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#26 Greven79

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Posted 24 April 2014 - 03:50 PM

You said, Seal Explosion will be like Asperio, correct? But it gives 3x damage boost to spells depending on the element exploded. Well, Seal Explosion won't last long because it is a self buff that powers up your attack. So that means, when Seal Explosion is off, and on cooldown, Sorcerers will damage for 1/3 of their potential. This is what I saw as a nerf.

 

First of all, you're correct about Aspersio = Seal Explosion. To make things easy, I make a simple comarison:

 

Priest Aspersio on Holy Light: Next 3 Holy Lights will deal 1098% damage (twice as much) => cooldown Aspersio = 10sec

Seal Expl. on Lightning Bolt: Next Lightning Bolt would deal 900% damage (tripple damage) => cooldown Seal Explosion = 30sec

 

So you honestly believe that a Priest got a nerf, because when his Aspersio is on cooldown, he only deals 1/2 the damage?

And to compare the changes to Seal Explosion and zero Vigor (to keep things easy), it would be:

 

Before the Changes: 29x Lightning Bolt for ~300% damage, 1x Varetyr Spear for 800% damage

After the Changes: 28x Lightning Bolt for ~300% damage, 1x Seal Explosion, 1x Lightning Bolt for 900% damage

 

So where should there be a DPS discrepancy, nerf or as you called it later - a rocket launcher without reload?

And if you would really mind the small extra effort to explode the seal, you could still alter the damage increase.

 

I said this in the previous post. I prefer a skill that guarantees a stun to succeed if the skill hits, but has a restriction. I also don't prefer a skill that will be the basic attack spell of a sorcerer (if you idea was implemented) to have a stun, because Lightning Bolt is easily spamable. It is like a Judex that does not require Asperio. I understand the 10% chance of causing stun, on paper it may seem minor, but I think it'll be abused because again Lightning Bolt is easily spamable.

Edit: Correct me if I'm wrong, but with Seal Explosion, Lightning Bolt grants 100% stun chance? That's a little too overwhelming for a skill with no cooldown.

 

Well, the lightning Bolt is spammable, but not the Seal Explosion a.k.a. the Aspersio.

 

So you have a 100% stun chance that can't be triggered faster than the cooldown of the Seal Explosion => 30sec. So it's basically similar to a Knight's Shield Bash.

The 10% proc chance for the normal stun is also just a random number. I wouldn't mind if it would be 5% instead (I've said that this isn't a balance discussion).

I actually oriented myself on the the Shock seedrune and the Soulmaker Soul Extinction with Soul Extinction Mastery (a 5sec cooldown skill that could stun)

 

It's also not comparable to the stun lock of the Priests, because it's not plannable. What the Priests have is a 5sec AoE stun on a skill with 3sec cooldown and an Aspersio that can be casted every 10sec (not the 30sec I've mentioned for the Seal Explosion).

 

I'm not blaming you. I am giving you a senario. Land of Recovery is stationary. Teleport is mobile. I find it contradicting because one spell requires you to stand your ground, while the other requires you to flee. I like to be able to use all my utilities. It would seem a waste to me, but whatever, you'll continue to argue that you don't have to take both.

 

All I can answer is that as a Priest, I also have Oratio, Credo and Lex Divina that I can use on the run and I can use Increased Agility, but have to stay still, if I want to cast Sanctuary, Heal, Holy Light or Adoramus. Demanding that all skills should be mobile, just because you have Teleport doesn't make sense at all. Even the Wizard - where the skill comes from - has nearly no skill without a casting time... or does Teleport makes no sense for him as well?

 

Now on the wizard side, I feel they will be the most fragile glass cannon. No Teleport to escape, no Seal Explosion to heal. Ice Wall is their only self defense.

 

First of all, they still have Frost Diver and Frost Nova to immobilize their opponents, they would also get the normal stun effect on Lightning Bolt and I've suggested another utility effect for the fire-tree as well. So they are basically quite similar to the current Ranger and I guess you wouldn't call him underpowered either.

 

I compared a Sorcerer to a Ranger because spamming strong Lightning Bolt will make us the same as Rangers rotating charge arrow and double strafing. There should be a boundary between a Mage and a Ranger, and it should't just be heals. I mention before about cast time. Jupiter Thunder takes 2~3s to cast because it delivers an intense amount of damage. Lightning Bolt + Seal Explosion would be a rocket launcher without reloading, the only restriction it'll have is when the Seal Explosion is off.

