I don't say these things because I've heard them, I have seen them. I don't have a level 150 Rune Knight but I have seen them die to Shadow Chaser's Fire Traps, but not Ranger's. Both in PVP and War of Emperium. I haven't seen a Shadow Chaser use Storm Gust, but I do believe most of them don't get Intelligence. They get Dexterity and Agility, which gives both flee and trap damage. And I know they dont' do more than Warlocks because they can't copy Mystical Amplification, but that is about it.
Oh, and my Rune Knight is only level 132 but I still have seen enough to attest to most of what I have put out.
Like I said, there's a difference between what is observed and fact. Just because you've seen it doesn't mean that's the reality of it. As for the 150 RK's dying to Fire Trap, I'd love to see that happen to good players. As it stands, there is not a single good RK who would die to Fire Traps from a Chaser. The ones that did die were probably either not prepared with enough potions or gave up after getting fully divested and unmounted. And a Warlock does
not even need to resort to Mystic Amp to even deal that much more damage than a Chaser who happens to copy a skill from them. There is a major difference in Matk weapons that a Chaser has access to compared to the original class it comes from. It's like saying Bowling Bash from a Chaser would hurt more than an RK's Bowling Bash. Now which class has access to stronger weapons for that? The original class that the skill came from does!
And most good WoE Chasers will barely get much Agi at all. They get Vit/Dex/Int before getting to 150. From there they get either Agi or max their Dex. Int doesn't affect spells much in Renewal, Matk weapons do. The best weapon a Chaser would be able to equip at this would would be what asayuu mentioned, the Ancient Dagger. Even then, prior to that it was always the Bazerald. Why would they get that Int if it doesn't serve them though? Oh wait! They get it for natural Frozen immunity!
The issue of traps depends of both the chaser and the ranger. I think they deal the same base damage [Except for the "+" bonus of Trap Research], and it's changed by the gears. A Shadow Chaser has access to stronger attack weapons than a Ranger. But I can't say this is the only reason for higher damage.
And just to complement you about the Storm Gust. The best MATK weapon a Chaser can afford is a Bazerald [Until 13.3, now there is Ancient Daggers on purple boxes], and they don't have any MATK% gear [Skull Cap / Deceit do not count D:], so their MATK is lower. But Storm Gust is not used to kill anymore. It's like rainstorming with status arrows. Just to delay the enemies a little. And kill the non-third classes /gg
About Masquerade. The skill has no cast time, its name does not appear [in the head of the chaser] if the skill fails. So it gives the impression of 100% hit, but it's not.
I really need to WOE more, and real WOE [I woe as a linker, so I'm on the castles more to bother than I am to kill] /gg.
Fire Trap damage is determined by Dex(Heavy modifier to the trap damage)/Base Levels/Int. A Ranger has higher default Dex than compared to a Chaser at all times. Improve Concentration and Owl's Eye both give a Ranger a total of +20 Dex at all times for Fire Trap damage compared to a Chaser would ever have. That and the Trap Research you mentioned. Attack weapons barely have any effect on trap damage, even if it figures into the formula.
Masquerades all have a cast time. Where have you been? Full Divest is the only disabling skill they have that doesn't have a cast time though if that's what you're thinking about.
The point stands about Storm Gust from a Chaser vs a Warlock though. A Warlock at all times will simply deal way more damage than a Chaser would, because it's their own skill.
Edited by GuardianTK, 23 July 2011 - 12:08 PM.