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#1 Alanthier

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Posted 14 September 2015 - 09:22 PM

So I know that kRO doesn't have a 3rd job for the TK classes yet, but if they did come up with some(or if they allowed iRO to), what would they be called? What would they look like? What would their skills be?

 

These are questions that need answers.  Not only from myself and the few people who play the class, but from everyone in the community.

 

I ask that everyone who reads participate, no idea about the classes and what they could potentially be, is too ridiculous.

 

 

 

 

Personally, I think that TKM should get serious fixes to how SLS maps and targets are reset, because it's retarded that you have to wait and break your keyboard trying to reset them manually as you currently have to.  Their heat skill really needs a damage boost, because honestly, 100% of your current attack with a skill that knocks back everything isn't really that high damaging, especially since the mechanics of renewal don't work well with it currently. 

Thirdly, they should get more than just their current kicks/skills and allow for better buffs that work in tandem with their older class skills and have sync with those of other TKM 3rd jobs and soul linker 3rd jobs, make the classes actually useable and not nerf them to hell like kag/oborou have been(yes i'm talking about you exploding kunai) and their impending pure soul nerf which will make them unusable.

 

As for a name for TKM 3rd job, I'd say something along the lines of a Celestial Warrior or Celestial Guardian, since their kRO name is Star Gladiator, go beyond star and you get Celestial.  Works perfect.

 

For SL name wise...I'm stumped XD.  They need some aoe spells and some melee skills that compensate a dagger build, the links need updating for the classes that they're useless on as 3rd jobs currently(crusader, sin, hunter), as well as a ninja/gunslinger one.  Also, the whole "needing to be soul linked or married to the target" for ka skills, retarded.  Whoever thought up that needs to be smacked a few thousand times.  Also the mechanics need to be tweaked for their es skills to actually do something in renewal, I mean i can hit almost 10k with a bolter linker, but that's only against pvm targets, their int is limited to 99 right now which makes the damage fall off when it's high Mdef targets like mvp's, AND it can't be used against players.  Where is the logic in that? I mean i understand that there had to be a tradeoff for them being immune to dispel as a class in general, but making it impossible for them to actually pvp instead of just being a mediocre support class was just stupid.

 

Insert your thoughts below.  No flames please, this is an honest topic because some of us really do think that a 3rd TK class for the 2 would be fair, because currently they're not used enough, and have no potential when they're below level 99 because they're so limited on gear and hp/sp pools/stats.

The VERY LEAST they could do, is allow them to go to base level 160 still for now, if they're not going to get another class, since it's extremely unfair that the other 3 expanded classes can all go to 160(i'm throwing in the rebel class in that mix since it's already on the other versions and is coming to ours within the next 2 months), and tweak the mechanic of the skills to scale in damage/increase with base level.


Edited by Alanthier, 15 September 2015 - 07:11 AM.

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#2 Sladeero

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Posted 15 September 2015 - 08:54 AM

Alanthier,

 

I will try to hit this from the areas which are broke first.

 

Regarding updates. there are a couple of options for this. First, is to allow a rebirth with transcendence as the main characters. Second, is to allow a max level increase similar to the Kagero/Obero and Gunslinger class.

 

The first option is less likely, given the path kRO has chose for the other two extended classes. It would make more sense for TKM/SLs to get a level increase to lets say 150 (again just an example). This would put them in line with the other two extended classes. The question is then, what is the max base level? Also, do we add the additional 10 job levels? If there were 10 more job levels they would have access to pretty much any skill and the tough choices iRO is known for is out the window.

 

1) Stats-

a) VIT- TKMs as a whole for a 99 max level class really lack a high HP pool. So the question then is, how do you increase HP pools for TKMs without making Rankers obsolete? Sure, they have spammable kicks but the triple HP/SP pool is a draw too. A person could allow TK-kids (rankers) the ability to go to level 150 too. Gunslingers do this already and they are a first class.  The other question is do you nerf the HP/SP pool a little? If done right a level 150 TK-Ranker could still have more HP/SP pool than a level 150 TKM.