 

A Ranger has Charge Arrow that starts with a 1.6sec casting time. So that's more or less your Jupitel Thunder alternative. Wheras a Ranger could use Charge Arrow Mastery to decrease the casting time by 0.6sec, the Sorcerer has Jupitel Thunder Mastery that doesn't grant a static casting time decrease, but impose a chance for no casting time at all. So I doubt that this is the defining boundary between mages and rangers. In fact, right now you can compare the Ranger and Wizard very easily

  • Charge Arrow vs. Firebolt / Fireball
  • Impact Arrow vs. Cold Bolt / Lightning Bolt
  • Ankle Snare vs. Frost Diver
  • Arrow Shower vs. Thunderbolt or Meteor Swarm
  • Double Strafing vs. Instantly casted Fire spells thanks to Fire Emblem
  • Fear Breeze vs. Pyromaniac
  • Vulcan Arrow vs. Fire Explosion
  • Poison Arrow vs, Firestarter
  • Acrobatics vs, Teleport
  • Freezing Trap vs. Frost Nova

But that's not the discusison here.

 

It's still kinda sad that we don't understand each other.... and maybe it would better to stop the discussion here, but I honestly beleve that my idea wouldn't make the sorcerer weaker in any point, except that you wouldn't have a separate ultimate skill. But I wouldn't miss it. Like three Aspersio-boosted Holy Lights already deal an increadibly high amount of damage, there is no necessity for an ultimate... and all I wanted was to make the Sorcerer as awesome as the Priest is right now (without the DoT stupidness of course).... sad... sad.


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#27 AikaFuwa

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Posted 24 April 2014 - 05:39 PM

Hey guys, I heard about the class balance patch and come back to take a peek at how things are going..

 

So yeah, this patch is for stats.  Should I distribute my points to int/agi evenly as Pre-AoV?  If not, what would you suggest?


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#28 captainmaverick

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Posted 25 April 2014 - 05:38 AM

Hey guys, I heard about the class balance patch and come back to take a peek at how things are going..

 

So yeah, this patch is for stats.  Should I distribute my points to int/agi evenly as Pre-AoV?  If not, what would you suggest?

 

Personally, I don't see myself changing my stats any time soon. I have the same crit as before with loads more sp, hit, and magic attack. I went in colosseum yesterday and actually stood a chance against most people even though people kept focusing me. I was doing 13k crits even in colo with 1/4 of my magic attack and I was actually hitting enough of the time that I felt it was very fair. I haven't had much time to test it, but it seems like a pretty good update for us so far. I'm interested to see the skill updates. Anyways you get 3 free stat resets so you can test builds out.


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#29 Greven79

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Posted 07 May 2014 - 02:12 AM

If I have one word to describe everything I have read... No. Just no. The devs aren't going to entertain something like this. You're wasting your time. All it sounds like to me is you want to be a priest. You want to fight with 1 skill or heal like a priest. Sorcerer is not a priest. If you like how a priest plays go be a priest. I don't even know why it has healing skills in the first place. It's a mage... it's a class designed for 1v1 dps fights with casting skills. It has low hp and defense, and decent cast times with the chance to do large amounts of damage to a single target. Honestly I'm surprised they didn't put the Free Cast skill from ro1 in here. But you don't seem to have played sorcerer very much. I don't need much more mobility whether it's healing or dps, and I don't consider myself to be the greatest sorcerer player out there. I don't need much more healing power and I use the level 1 healing skills. Yeah the healing is poop, but it gets the job done in almost any scenario and I'm playing a class that, by definition, isn't really even supposed to heal. I don't want to fight with only 1 skill because that would make my class extremely easy to play. Easy classes are boring and playing easy classes is for people with no skill. People with no skill shouldn't be able to beat people with skill. That's the point of a game. There's nothing wrong with the skill selection that sorcerer has.

 

I seems that YOU have a very narrow-minded, subjective view on the sorcerer class. The concept behind the Priest, Sorcerer and Soulmaker are more or less the same. All share powerful healing skills that allows them to take up the support role in parties or raids. Beside that, all of them do of course have a specific set of powerful attack skills to take up the dps role as well. A sorcerer isn't specifically designed for 1vs1 fights... that's just nonsense. ALL three classes have low HP, low defense and can ditch out a large amount of damage.

