With that being said, the first thing I want to address is damage over time status effects.
Damage over time changes:
Currently there are two types of damage over time statuses: Poison and Burn. The damage from poison is determined by the skill used and it ranges from 100-300 damage per second. Burn damage is always set to deal 500 damage per second regardless of the skill. There are flaws with this system as at low level this status is undoubtedly overpowered. A level 50 hawker using flame hawk on another level 50 will kill the target in a couple seconds regardless of stats.
What I propose is to change how the damage is calculated rather than having a set amount no matter what.
With this system, level plays a role in a character's damage over time power as well as a way to influence the power with a current stat that is relatively ignore. Critical is probably the least desirable stat by anyone in the current system, and giving it another use will allow it to be more sought after and grant options for more diverse builds.
With that being said, here is the formula I propose:
( Level*Crit) *modifier
Poison Modifier = 1
Burn Modifier = 1.5
Now applying it...
A level 220 character with 200 crit, will deal 210 damage per second with poison and 315 damage per second with a burn.
A level 220 character with 800 crit, will deal 420 damage per second with poison and 630 damage per second with a burn.
A level 150 character with 200 crit, will deal 173 damage per second with poison and 260 damage per second with a burn.
A level 50 character with 60 crit, will deal 55 damage per second with poison and 82 damage per second with a burn.
Lastly, Damage over time skills should be doubled for pvm (since the rest of direct damage is less for pvp).
Moving on to skills...
Soldier
Common
Max level decreased from 9 to 5.
HP buff increased from 220 + 18% to 220 + 20%.
Increase duration from 420 seconds to 600 seconds.
This buff is the only non cleric buff to take 9 skill points, to top it off it is worse than buff pots and a clerics hp buff which only takes 4 skill points.
Increase duration from 420 seconds to 600 seconds.
Soundless Vacuum:
Level 4 cooldown decreased from 24 seconds to 20.
MP use increased from 78 mp to 128 mp.
Currently level 3 and 4 are both 100% and both have the same cooldown
HP recovery changed to 5% at level 1 and increased by 5% each level (45% at level 9) of your current HP recovery rate. (If you recover 20 hp every second normal, you will now recover 29 hp every second with this skill at level 9)
Staminal Training:
HP recovery changed to 6% at level 1 and increased by 6% each level (54% at level 9) of your current HP recovery rate. (If you recover 20 hp every second normal, you will now recover 40 hp every second with this skill and Repose at level 9)
Currently HP recovery passives and HP recovery in general are bugged and not working properly.
Two Handed
Accuracy decreased from 20% to 10%.
See Spear Mastery.
Spear Mastery:Secondary passive: 10% attack speed for two handed sword, Spear, Axe.
This passive currently does not give a secondary status where the other weapon passives all do. The reduction of accuracy on sword mastery and addition of attack speed on spear mastery would be to balance the stats out whilst not leaving spear mastery without a secondary status.
Weapon Launcher:Change from reliable skill to weapon attack.
Champions currently have an abundant amount of reliable skills, (assuming the reliable skill bug with additional damage is fixed), it would not hurt for them to lose a reliable or two.
Remove Movement speed down status.
Champion:
Skill power increased from 1723 to 3000 at level 9.
New Status: User receives 1/3rd recoil damage in return.
Increase cool down from 4 seconds to 15 seconds.
Currently the 3 non reliable single target skill in the Champion tree are lackluster and not useful. Increasing the power and adding recoil damage is a unique way to exhibit the Champion's reckless prowess.
Longinus' Attack:Increase 10% defense down to 20% attack power down.
Speed up casting animation
Increase cool down from 3 seconds to 15 seconds.
Another of the three lackluster skills. The casting animation is horribly slow on this skill so it would be beneficial to speed it up slightly. (see Achilles Heel Strike),
Geon Archangel Crumpler:
Added status: Taunt
Speed up casting animation.
Increased cool down from 4 seconds to 15 seconds.
Another of the three lackluster skills. Adding a different status such as taunt could make this skill more appealing without making it overpowered.