 

b ) AGI- TKMs can reach ASPD 190 max with only 1 AGI through their skills such as SLS Shadow (+30%) and Stellar Protection (+20%-30%) are needed. The only reason then to put points here is so you don't need to SLS Shadow with the blinded vision or wait every 5th day for Stellar Protection. TKMs also have access to use Celermine Juice, max AGI buff, and +10/+20 foods. Let's also not forget the Malangdo enchants and costume enchants.  The Ledger of Death gives +4 ASPD at +12. thereby removing the penalty on weapon ASPD. If you added more stat points you would eliminate the difference between Heat and AGI builds based on max level 99. I mean, if you can already make ASPD 190 at level 99, what else are you going to put those points in? The STR could be ok, but since you cannot wear transcendent gears there is less opportunity for buffs at STR 120. Therefore, your best bang would be in LUK/DEX for more damage and/or VIT for more life. 

 

2) Map/Monster reset- this is likely one of the main issues which prevents people from playing the TKM. I've recommended Kafra items which could make money for Gravity but no one seems to bite. A cool down could always be coded into item to prevent substantial abuse and repetitive map unlocking. I won't recommend a period since that would take testing to identify the appropriate time-frame. I can get the reset done but it is not fun. Also, I would be willing to say I am not the norm. I see lots of talk about concern for introductions which obsolete a class or skill...please.  :p_err:

 

3) Skill Mechanics- people will complain you can't use real world logic, it's an MMORPG. Then again, they'll tell you the exact opposite on their next thread about how "x" item makes sense in place "y". You have to use some logic.

a) Heat- given how celestial influence works, the tide for example, it's not an "on" or "off" thing. There is a degree in which things work. It would make the skill more applicable to give 100% damage on the selected map and a serious debuff on others. This way on non-selected maps damage would only be 10%-15% of what it was. Again, testing would be applicable.

 

b ) Opposition- the biggest issue with this skill and leveling is it stacks directly on the character. The more base levels, Dex, Luk,...for Stellar, STR... the stronger it becomes. Currently I run (Base lvl= 99, STR= 99, DEX= 60, LUK= 50) divided by 3 is equal to ~102.6% damage increase. If you allowed more stat points you run the risk of (Base lvl= 99, STR= 99, DEX= 99, LUK= 99) divided by 3 is equal to 132%...an ~30% increase on top of Mild Wind, Kihop and other buffs...you get the picture. I would have no problem with a nerf on this if it made other skills more available.

 

c) Kihop- the most people I have ever had in a party is 3 or 4. The reputation of TKMs prevents the number from ever reaching a 100% increase with 10 people. If a TKM is supposed to be a partying character then it has done the exact opposite. The only time I ever come close to 10 people is WoE but then you are competing against Rune Knights, Assassin classes, Suras...the list goes on. Good luck there. 

 

4) Gear- will reference some generally used gear by TKMs. Yes, I know there are others.

a) HBP- I'll reference point 3b. With max stats (STR/DEX/LUK or VIT) on this item at +9 you now get...

  • If Base Str >= 90: Adds an additional Attack +30
  • f Base Vit >= 90: Reduces damage received from [Neutral] element attacks by an additional 10%
  • If Base Dex >= 90: Adds an additional Ranged Attack +10%
  • If Base Luk >= 90: Adds an additional Critical Damage +10%

 

 

b ) Ledger of Death- at +12, you get +1 ASPD for each +3% increase in ASPD. It's +4 ASPD total. It's a level 4 weapon, 137 ATK. You can also Malangdo enchant it with ATK, ASPD or Crit improvements. Use this with Abrasive potion for 30% increase in Crit stat and you are between 80-85 Crit. Add in 2 Manananggal cards for SP self-sufficiency for SLS Heat if you do not have access to an Incubus pet. If you do, you can use some Aunoe cards for better Crit damage with this book. With double Malangdo enchants such as Sharp 5/5, you can pretty much negate the -20 LUK loss. You only lose 6 ATK from the -20 LUK. It's a small price to pay to recoup the 4 ASPD when refining to +12. This is why I work with this over an Encyclopedia. Even with +20 CRIT it's a level 3 weapon. It's a matter of preference for folks.

 

With a +7 LoD (cards included), Mild Wind and Lunar Opposition, and foods ...critical melee kicks were doing 5.6K damage on Dark Priests. Now, add in SLS Union, Stellar Opposition (33% difference for me between Lunar and Stellar), and by some act of God get 10 people it would be much more.

 

c) Armors- a TKM can still wear Elemental and WoE gears which is no different than most classes. There are a few things they cannot wear but the main one which comes to mind is Valk armor, +1 stats and indestructible.I am not going to lose any sleep over that one. Altogether I don't have any issues with the gear TKMs can wear currently. 