 

What do you think was better pre-AoV or what is supposed to be better right now:

 

pre-AoV

Sorcerer - Varetyr Spear: 80% damage or 160% damage against frozen targets

Priest - Ray of Genesis: 139% damage; instant cast with Aspersio; 174% damage with active Archangel

Soulmaker - Sacrifice: 126% damage; +10% HP as damage

 

post-AoV

Sorcerer - Varetyr Spear: 800% damage, or 1600% damage against frozen targets

Priest - Ray of Genesis: 1949% damage, instant cast with Aspersio

Soulmaker - Sacrifice: 1265% damage; +10% HP as damage

 

It should be plain obvious that the sorcerer wasn't and isn't special at all... (I could compare other skills as well, if you don't believe it). If I would have been asked pre-AoV, I would have answered that a priest is the better 1vs1 specialist (Colo is a different story). The DoTs and Renovatio can be casted on the run and with Colloseo Heal and Assumptio - two skills the Sorcerer is lacking - the priest is well suited for duels. Superficially observed, the situation got even worse for the sorcerer post-AoV (priest got 5sec stun, faster aspersio for better burst danage, even better heals). Skill-wise, the sorcerer has a higher focus on AoE damage post-AoV.

 

So my question was - and still is - how to make these three classes more unique. Sure, you can say that your current dps values and healing capabilities are fine, but that's not hard to achieve in the current situation. Healing 90k with a Highness Heal crit. is simply too much.

 

My starting point was to define a basic concept of these three classes... that's why I mentioned the imaginary anime character types.

 

Priest: Calm, caring, cautious, hesitant

Sorcerer: Active, self-confident, outgoing, impulsive

Soulmaker: cheerful, joyful, playful, but a bit obsessive

 

With these three stereotypes in mind, it's not hard to define specific RO2 characteristics:

 

Priest: protective, controlling, affecting the whole group, permanent bonuses (= no burst or longest burst)

Sorcerer: jack of all trades, multiple diverse aspects, single-targeted, short burst effects (not just damage)

Soulmaker: surprising, combinatory effects, focused on pairs or small groups, longer bursts

 

So you see, my suggestions have nothing to do with whether I want to play a priest or not... I have a Priest AND a Sorcerer and I played them to satisfy different aspects.

 

Since this are three distinct class definitions, the job would be to convert that into skill trees or skill sets. That's why I posted that I don't like the Priest to have Increased Agility... IMO, it simply doesn't fit, if a calm and caring character is rushing forward or is simply fleeing. Such a character would rather prefer some sort of protection, combined with a stasis effect on the enemy. In that way, the priest keeps the control AND can protect anyone around him.

 

On contrast, in order to represent the impulsive and self-confident behavior, the Sorcerer should get something like a Seal Explosion or Aspersio. Because both skills aren't limited in use, i.e. don't dictate a certain game-style (like a powerful heal, an ultimate attack, etc.), a Sorcerer would be very adaptive and well-prepared for any kind of situation. Use it aggressively to finish an opponent, use it defensively to recover yourself or use it clever to increase your speed/haste/vigor.

 

Such a Sorcerer would have no use for Jupitel Thunder either. That skill is basically a copy of a Fireball (replacing burn with extra damage against frozen targets). It also has a long casting time. The sorcerer, I envision would rather hit fast or if there is the need for a powerfiul effect, do it instantly and accept a certain cooldown. The mastery doesn't give you control on WHEN it will trigger. That's why my intention was/is to replace this randomness with a precisely planned boost (a.k.a. Aspersio or Seal Explosion).

 

It's a bit like the difference between a monk and a knight. The monk has a highly powerful ultimate attack (Guillotine Fist) and he is even able to reset it and cast it again. However, after he used his skills, he has to wait much longer for them to cool down. That's the time for the knight to catch up with the threat.

 

All in all, it's my intention to make the Sorcerer more distinct to other classes, not to nerf him. He ought to be THE class with a deadly burst of damage and even be versatile enough to use his power on other aspects as well.... like a burst heal... a burst in speed... a burst in protection... a burst of control. So my vision of a Sorcerer isn't just about a Lightning Bolt.

 

The priest on contrast should use his holy waters for long-term benefits. Angelus should be buffed significantly and I'd love the priest to have Soul Extortion... that's a stationary, persisting attack that slows.... what a perfect match for the stereotype I have in mind (The soulmaker is too playful to stay on the same spot and has Mental Breakdown).