Charge:Buff changed from 100% mspeed to 50% additional mspeed.
With a 2 second duration and long cooldown, this skill is practically useless as it currently removes your mspeed buff, leaving you moving at a snail's pace when the buff is over. With an additional mspeed buff (similar to the additional damage), it will not leave your character in a worse position than they were before they used the buff.
Berserk:Increase duration from 420 seconds to 600 seconds.
Space Attack:
Status duration decreased from 15 seconds to 8.
The duration, combined with the debuff percent, combined with high skill power combined with 100% success, combined with short enough cooldown to recast are a lot in one skill. Lowering the duration of the debuff will give characters a slightly easier chance to escape.
Seismic Impact:
Increase success from 90% to 100%.
Mspeed down status removed
MP use increased from 34 to 100 at max level.
3 out of 4 Champion Aoe skills have dual status effects, no other classes have dual status aoes and it would balance the class the aoes were singled to one status.
Achilles Heel Strike:Increase success from 90% to 100%.
Attack Power down status removed.
MP use increased from 37 to 100 at max level.
See Seismic Impact. The attack power down status was removed however Longinus' Spear now boasts the status.
Combat Resilience:
Change from 10% defense passive, to a 20% ally target buff.
Champions currently have excessively high defense. Reducing their total passives by 10% when full buffed will not kill the class. However, on self buffs they will be slightly more durable.
MP use increased from 26 to 110
The mp useage on Champion Skills is very low combined with the MP passive grants them infinite MP. A luxury other classes do not experience.
Armageddon: (Active Skill)
Description: Unleash a destructive wave of energy that decimates everything in its path.
Reliable Weapon Attack
Max level: 5
Skill Power: 1000 at level 1, increased by 75 per level maxing at 1300 power at level 5.
Range: 12m aoe radius (from user)
Status effect: 7% defense down, 6% dodge down, 5% magic defense down. Respectively increased by 7% defense down, 6% dodge down, 5% magic defense per level. Maxing at 35% defense down, 30% dodge down, 25% magic defense down at level 5.
Additional Status: User loses 20% of their max hp upon casting. (If the user's HP is lower than 20%, the user dies.)
Duration: 12 seconds
Cooldown: 60 seconds
Success rate: 100%
MP use: 550
Prerequisite: Achilles Heel Strike lvl 9, Seismic Impact lvl 9
A new powerful long cooldown skill in which I believe all classes should have. This aoe skill while being very strong will have a high negative effect on the user as well as a long cooldown to be used in tactical situations.
One Hand
**New Skill**
Crossbow training: (passive)
Max level: 9
Crossbow attack power 60% , accuracy 5% at max level.
**New Skill**
Valor shot: (active skill)
Requirement: Crossbow
Max level: 9
Reliable Weapon attack
Skill Power: 475
Status effect: 15% attack power down
Duration: 10 seconds
Success: 100%
Range: Active weapon range
Currently Soldiers cannot make use of Crossbows until they reach the knight class, this has obviously been overlooked and I believe
should be implemented.
Knight
Removed Crossbow attack power from passive.
This is due to the 1st job passive.
Crossbow Mastery:
Decrease Crossbow attack power 70% to Crossbow attack power 60%.
New Prerequisite: Crossbow training level 9.
This is due to the 1st job passive. Crossbows will still have the same 120% ap passives total, only now part of it is in the one handed tree so one can level up a knight with crossbows.
Heavy Bow shot:
New pre requisite: Valor shot level 9.
Lightning Crasher:
Skill points decreased from 9 to 5.
The crossbow stun Heavy Bow shot only takes 5 skill points, thus why this should be reduced as 1 handed Knightsare tight on skill points as it is.
Safe Guard: (Self Buff)Increase buff from 25% defense/25% magic defense to 30% defense/25% Magic defense
Increase duration from 420 seconds to 600 seconds.
Knights are currently the only class that do not have a buff greater than buff pots.
Change to (passive).
Description: Enhance your armor's ability to sustain indirect damage.
Damage over time skills will deal reduced damage. 10% at level 1 and increased by 10% for each level resulting 50% damage taken from damage over time skills at level 5.
