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Pegasus Session 2 [v113 10/4 2015] PvM + DG's


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#1 Feuer

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Posted 04 October 2015 - 01:56 AM

Continued input from topic https://forums.warpp...m-930-101-2015/

refer here for current information unless posted other wise. 

 

Well, with the recent implementation of the Imbuement scrolls for Weapons + Armors [despite being bugged and incredibly confusing to use in that state], things have drastically improved. 

 

Things that have improved:

Being able to outfit yourself in preparation for a Dungeon is a major bonus and adds a level of complexity that I personally enjoy. Even though with this patch version things are buggy due to the improper listing + placement of the Imbuements, the functionality of them is quite rewarding when used properly, and a drawback when used improperly. Although, this time around the drawback isn't a punishment, rather an encouragement to use the proper set up.

 

One thing is, things seem to have changed, some elements don't seem to function as the chart I personally have list. That or non-elemental skills aren't always taking Imbuement of the Weapons into account, as a number of times here and there I'm still seeing 'Immune' when my enchantment should be causing those (basic) skills to be using a strong effect Imbuement. This might need some investigating, or the confusion of the placement of Imbuements is just cause issues itself. 

 

Something that is still bothering me quite heavily is the Mages very limited selection of Elemental Damage options when compared to every other class.

In the long run here's the break down.

Knights + Champions = support for all 9 types of damage.

Artisans and Bourgeois = support for all 9 types of damage AND Elemental ammo to further customization.

Raider and Scouts = support for all 9 types of damage, and Scouts Elemental ammo to further options as well.

Clerics = support for all 9 types of damage.

Mages = support for only 5 [basic, fire, wind, water, sorcery]

*I'm only listing 'basic' out of triviality, as it's only generated from melee attacking which a Mage has absolutely no gearing support or passive support in PvM for this action. In reality it shouldn't be on the list but it 'technically' exists.

 

I have several suggestions to fix this limitation, but my top 2 are

Unique Mage spells with the missing Elements.

or, some spells in the current tree are made 'basic' magic attacks, to allow the weapon Imbuement to shine through.

Both present challenges to address.

New Unique spells might cause SP issues, but the current system already requires re-allocation of SP, so the change being made now is better than later.

Changing some of the current Mage spells to a (basic/non elemental) tag, means some minor tweaking to their Mastery Proc percentages. 

Both are relatively easy to address, but would need to be addressed regardless.

 

Now, here's what we tested.

 

Keep in mind we do these Dungeons on the daily several times over, we know our drills.

Knight + Mage w/ Cleric buffs [previously +64's]

CoU = Good stable run, Modest time for only 2 person run. Difficulty: Easy

HoO = FINALLY, this dungeon is at that level of difficulty that is do-able, without being a push over. Difficulty: Med/hard [perfect]

SoD = Wow, without access to our normal team I'd forgotten the power of this Dungeon. However, we still finished it without whiping. Difficulty: Hard [same as live server]

SC = Unable to test due to a .ZON open error, estimation is with 2 people it will be difficult to finish all 3 due to the layout requiring 3 active DPS at the Gloopy Room. 

 

Over-all, we figured out we needed at least 2 armor sets each in order for our characters to be able to perform in all Dungeons without facing too heavily dampened damage or taking too much damage. [Although with the limitation to elements my mage did face many situations where I just had to deal with being a push over].

 

Status effects + Cooldown Adjustment:

Still providing a very good status down influence without being dominating. The newly revamped skill cool downs are also much much better. It accomplishes what I'm assuming the staff had intended [more intelligent usage of skills and cooldowns] without completely breaking skill classes and Proc'd Passives. My Verdict on this system at the moment is very good, not perfect, but darn close.

 

Over-all I'm starting to get down to my last few issues with this update, compared to the first few patches that were nearly un-playable for PvM Players, which is a good thing. If the above listed issues were fixed or adjusted I feel this update to be a solid and strong patch that will dynamically influence PvM for the better. 

 

I'll start working on the beta tester reward here in a few moments. 


Edited by Feuer, 04 October 2015 - 05:37 AM.

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#2 DoubleRose

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Posted 04 October 2015 - 05:15 AM

The scrolls are confusing right now. Armor Enchantment scrolls say they will give weapon enchantments.


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#3 Feuer

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Posted 04 October 2015 - 05:23 AM

For now think of it this way

If it works on your weapon, that element is applied to your defense/resistance

If it works on your Armor, then that element goes to your offenses

[hover over your attack / defense to verify you have the element where you wanted it, it will show it in the tooltips]

 

Cheers. 


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#4 Leonis

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Posted 06 October 2015 - 08:57 AM

Through feedback in this thread, thus far.

  • We'll be including the strengths and weakness elements per Elemental Scroll, so it can be seen beforehand what the element is strong and weak against.
    • A very good suggestion to help keep the knowledge up front and in-game.
Spoiler
  • The suggestion for Mage's to have skills that can adopt element, was already a known issue to which the solution didn't get implemented (so much stuff to do and think of @_@).
    • The "Elemental Bolt/Spike/Wave" skills will now adopt the element of weapon/bufff on the caster, while the "Mana Bolt/Spear" skills will remain under the element of Sorcery.
    • This should add a handy diversity to the tree's potential, given its limited tree line, it can be used to expand on existing elemental tree uses, or use as a unique source of elemental damage type.

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#5 Feuer

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Posted 06 October 2015 - 09:08 AM

^ I'm totally glad this was/will be put up for testing. Going to re-install Pegasus [to hopefully alleviate a bug getting into Sikuku Catacombs]. I'll launch another review relatively soon. 


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#6 Leonis

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Posted 06 October 2015 - 09:18 AM

^ I'm totally glad this was/will be put up for testing. Going to re-install Pegasus [to hopefully alleviate a bug getting into Sikuku Catacombs]. I'll launch another review relatively soon. 

Yeah, we weren't able to figure out why you got that error. A fresh install from the v106 client offered right now, produced no errors and through some investigation we could not locate any missing or corrupted files. It may simply have been during your patching process you had the unfortunate luck a file didn't patch right.


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#7 Feuer

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Posted 06 October 2015 - 09:26 AM

Yeah, already re-installed using a fresh v106 installer, testing if i can qeue in as I read this. 

 

... and it works! 

great news, now we can test the final dungeon. 


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#8 Feuer

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Posted 06 October 2015 - 07:51 PM

So I just wonna say, I'll be posting a video later, that I cant post here cause it has adult language involved, but I will say this much.

 

A recent time ago, I prided myself on being absolutely awesome in dungeons, balanced, refined and perfected on my Axe champion. Now? It's a joke, and damn joke, why does this class just FAIL so miserably? I going to go on a crusade again. 


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#9 angeltje

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Posted 06 October 2015 - 08:04 PM

So I just wonna say, I'll be posting a video later, that I cant post here cause it has adult language involved, but I will say this much.

A recent time ago, I prided myself on being absolutely awesome in dungeons, balanced, refined and perfected on my Axe champion. Now? It's a joke, and damn joke, why does this class just FAIL so miserably? I going to go on a crusade again.

Lol interesting. Btw feuer, good job on the testing.
I would like to test some things this weekend also. Any tips?
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#10 Feuer

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Posted 06 October 2015 - 08:08 PM

Best way to feel the update is to do a side by side comparison.

Do something on the live server, then do it again on Pegasus without changing any details. Dont try to max gear or swap around, anything you normally do, replicate on Pegasus, after you get that done, then you can feel free to try switching things up and adapting, see if you can improve off it. 

 

cough


Edited by Feuer, 07 October 2015 - 01:51 AM.

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