Edited by Greven79, 07 May 2014 - 02:20 AM.

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#30 joorgeerdz1

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Posted 10 July 2014 - 11:58 AM

Hi!!

I need help on a new build for my Lvl 34 sorcerer. I returned playing the game and all my skill and stat point are reset. So i would like to know if there is a significant change on sorcerers after AoV update and as today.

Can someone help me with suggestions for a build at my level?

Which stats and skills should i focus more? (INT, WIS only?)

which cards are recommended, which equipment should i focus?

 

Btw Thanks!!


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#31 Sarasah

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Posted 10 July 2014 - 12:16 PM

Welcome back! There has been a lot of changes since pre-aov. I would recommend you put your stats to int and not wis. You won't need the wis stats.
At this point in time, level to 50 and do the raids to help you with gear before becoming master level. Once you have good gear, example of chaos dungeon being the better gear set, then you can grind til master level 20, which you'll then want to grind for your extra stat and skill points to help build your character even more.
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#32 joorgeerdz1

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Posted 10 July 2014 - 01:24 PM

Welcome back! There has been a lot of changes since pre-aov. I would recommend you put your stats to int and not wis. You won't need the wis stats.
At this point in time, level to 50 and do the raids to help you with gear before becoming master level. Once you have good gear, example of chaos dungeon being the better gear set, then you can grind til master level 20, which you'll then want to grind for your extra stat and skill points to help build your character even more.


Hi Sarasah! thanks!

so i should put all my stat points on INT and let my gear and cards focus on Wis/Vit/Int?
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#33 Sarasah

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Posted 10 July 2014 - 07:47 PM

Hi Sarasah! thanks!

so i should put all my stat points on INT and let my gear and cards focus on Wis/Vit/Int?

 

Yea, your gear will help you with that as you progress. You want any Blue card at your level that gives you INT/VIT.


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#34 Jirosama

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Posted 11 July 2014 - 05:46 PM

I've read the changes for the Sorcerer here and thought.... what a bull-_-!

 

As I've already mentioned in this Proposal and Suggestions thread, I would be happy for the Sorcerer would get better Emblems/Creats/Seals, but my idea was to give the Sorcerer the "Seal Explosion" skill instead of relying on some wacky special treatments. In addition, I believe that the Sorcerer skills - if the stats & formulas are balanced - would allow for an effective full-support, single-target healer.

 

My suggestions however were a bit more extreme:

 

Sorcerer gains from the Wizard:

  • Seal Explosion
  • Teleport
  • Levitation
  • Increased Agility (Priest)

...but loses to the Wizard:

  • Vyretyr Spear
  • Jupitel Thunder
  • Lord of Vermillion

 

Before you go and sceam "how could you...", just hear me out. The reason why the Sorcerer should lose all the powerful Lightning skills is that Seal Explosion should be better by miles and that skill alone is enough to equal out the losses. A Varetyr Spear or Jupitel Thunder f.e. are nothing else but a Lightning Bolt with a higher damage and a different animation. A Lord of Vermillion nothing else but a more powerful Thunderstorm with no cooldown. So if you would get a Seal Explosion that makes your next Lightning Bolt dealing tripple damage (305% => 915%), you have your Varetyr Spear. (I would also like if "Summon Aqua" would be changed into a Djinni-like Lightning Elemental shooting Jupitel Thunders instead)

 

What you would get in addition is a free upgrade for all the other aspects of the Sorcerer.

 

The reason, why I've mentioned Increased Agility in the list above is because I would like if an additional Wind and Water Emblem is introduced. (The existing Water Emblem really should be an Ice Emblem).

 

The Wind Emblem should be a constant boost for the Sorcerers movement speed. Exploding the Seal however temporarily grants the same speed bonus to all party members.... (that's the Increased Agility part here)

The new Water Emblem should include the current Earth Emblem effect as well.... increasing the effectivemess of all healing skills, (it should be the Water tree to be centered on healing)

The Earth Emblem, stripped of the old effect, should now get a defensive bonus instead (some sort of damage reduction f.e.).

 

So in the end, the Sorcerer would have six different Emblems to choose from.... and each tree and each combination should define a unique gaming-style.

Combine Wind and Water and you're a mobile healer who's hard to catch. Combine Fire and Earth and you'll be a steadfast firing platform.