 

Summary-  

-- More HP pool is needed (Not a lot, just a little). Why? Because a TKM has to literally throw themselves in the heart of battle to do any damage.

-- Gear accessibility could stay the same.

-- Adjust the reset process to prevent folks from not playing the class through an item with a cool down. For example, buy a Kafra item and take it to the NPC. NPC resets your monsters/maps but adds a quest entry with a cool down period. I see this in a similar fashion to the crystal NPC on the second floor of Eden Group. The mechanics are there we just need to utilize them.

-- I am good with the damage capability for now. 

-- With a minor increase in HP allow the inclusion for other quest adventure areas.

 


Edited by Sladeero, 15 September 2015 - 02:34 PM.

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#3 Alanthier

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Posted 15 September 2015 - 09:00 PM

Well there's some Ideas there :3

 

What about skills? anyone got ideas?


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#4 xnatsumark

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Posted 15 September 2015 - 10:35 PM

they should have wings, since they are celestial...

 

Support Skills

 

 

" Celestial Buff / God's Gift "

- MAX LVL 10

- a +20/15/10 stat buff, if used will override/cancel +20/+10 food buff,

- Consumes 1 YGG berry regardless of skill level

- Party buff, can only be used when on Party

- 5 or 10 min buff duration

- after the buff duration, the caster is randomly having (Sladeero's Suggestion)

       * stat reduction -10 points for 30 secs

       * immobilized for a 5 or 30 sec,

       * exhaustion for 30 secs

 

" Wings of Glory / Icarus Wings "

- MAX LVL 3

- since their class can levitate, i want to see them flying on battle mode

- while in Flying state, can't be damage by land skills(Traps/EQuake/Etc)

- reduced 10-30% damage from Melee attacks while additional 10 - 30% damage from magic skills and long range attacks

- consumes SP overtime

 

" Telepathy Link / Shared Vision "

- MAX LVL 5

- Mastery/Passive

- Lessen the blind effect or SLS per each same JOB class in a party

- Bonus effect if Linked, +1% ATK, +10DEF, +10MDEF per each level or same job class on party??

- they can see what others see, some sort of like that.

 

Active / Damage Skills

 

 

" Celestial Reaper / God's Reprisal " - the Moon

- MAX LVL 10

- Percentage damage skill same as B/V-ellum Khatz(8%) but with twist, 10/20/30/40/50% damage to current HP's target,

- Should have a cooldown or reuse, 5 - 10 sec. OP skill.

- Cannot use to Boss monsters, yeah we know why?

 

" Astral Manipulation / God's Projection " - the Stars

- MAX LVL 10

- AOE Skill

- Calculate the damage by current SPs target multiply by 100% per skill level

- Damage will divide per each medium in AOE.

- has a chance to drain SP of the targets by half

 

" Divination / God's Premise " - the Sun

- MAX LVL 10

- AOE Skill, 3 x 3 cell regardless of skill level

- 1000% ATK damage at max level

- animation i suggest, stomping the char's foot on the ground

- has a small chance that the Caster be immobilized, why immobilized? cause his foot already swollen.

 

" Void / Loki's Territory " i don't have much name for it

- MAX LVL 5

- Land skill, like Chaos Panic, while on area of effect will have a certain random status/buff/debuff.

- 1 - 5 % HP damage per each second while on AOE

- Caster cannot be affected

- LVL 1, can't use consumable items, consumes red spirit or points - ( Alanthier's )

- LVL 2, burned, freeze( with ice tooth on top) slowed, break equipment, consumes orange spirit or points

- LVL 3, deep sleep, consumes yellow spirit or points

- LVL 4, stone curse, consumes white spirit or points

- LVL 5, froze, (just like an oridecon), consumes blue spirit or points

- Cannot use while on flying state

- Talk about WOE

 

" Galaxias Wrath "

- MAX LVL 5

- same as HEAT state, will not drain HP? or will drain SP?.

- damage should based on INT?

- Bonus +1 ASPD, ATK 100% for each LVL, XX sec duration

- using this skill while in flying state, reduces the bonus buff by half, but will damage the surrounding by Heat, up to 5x5? or 10x10? cell.

 

 

that's it, all i have in my mind. i can now stop drinking coffee...

 


Edited by xnatsumark, 16 September 2015 - 10:27 PM.