The current protection skill is very poor and not worth learning (as very few knights actually do). Currently damage over time skills are a threat to knights as they ignore their massive defense(s), giving them on option to 'tank' them better will add diversity.
Taunt Shot:
Increase power per level from 29 skill power to 42 skill power, resulting in 1043 skill power at level 9.
Currently there is not much purpose to increase this skill past level 1 as the gain is very small.
**New Skill**
Attenuation: (debuff)
Description: Harness your defensive energy to utterly incapacitate a group by severely lowering their offensive power.
Skill power: 0
Requirement: Shield
Max level 5
Range: 20mm aoe radius
Duration: 12 seconds
Status: 10% attack power down, 4% accuracy down at level 1, increases by 10% attack power down, 4% accuracy down each level to max at 50% attack power down, 20% accuracy down at level 5.
Additional Status: User is muted for 6 seconds. (Can be purified by a cleric)
MP use: 300
Cooldown: 60 seconds
Pre requisite: Soundless Vacuum level 4.
The Knight's powerful tactical skill. This skill will allow them to tank a group of enemies be it monsters or players for relatively short duration, and also support the party by allowing them to move in as well. The self mute is added as the Knight should not be on a killing spree while using this kill but rather sustaining damage instead.
Muse
Common
Increase success rate from 90% to 100% at max level.
Decrease duration from 10 seconds to 8 seconds.
Allowing this mute not to fail but be slightly lower duration when it succeeds is more reliable for the caster and less detrimental for the recipient.
Offensive:
Spirit Boost:
Increase duration from 420 seconds to 600 seconds.
Remove the staff mastery prerequisite for all active skills in this tree. The buffs in the support tree do not require wand mastery to be learned thus allowing Mages to easily get access to the buffs. Likewise Clerics should have the opportunity to do the same (without having to learn the passive).
Support
Quick note for the cleric tree: It is apparent that this skill tree is rather... Limited and extremely linear on the offensive side. My suggestions are not to make cleric's epic fighters but have some more versatility than they do now. In doing so the tree would need to be changed, I'm giving my best attempt to clean up the clutter and this is what I have so far:
Visual image of the revamped support tree:
Mana Drop:
Decrease Skill points from 9 to 5.
Wand Control:
Decrease Skill points from 18 to 5.
Remove MP recovery passive.
The passives and offensive skills should not all be in one linear path.
Remove Magic Tool Block rate passive
Change pre requisite from Mystic Shielding level 1 to Wand Control level 1.
Mystic Shielding:
Remove Wand control and Voltage Shock pre requisite.
Likewise, the defensive passives shouldn't be tied in with offensive skills.
Cleric
Visual image of the revamped Cleric tree:
Mana Wave:
Increase skill power per level from 22 to 50, resulting in 1005 skill power at level 9.
Change pre requisite from Mana drop level 9 to Mana drop level 5. (since that is the max level of Mana drop now)
The skill has no status effect and has subpar skill power as well. Every class that has a powerful skill with no status have much higher skill power.
**New Skill**Aura Pulse: (active skill)
Description: Unleash a magical wave of aura and astonish the opponent.
Reliable Magic Attack
Max level: 5
Skill Power: 600 at level 1, increased by 70 per level maxing at 780 power at level 5.
Range: active weapon range, single target
Status effect: 7% of magic defense down 4% attack speed down, increased by 2% magic defense down 2% attack speed per level. Maxing at 15% magic defense down and 10% attack speed down at level 5.
Duration: 10 seconds
Cooldown: 10 seconds
Success rate: 100%
MP use: 210
Prerequisite: Voltage Shock level 1
Clerics are the only class without a debuff (status down) skill. If they choose to go for an offensive build they should have access to atleast one debuff. T
Wand Focusing:
Decrease Skill points from 18 to 9.
Remove MP recovery rate passive.
Wand Combat Mastery:
Add 10% attack speed passive at max level.
Remove magic tool block rate passive
Change prerequisite from Mystic armor to Wand focusing level 9.