 

All in all, the Sorcerer should keep the overall firepower, losing some animations, but gaining more diversity instead.

@Greven Formalize your suggestion by making it a short and easily justifiable report and format it like njoror says noted up top. I think you have something here. This means sorcs can be runner attack classes and stationary healers.at the same time. I hate our current cast time and cooldowns.


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#35 Jirosama

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Posted 11 July 2014 - 05:48 PM

Hi Sarasah! thanks!

so i should put all my stat points on INT and let my gear and cards focus on Wis/Vit/Int?

No to WIS, you dont really need more SP anymore. Just a waste of money later on. some sorcs go VIT so that they wont die easier.

Some go VIT/INT and I just go full INT with agi gears.


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#36 joorgeerdz1

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Posted 12 July 2014 - 07:50 PM

Yea, your gear will help you with that as you progress. You want any Blue card at your level that gives you INT/VIT.

Hello Sarasah!

Ok!, I will try as you said!

INT/AGI gear

stats INT and maybe a little VIT( i will check first full VIT stats first)

and cards with INT/VIT

thank you so much! ;)

 

 

No to WIS, you dont really need more SP anymore. Just a waste of money later on. some sorcs go VIT so that they wont die easier.

Some go VIT/INT and I just go full INT with agi gears.

Hi Jirosama!

ok i will try INT/AGI gear

and stats INT and maybe a little VIT

and cards with INT/VIT

i believe its a good choice right now at my level :D

thank you!


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#37 xMagik

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Posted 13 July 2014 - 11:57 PM

i wanna complain somewhere about how fast my gear loses duration :/ it's really really annoying 

 

as for the stat thing, i wouldn't invest in vit but that's just me :) 


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#38 Sarasah

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Posted 14 July 2014 - 08:35 AM

as for the stat thing, i wouldn't invest in vit but that's just me :)

My suggestion if you go VIT is to wait til your ML30 and have access to +20 all your gear to balance the defense with VIT
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#39 Greven79

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Posted 15 July 2014 - 10:50 AM

@Greven Formalize your suggestion by making it a short and easily justifiable report and format it like njoror says noted up top. I think you have something here. This means sorcs can be runner attack classes and stationary healers.at the same time. I hate our current cast time and cooldowns.

 
I doubt that this will do any good.
 
First, my idea is from april and there was no positive feedback ever since, so it's not supported.
 
Second, if the developers would really care about this game, there are much easier and more important fixes. But as long as a Cres mermaid can tick for up to 8.8k per second, it's quite a statement about the chances for other 'improvements'.
 
Third - and this is the main reason - it's simply quite hard to put all the changes into the restrictive form, Njoror suggested. My post was about a concept change, not about a few skil-based balance issue.
 
General:
Type: feedback on the whole class
Feedback: I like the Sorcerer for three things: 'random' bursts of damage, versatility and skill combinations. It's a class that's capable to dish out a lot of damage within a few seconds, to heal the whole party and to create some nice tricks by combining ice and lightning skills or by activating a Memorize. Unlike the Wizard, I'd like the Sorcerer to be mobile. However, these things aren't maximized to their full potential and the Sorcerer loses too much ground towards other classes like the Wizard, Priest or Ranger. In order to keep the classes unique and special, I'd like the Sorcerer to be focussed more on these three things by even 'stealing' some skills from other classes, even if that means that he would lose some of the current damaging / heal skills.

Suggestion 1: Rather than adding only a fourth emblem (Earth), the Sorcerer should get three more emblems. This should be done by separating Ice and Water, as well as Lightning and Wind. The six emblems would then be: Fire, Ice, Lightning, Earth, Wind and Water. The current healing skills should be shifted into the Water serie, whereas the top-tier lightning skills would have to be pushed aside for some Wind skills.

Suggestion 2: Since the Sorcerer would lose the most iconic Lightning skills with suggestion 1, the remaining skills have to get more versatile. That can be done by transferring the Priest's Aspersio into the skill set of the Sorcerer. An Aspersio is currently used f.e. to eliminate the casting time of Ray of Genesis or to increase the damage of a Holy Light. The latter basically transforms the Holy Lights into something like an 'ultimate' skill (dealing 3x 1096% damage). If Aspersio is transferred to the Sorcerer, there would be no need for a Fireball Mastery, Jupitel Thunder Mastery or Memorize (all eliminate the casting time), no need for a Varetyr Spear or Jupitel Thunder (just double the damage of the next 3 Lightning Bolts) and no need for Rejuvenation (just double the damage of the next three Healing Waves).