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#5 Alanthier

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Posted 16 September 2015 - 01:06 AM

Interesting...though I think the consumption useage of heavy items like potions is a little too much, maybe allow something like the rangers use for the elemental traps with the "points" system would be better since they weigh less, something like that.  Using an yggdrasil seed for a skill I think is a bit much too but the idea behind the skill is neat :3.


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#6 Sladeero

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Posted 16 September 2015 - 04:24 AM

they should have wings, since they are celestial...

Support Skills

" Celestial Buff / God's Gift "
- MAX LVL 10
- a +20/15/10 stat buff, if used will override/cancel +20/+10 food buff,
- Consumes 1 YGG berry regardless of skill level
- Party buff

" Wings of Glory / Icarus Wings"
- MAX LVL 3
- since their class can levitate, i want to see them flying on battle mode
- while in Flying state, can't be damage by land skills(Traps/EQuake/Etc)
- reduced 10-30% damage from Melee attacks while additional 10 - 30% damage from magic skills and long range attacks

Active / Damage Skills

" Celestial Reaper / God's Reprisal "
- MAX LVL 5
- Percentage damage skill same as B/V-ellum(8%) but with twist, 10/20/30/40/50% damage to current HP's target, should have a cooldown or reuse, 5 - 10 sec. OP skill.
- Cannot use to Boss monsters, yeah we know why?

" Void / Loki's Territory " i don't have much name for it
- MAX LVL 5
- Land skill, like Chaos Panic, while on area of effect will have a certain random status/buff/debuff.
- 1 - 5 % HP damage per each second while on AOE
- Caster cannot be affected
- LVL 1, can't use consumable items, consumes red potion
- LVL 2, burned, freeze( with ice tooth on top) slowed, break equipment, consumes orange potion
- LVL 3, deep sleep, consumes yellow potion
- LVL 4, stone curse, consumes white potion
- LVL 5, froze, (just like an oridecon), consumes blue potion
- Cannot use while on flying state
- Talk about WOE

" Galaxias Wrath "
- MAX LVL 10
- same as HEAT state, will not drain HP? or will drain SP?.
- damage should based on INT?
- +.5% ASPD, ATK 100% for each LVL, XX sec duration
- using this skill while in flying state, reduces the bonus buff by half, but will damage the surrounding by Heat, up to 5x5? or 10x10? cell.

MAX LVL 3
MAX LVL 3
MAX LVL 5
MAX LVL 5

we already have 33 JOB LVL, I should think more, i guess..


I have reservations about the God Buff. We have Crusader class chars with battle chant and classes which can make foods. Even then WP sells foods so this would cut into that which I am sure they would not care for. A more likely penalty scenario is the buffer takes -10/15/20 on all stats, has their movement severely limited if not stopped AND afterwards the could suffer a few secs stun status. The cool down would be significant too. This is because the TKM is acting as a medium to channel celestial energy to others which would take a toll on the body.

Celestial Reaper is too strong. I'll explain more later when I am not pecking on a phone...LOL.

One the few things I want to see fixed is the zoom out capability. It works, but when in SLS Shadow, especially level 10, you cannot see anything. Recommend the ability to zoom out as if it were level 5 but only when sitting. We've all seen movies where bad guys are not able to be seen and vision is impaired. It would make sense that concentration could help if only for a sec.
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#7 Alanthier

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Posted 16 September 2015 - 09:18 AM

anyone else? what about soul linker skills for beyond 100? ;3


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#8 Sladeero

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Posted 16 September 2015 - 02:07 PM

I have a few thoughts on the Linkers.

The obvious choice is to give second/transcended class links. A lot of folks have been asking for this.
There should also be an offensive capability,perhaps a buffed form of Esma.
Possible name for this class would be "Prophet" since they could commune with more powerful spirits from another realm.

Another possible idea is something folks have mentioned else where. That is a "Spirit Summoner" class. The way it would work is this.

The Spirit Summoner would have a 7 level skill. Each level would pertain to a respective element. The skill would allow the summoner to craft empty spirit orbs (think materia). The orb would have that element such as "Shadow Orb."
The Spirit Summoner would be required to complete quests and/or collect items as catalysts to make the orb. Once the orb is made there is only a 1% chance or less to capture specific monsters of that element.
Obviously capturing MVPs are out of the question. While an orb could capture a more powerful monsters the chances go down by a factor of 10 between easy to mid range or mid range to hard. Therefore, easy is 1%, mid is .1% and hard is .01%.
I'll leave it up to others to determine if it's a single use spell for the orb or repeat use with a cool down.

