs to achieve that. And what are they left with? Low Hp mods, no shield, and damage that does not come close to matching up with other classes with decent if not high hp mods. Oh man now that I am typing this I realize how crappy they are xD (thank goodness I chose the road of the sage). *sigh* I miss the days where tankers were tankers, supports were supports, melee were melee and very strong in 1 v 1, and AoEers were AoEers. Now class role is all over the place. Everyone is everything....with a few exceptions of course lol poor underdogs.Stone curse is perfect like that, it was nerfed becouse dragons breath would hit an insane hit 2x---- dragons breath 44k+(with tao)and 2x with stone curse like 90 or more, the formula in renewal its not the exact 2x, extreme vacum was already fixed, i have it in level 5 i can help you in pvp to see how works, PM Shadow of Mefisto spell fist even before this renewal i tested it and its the same as KRO its just usless, i mean, you need a whole neew build just for spell fist, the main effect of killing cloud its to change the property of their armors to poison, so you can destroy the goshtringh and pasana or any elemental armor, i agree with you with the bolts they really need a very high reviewd in KRO the bolts taked 50% reduction in cast and 25% more damage, or mage class need a new matk formula, matk its just insane low for non thirdclasses, and the MAIN POINT OF ALL, PSYCHIC WAVE read the description about the stun chance, have you stuned something with psychic wave since renewal? also warmer needs a status icon that its already in KRO too
#50
Posted 30 December 2010 - 09:18 PM
It isn't perfect like it is. I was aware of the reasons of stone curse's change, but now it was totally made useless. Targets can still follow you or pot around during the pre-stage of stone curse, and by the time they hit the last stage of stone curse they recover before you know it. A good nerf would have been negating movement, skill usage, and potting during the pre-stage of stone curse because otherwise why use stone curse? And a typical response to that question would be to negate skill usage, but how will that be useful when the target can follow you around and then start to cast after he/she recovers? Now in renewal everyone has AOE and skills with surprising range so stone curse wastes your time while you cast it (you'd probably be better off not casting it) I suppose developers wanted to make 'sleep' the new stone curse in WoE/pvp but for that reason alone stone curse should not be totally useless. Stone curse should still be able to retain some value and consideration. I proposed more damage on killing cloud because the damage output did not match it's cast time. Psychic wave is fine as it is in my opinion. I do not complain since it is already very powerful and can be made even more powerful with summons- stun chance I think is a bit too much. I do agree with the fact that the in-game descriptions are very false and misleading. For example, Diamond dust, have you read its description? It says it negates movement with the freeze debuff, yet it does not. My friend it is not just non third class mage that suffer from the matk formulas it's also the mage third class especially the warlock class lol. I find it funny how developers totally screwed them over by making them an inferior AoE class that doesn't even come close to the other classes' AoE damage from battle types that surprisingly have AoE skills, and if warlocks want to achieve the same-ish (not even close) AoE damage as other melee types they have to use two handed staffs to achieve that. And what are they left with? Low Hp mods, no shield, and damage that does not come close to matching up with other classes with decent if not high hp mods. Oh man now that I am typing this I realize how crappy they are xD (thank goodness I chose the road of the sage). *sigh* I miss the days where tankers were tankers, supports were supports, melee were melee and very strong in 1 v 1, and AoEers were AoEers. Now class role is all over the place. Everyone is everything....with a few exceptions of course lol poor underdogs.
when you get to the bottom of what this guy just said, I've been saying this in almost every thread. same thing. and yeah i do miss pre renewal. it was balanced. warlocks need to do more damage for how easily they can die. sorcerers are awesome in WoE cuss they beat every ones cookie cutter royal guards and rune knights. but don't you think if there's a class to beat another class (ie) sorcerer > RUNE knight, then they should have some way to stop them from dragon breathing. cus your only protection to that is still fire armor. your blinding mist doesn't even work on this. i can understand it's a dragon's breath meaning that's a dragon attack, and it will bypass demi human resist. but why the hell does it bypass more than it makes sense to bypass. everything? it bypasses defense, ranged reduction, elemental reduction demi human reduction, and dragon damage reduction. you should at the very least be able to defend with large size or dragon type reducs. its just a dumb way of some stupid person's idea really unbalancing a game. pre renewal we all protected our selves from the precast of storm gust. don't get frozen. don't die in it. but guess what? THEY WHERE SQUISHY and that's why they hit hard and did some drastic stuff. once you got past a precast, you could kill a high wiz easy. cant say the same thing about the new pre cast team of rks. when you get past there dragon breath good luck trying to kill them. and that's not to say if they have a combat knife. every class needs to be buffed up to face the final boss of the game. not satan morroc, but the band wagon of RKs. and throw in these two while I'm at it, RGs and genetics.
Edited by MrMajestic, 30 December 2010 - 09:20 PM.
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