Suggestion 3: Similar to the Priest's Aspersio, the Seal Explosion of the Wizard makes all the Seals more versatile by adding an additional effect. This fits even more perfectly to the six emblems and should therefore be shifted to the Sorcerer skill set and be combined with the Aspersio from Suggestion 2.

Suggestion 4: Shift the following skills to the Sorcerer skill set:

Wind serie: Increased Agility [Priest], Teleport [Wizard], Levitation [Wizard]

Earth serie: Earth Worm [Crecentia]

 

 

BLITZ:

Spoiler

 
WIND:
Spoiler
 
 
FIRE:
Spoiler

 
EARTH:
Spoiler


COLD:
Spoiler

 

WATER:

Spoiler

Edited by Greven79, 16 July 2014 - 05:28 AM.

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#40 joorgeerdz1

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Posted 16 July 2014 - 05:53 PM

i wanna complain somewhere about how fast my gear loses duration :/ it's really really annoying 

 

as for the stat thing, i wouldn't invest in vit but that's just me :)

Hi xMagik!

i will forget about using Vit for my stats, so do you recommend me to go full INT on my stats?

btw thank you ;)

:3

 

 

My suggestion if you go VIT is to wait til your ML30 and have access to +20 all your gear to balance the defense with VIT

Thanks sarasah!

i will wait until i become ML because Im lv40 right now :D and i'm trying to level my knight too 
thanks for your help!


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#41 xMagik

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Posted 16 July 2014 - 11:22 PM

as things are right now, yes for me full int worked best

of course it is a matter of choice and preference, but that's my recommendation

if you want to gain more hp, you can for example farm blood points on woe map (but you need to be higher lvl for this, or do it in party) and change the blood points for union boxes

with union points you can buy union accesories that give different bonuses. there is one that adds 1,000 hp.

also, by being a member of a guild that holds a fort or a castle, you gain more hp

extra hp can be gained from titles too, especially from from special event titles that double their bonuses on the period of the event

same about certain costumes or sets that give bonuses for certain amount of time

 

for your runes i would also recomment using int runes, but don't bother with those til after you are master level

 


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#42 joorgeerdz1

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Posted 25 July 2014 - 07:06 PM

as things are right now, yes for me full int worked best

of course it is a matter of choice and preference, but that's my recommendation

if you want to gain more hp, you can for example farm blood points on woe map (but you need to be higher lvl for this, or do it in party) and change the blood points for union boxes

with union points you can buy union accesories that give different bonuses. there is one that adds 1,000 hp.

also, by being a member of a guild that holds a fort or a castle, you gain more hp

extra hp can be gained from titles too, especially from from special event titles that double their bonuses on the period of the event

same about certain costumes or sets that give bonuses for certain amount of time

 

for your runes i would also recomment using int runes, but don't bother with those til after you are master level

Hi again xMagik! ;)

Ok i will try to put more points on Int and see what it happens, and for the blood points i believe i will try it later since I'm around lvl 40.

and thanks i didnt knew you can gain more hp if Im a member of a guild.

i just turn lvl 50 on my knight but I'm leveling too slow :s i dont have much time to play this days :/

i think i will be ML first with my knight and later try it with my sorcerer :)

thanks a lot for your help!

i will ask you more if i need ;) (if it doesnt bother you c: )


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#43 xMagik

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Posted 27 July 2014 - 09:38 PM

sure no problem :) well being a member of a guild always adds bonuses (depending on the guild skills that guild has maxed or not), but you only gain hp buff (and also movement buff) if you are in a guild that holds a fort (500 hp) or a castle (1000 hp).

if you have stat reset you can experiment a little with your stat distribution (but do it later on), some prefer to put points in agi/vit also 

i tried going full agi or half int half agi also

agi is good for the crit but after they nerfed agi meh for me it was better with full int 

 

i'm also trying to lvl a knight and it's a bit challenging for me cause i only played magic classes with heals til now (sorc, priest, sm), but it's kinda fun tho i am mostly clueless about knight :) still trying to figure out a good stat/skill points distribution


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#44 kingpot

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Posted 28 July 2014 - 03:53 AM

Hello guys,

 

1st, I would like to thank you all coz Im learning regarding sorc. :)

 

Im planning to join the ODIN server with sorc and Im about to go for full INT. Hmm can anyone help me with the skill build? DPS type. Thanks!