Folks will think Pokemon but the true vision is materia creation from Final Fantasy.

I say just the Geneticist mechanics for this.

Edited by Sladeero, 16 September 2015 - 02:09 PM.

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#9 xnatsumark

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Posted 16 September 2015 - 05:28 PM

Interesting...though I think the consumption useage of heavy items like potions is a little too much, maybe allow something like the rangers use for the elemental traps with the "points" system would be better since they weigh less, something like that.  Using an yggdrasil seed for a skill I think is a bit much too but the idea behind the skill is neat :3.

I forgot about the points system, i'm thinking that the consumable points can be acquired from Soul linkers ^_^, as suggested by Sladeero, the spirit craft

 

I have reservations about the God Buff. We have Crusader class chars with battle chant and classes which can make foods. Even then WP sells foods so this would cut into that which I am sure they would not care for. A more likely penalty scenario is the buffer takes -10/15/20 on all stats, has their movement severely limited if not stopped AND afterwards the could suffer a few secs stun status. The cool down would be significant too. This is because the TKM is acting as a medium to channel celestial energy to others which would take a toll on the body.

Celestial Reaper is too strong. I'll explain more later when I am not pecking on a phone...LOL.

One the few things I want to see fixed is the zoom out capability. It works, but when in SLS Shadow, especially level 10, you cannot see anything. Recommend the ability to zoom out as if it were level 5 but only when sitting. We've all seen movies where bad guys are not able to be seen and vision is impaired. It would make sense that concentration could help if only for a sec.

yeah i know, Celestial reaper is too OP.  think about, a character has 100K hp, and used the skill on it 50K damage, and then another reaper 25K damage.

so i would like this skill to have a reuse cool down, like G.Fist or E.Fist.

 

and about the buff, i am basing my thoughts for WOE, in pRO, battle chants is somehow ignored T_T.

but still +20/15/10 stat buff can greatly affect the outcome of WOE, i thought of this skill because of a significant reduction of damage during WOE.


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#10 Sladeero

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Posted 16 September 2015 - 05:53 PM

and about the buff, i am basing my thoughts for WOE, in pRO, battle chants is somehow ignored T_T.

but still +20/15/10 stat buff can greatly affect the outcome of WOE, i thought of this skill because of a significant reduction of damage during WOE.

 

I am thinking about a restat on my Royal Guard for a more supportive role to include Battle Chant.

But alas I am on Chaos and not Thor.


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#11 RunningWild

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Posted 16 September 2015 - 06:47 PM

Taekwon Master's are in need of a major rework. They are way too gimmicky and gimped. They are a physical melee class, but they have such a terrible Max HP pool. Their Max HP pool should be on par with an Assassin (Cross).

 

Next, Perception and Opposition need to have their limitations removed and allow you to freely use them whenever you want. What good are Perception skills when you are restricted to 3 maps and only on certain days? That's a silly limitation, you should be able to switch it up and memorize a new map whenever you want.. Then there's Opposition... this is how Taekwon Master's get their higher attack damage, but as with Perception, once you lock in 3 targets, that's it. Resets are so rare. You may as well just let this class go ham and use everything whenever they want. Taekwon Master's need that damage buff to even be competitive, having them blocked off from it is terrible.

 

Another thing that sucks is Stellar Opposition can only be used on large monsters with a HP max at +20,000. That severely limits its uses in Renewal because those enemies are far out of a Taekwon Master's league. 

 

It's not even like Star Gladiator's are that OP, especially compared to 3rd jobs. They are in serious need of buffs and need a major overhaul to make them usable and most important of all, fun to play.

 

So my idea for a 3rd Job is they become a Grand Master, and they focus on improving their kick skills, their defense and movement speeds, and their ability to counter attack, with no limitations. Maybe they can get their own kind of orbs like Monk Spirit Spheres and have skills/buffs that use them. Also they should totally get their own version of Asura Strike, but it's a big kick.


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#12 xnatsumark

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Posted 16 September 2015 - 07:05 PM


So my idea for a 3rd Job is they become a Grand Master, and they focus on improving their kick skills, their defense and movement speeds, and their ability to counter attack, with no limitations. Maybe they can get their own kind of orbs like Monk Spirit Spheres and have skills/buffs that use them. Also they should totally get their own version of Asura Strike, but it's a big kick.

 

You want big kick? ohhh. will Celestial reaper satisifies you ? i want that animation to be a Crescent Scythe Kick.


