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Dungeons and PVM


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#1 yamz

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Posted 30 June 2016 - 05:31 PM

Its been awhile since i post a topic here, but this adjustments specially in the field of PVM made me to post this.

 

I just wanted to share my experience in playing the Sikuku Catacombs. The adjustments on the skill and the attackspeed has really made a big impact on killing specially bosses. I think the devs need to consider to adjust the HP on the shaman, any other bosses and not only from dungeons but also any other mobs in the world of rose since its really too tough to kill considering also the buff changes. I dont have exact figures or stats to prove this but this change will really affect the upcoming new players. It took us almost 15mins to kill the Shaman alone that is already with buffs and geared, what more if a certain player is just starting and doesnt have geared items. The time frame from this dungeon if we really have to finish it all bosses is really time consuming. We had an estimate of 40mins that is without dying. I think there is an in need of adjustments on the monster in the world of rose. I just want to share my opinion with regards to this and i would appreciate what are the players opinions about this also. Thank you.


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#2 thetrangdamvn

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Posted 30 June 2016 - 06:16 PM

Did you guys have scout/battle cleric/artisan or mage in the team?


Edited by thetrangdamvn, 30 June 2016 - 06:17 PM.

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#3 HoneyBunz

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Posted 30 June 2016 - 10:43 PM

A new player would not be doing that dungeon- pretty sure you have to be high level since 220 gear drops there. Also have you taken into consideration which elements the bosses have? Now that many monsters have an element, you should look at what's strong against that element for your weapon and attacks and which element you can put on your armor to help you survive.  That goes for regular PvM too, not just dungeons.

 

You might also want to take a look at your skills and stats. The restrictions on the self buffs have been mostly removed so you can get them without having to master a passive first. With the right stats, some self buffs can be stronger than cleric buffs. At the very least, getting another +15 to certain stats will be helpful (self buffs +15 will be added to a cleric's +15 all stat buff)

 

It's possible that the bosses need a little tweaking, but you can't expect to do the dungeons the same way you used to do them. You have to re-examine your stats and gear etc and adjust where you need to.

 

If you don't want to waste your free reset trying different things, I think Pegasus is still up so go there and get your plan ready so you can just implement it here on the live server.


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#4 thetrangdamvn

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Posted 30 June 2016 - 11:06 PM

I'm pretty sure it's the worst idea to use battle cleric and mage against Shaman.

Shaman is Magician type, along with Sorcery Element.

 

As I listed, Scout/Artisan/BC/Mage are not gonna promise a fast Shaman kill.

 

Although I agree that killing her takes more time now, as fast as I remember,

we did a couple of SC and it took us less than 4 minutes to finish Shaman.


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#5 Feuer

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Posted 01 July 2016 - 02:24 AM

I beg to differ, I can pull some huge damage on her as an Artisan in the very, VERY rare critical hit. Aside from that, my damage is not bad, not amazing, just below normal.

 

Now, I tested this on Pegasus and found that with around 2800 Critical Rating, I was finally able to Crit her around 5~10% of the time. This was of course on an Ax Champ, with absolutely everything thrown towards crit, which ironically reduced my AP so much, that the criticals made me break even.

 

So it really has little to do with Attack Speed, or Max HP or any of that. The issue at the core is that her Critical Defense is too high. I posted this or brought it up at one point and it was either missed, forgotten or ignored. But it does wreak havoc on several classes whos core DPS relies on Criticals. Those classes being Artisans, Bourgeois, Axe Champions and Katar Raiders. The worst off is the Axe Champion, as it is already severely weak to Magic Damage, the next two are the Dealers, who are just below soldiers in Magic Defense, and then Raiders are typically OK as they have the second highest Magic Resistance with the addition of Dodge mechanics. 

 

So yeah, 

TL;DR, 

Shamans Crit Defense too high, breaks some classes currently, needs tuning. 


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#6 thetrangdamvn

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Posted 01 July 2016 - 02:57 AM

I know you can make any class good as you want though.

 

But a typical artisan might not put that much effort to kill shaman, they might just stand there and auto attack.

 

Anyway, you're right about critical defense. Although they crit us a lot no matter how many charm we have,

we could barely crit them, not just the bosses but even the mobs.

 

It really got on nerves when my dual raider barely crit on skills with around 1400 crit rating,

they all seem to have high crit defense.


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#7 Feuer

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Posted 01 July 2016 - 04:54 AM

Mobs in SC having about 1250'ish crit defense is fine to me, because none of them have elements. But when it comes to like HoO, the 'tank' mobs shouldn't have as high, they already have high Def and HP, no reason to beef them up more just to slow them down. The only mobs who could use a buff are the spiders in CoU. and the SoD bubbles are and have always been a pain in the backside. 


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