Edited by kingpot, 28 July 2014 - 03:57 AM.

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#45 Tonitrua

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Posted 28 July 2014 - 04:13 AM

Hello guys,

 

1st, I would like to thank you all coz Im learning regarding sorc. :)

 

Im planning to join the ODIN server with sorc and Im about to go for full INT. Hmm can anyone help me with the skill build? DPS type. Thanks!

 

For leveling up from 1 to 50 you'll mostly want to use: Wind Emblem, Cold Bolt, Jupitel Thunder, JT Master (level 2 or 3 only). You will probably want to get one or two of the healing skills to recover in between combat, but once you reach master level you will mostly be using Earth Emblem, Land of Recovery, and Thunder Storm (for electrostatic buff) + Lord of Vermilion for party leveling.


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#46 xMagik

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Posted 28 July 2014 - 04:20 AM

hey good luck :)

 

http://www.roguard.n...41611365555111/

 

here is the build i am using now

it includes the 20 skill points that you can buy later on with ML points

 

i put the points in fireball for the dot, if you want to focus on dps you may want to get it, if not you can put those points elsewhere

also del is not much needed atm, if you want to focus on pvp you might want to put points in lighting bolt or memorize 

 

also, for griding i used another build with max fire emblem to boost my aoe, but i don't think you want to keep reseting either :)

 

 

i don't know what lvl you are now, but i guess i would start by maxing cold bold, JT, VS, wind emblem, and only after i would go for the heals, but again depens on your play style

leave maxing LOV for the end but do it cause you will need that to grind after you turn ML 


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#47 kingpot

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Posted 28 July 2014 - 06:42 AM

For leveling up from 1 to 50 you'll mostly want to use: Wind Emblem, Cold Bolt, Jupitel Thunder, JT Master (level 2 or 3 only). You will probably want to get one or two of the healing skills to recover in between combat, but once you reach master level you will mostly be using Earth Emblem, Land of Recovery, and Thunder Storm (for electrostatic buff) + Lord of Vermilion for party leveling.

 

 

Thanks! yeah I might get the LoV max for leveling while inside the healing range of LoR.


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#48 kingpot

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Posted 28 July 2014 - 07:08 AM

hey good luck :)

 

http://www.roguard.n...41611365555111/

 

here is the build i am using now

it includes the 20 skill points that you can buy later on with ML points

 

i put the points in fireball for the dot, if you want to focus on dps you may want to get it, if not you can put those points elsewhere

also del is not much needed atm, if you want to focus on pvp you might want to put points in lighting bolt or memorize 

 

also, for griding i used another build with max fire emblem to boost my aoe, but i don't think you want to keep reseting either :)

 

 

i don't know what lvl you are now, but i guess i would start by maxing cold bold, JT, VS, wind emblem, and only after i would go for the heals, but again depens on your play style

leave maxing LOV for the end but do it cause you will need that to grind after you turn ML 

 

 

Thanks! hmmm definitely I will max my LOV.. I might get also the Lightning Bolt + 6 JT mastery? haha still not sure..  /?


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#49 kingpot

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Posted 28 July 2014 - 07:19 AM

Wind Emblem (Buff)

requires: Thunderstorm

 

 

Your Acceleration is increased by 4%. Power of Crest may be activated with 6% success rate when Fire Bolt is used, and the next 4 Blitz skills casted while the Power of Crest is in effect is regarded as an attack on an enemy in Freeze state, and inflicts 2x damage. Only 1 type of Crest can be activated at a time.

 

 

 

Is this correct? Fire Bolt or it should be Cold bolt?


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#50 xMagik

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Posted 28 July 2014 - 09:25 PM

it's cold bolt, i had the same confusion when i came back to the game because the description was wrong but actually now it shows correct to me for some time

about maxing LB, if you want to go for it, wait til you buy the extra 20 skill points (with ML points) 

about lvl 6 JT mastery, i think very few ppl go for it as it is now, most keep it on lvl 3, so that the trigger with be CB, from lvl 4 the trigger changes to LB

CB has more dps and triggers power of crest, for me LB is only useful while you are on the run :) kiting, pvp purposes, on for killing low lvl mobs, not so much for normal pve

 

ps. don't forget to always use LOV with the electrostatic buff from thunder storm like tonitrua wrote


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