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#13 Alanthier

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Posted 16 September 2015 - 07:55 PM

Now we're talking guys, keep those suggestions coming :3 maybe they'll actually pay attention to us :o

 


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#14 Alanthier

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Posted 17 September 2015 - 08:21 AM

Let's talk about actual names though...something cool yet related to the class and what they stand for.  :3


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#15 Sladeero

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Posted 17 September 2015 - 02:50 PM

Let's talk about actual names though...something cool yet related to the class and what they stand for.  :3

 

If we are assuming transcendence then the next question is, do we stick with a Tae Kwon or celestial theme on the names?

iRO is using the TK theme for the moment. Other servers have gone celestial on their names from the get go.

 

Originally, I suggested "Grand Master" for a transcendent second class name of the Taekwon Master. Don't worry I am not stuck on that.

 

If we go celestial themed, we've already mentioned Celestial Protector/Warrior/Guardian. A Korean single, gender-neutral name could be.

 

1) Uju Gisa: Meaning "Universe Knight"

 

If we stick with Tae Kwon themed names then I recommend it be something with a Korean name.

Kagero/Oboro is japanese themed and so it should follow that route.

 

Therefore, if we want male and female types these could work... 

2) Dalnim: meaning "Moon" and sister of the Sun, in Korean mythology (female). Female could focus on protection?

3) Haenim: meaning "Sun" and brother of the Moon, in Korean mythology (male). Male could focus on attack?

 

Two sides of the same coin, perhaps. Again I am not stuck on any of this.

 

Thoughts?


Edited by Sladeero, 17 September 2015 - 02:54 PM.

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#16 Alanthier

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Posted 17 September 2015 - 03:15 PM

I like the thoughts behind it, makes more sense than just keeping it as a tae kwon theme name


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#17 xnatsumark

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Posted 17 September 2015 - 10:23 PM

@Sladeero

 

i am pleased to know what or where movie or character your signature came from.

 

 

 


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#18 Sladeero

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Posted 18 September 2015 - 03:01 AM

@Sladeero

i am pleased to know what or where movie or character your signature came from.

Thanks. I am pretty old school on anime.
Interesting how many have reboots and expansions to them, some good and some bad. :-)

The Legend of Sanctuary was visually appealing but lacking on plot in several areas.

Edited by Sladeero, 18 September 2015 - 03:02 AM.

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#19 Alanthier

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Posted 18 September 2015 - 08:58 AM

Come on ppls we need more input on this :3 we demand a 3rd job Tk class set for TKM/Soul Linkers


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#20 Alanthier

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Posted 18 September 2015 - 01:36 PM

I have an Idea for one of the soul links that could be useful for a 3rd job.

 

Sorcerer's spirit:  Changes the hit limit of spell fist into a time duration limit of [60x(skill level +1)] second duration.

 

This would allow the spell fist build sorcs to shine at least, since currently spell fist, be it as powerful a hit as it is, is rather lacking in usefulness since you have to have either a really slow aspd to keep casting, or make sure you don't have hindsight/CD in mouth or other auto casts.  Personally a link like this would be an amazing one in my book, i mean the current one for sage itself is neat, not enough battle sage/sorcs around, and they're not given enough credit for what they're capable of.


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#21 Alanthier

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Posted 19 September 2015 - 10:03 AM

aww no one has anything to say to that? :/ bummer.


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#22 Sladeero

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Posted 20 September 2015 - 06:28 AM

Another update on the TKM.

 

After re-skilling my char I have some additional feedback.

 

Recommendations.

a) Remove map limitation of Heat. I mean it's not like we would be able to compete with Trans-classes anyway.

 

b )Regarding SLS buffs (Protections), remove one of the limitations...either the map limitation or the specific day limitation but not both. First option, example of Stellar Protection is usable on every 5th day but on any map. Second option is it can be used any day of the week but only on that respective map.

Personally, I like the first option better.

 

c) I am still ok with the monster opposition assuming a paid reset capability is available.

 

This is all assuming a level increase and NOT transcending them.


Edited by Sladeero, 20 September 2015 - 06:28 AM.

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#23 Alanthier

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Posted 20 September 2015 - 08:51 AM

assuming that they even Read the post though :/


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#24 Alanthier

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Posted 21 September 2015 - 03:10 PM

:/ no more ideas?


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#25 Sladeero

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Posted 21 September 2015 - 04:04 PM

Need art work.


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