Even though the offensive passives were lowered in skill points, they still take a fair amount of points to max. It would not be harmful to slightly increase the gain from this (with 10% attack speed on the final offensive passive in the tree).
Remove Voltage Storm prerequisite.
**New Skill**
Unconscious Vision: (decloak)
Description: Perceive enemies that normally could not be seen but...
Max level: 4
Range: 18m range at level 1, increased by 2m per level maxing at 24m range.
Status effect: decloaks hidden enemies..
Cooldown: 25 seconds at level 1, decreases by 2 seconds per level maxing at 19 seconds. Shares a Cooldown with heavenly Grace and Integrity. User
Success rate: 100%
MP use: 100
Prerequisite: Magic Battle Mastery level 18, Wand Focusing level 9
Many of the few battle cleric's long for a decloak skill. Of course, it should not be as useful as other classes decloaks, likewise it support clerics should not easily have access to it. To address this, this decloak has a much longer cooldown than the rest, shares a cooldown with Heavenly Grace and Integrity (to deter support clerics from using it).
Magic Tool Mastery: (passive)
Description: Hone your ability to wield a magic offhand.
Max level: 9
30% magic tool block rate at level 1, increasing by 15% per level maxing at 150% block rate at level 9.
Prerequisite: Mystic Shielding level 9, Magic Battle Mastery level 18.
The block rate passives were removed from the offensive passives: to allow more freedom.
**New Skill**
Miracle: (support skill)
Description: Call forth a blessing from the heavens that will grace your party.
Max level: 5
Range: 20m aoe radius party allies
Status effect: Purify, heal. HP healed is determined by the casters int. 1 int = 2 hp healed, + 500 base hp. (With 900 int it would heal 2300 hp)
Duration: ~
Cooldown: 60 seconds
Success rate: 40% at level 1, increasing by 15% per level resulting in 100% success at level 5.
MP use: 600
Prerequisite: Heavenly Grace level 9, Integrity level 5
Clerics' powerful skill. It serves the purpose of a supporter rather than a fighter.
Mana Flame:
Increase HP by 300% at max level.
Decrease cooldown from 30 seconds to 15 seconds
Salamander Flame:
Increase HP by 300% at max level.
Decrease cooldown from 30 seconds to 15 seconds
These flame summons die far too easy considering the long cooldown between summoning them. (1-2 hits from a monster and they are gone.)
Increase Defense at max level.
Firegon:
Increase defense at max level.
Likewise, these fighting summons are incredibly frail and could use a boost in survivability.
Increase MP recovery rate per level from 10 to 25.
This is partially due to the mp recovery rate passives being removed from the offensive passives.
Mage
Soul Shock:
Change status from 1 second stun to 1 second sleep.
Soul Electric:
Speed up casting animation
Change Status from 1 second stun to 1 second sleep.
It is a slow casting stun that only lasts 1 second.
Aural Pierce:
Increase status from 20% magic defense down to 30% magic defense down at level 9.
Decrease cool down from 30 seconds to 25 seconds.
This skill takes 9 points to max, does no damage, has a long cooldown and only is a 20% debuff. Comparing it to other damaging debuffs it should be upgraded.
Tempest:Speed up casting animation.
Mage aoes are slow casting, they should be granted one that casts at a relatively quick speed.
Increase Cooldown from 6 seconds to 15 seconds.
This is to it less feasible for a mage to keep a target burned the entire fight.
Skill power removed.
Duration decreased from 8 seconds to 5 seconds.
Success rate increased from 90% to 100%.
Aoe radius increased from 6m to 11m.
Increase Cooldown from 8 seconds to 15 seconds.
This is to it less feasible for a mage to keep a target burned the entire fight. Also, focusing mana burn as an aoe rather than single target. It gives another option than hellfire for different situations.
Fierce Cudgeling:
Remove dispell status. Replace with 4% attack power down at level 1, increasing by 4% each level resulting in 20% attack power down at level 5.
Increase skill power from 75 power per level to 100 per level resulting in 850 power at level 5.
Duration: 10 seconds
Success rate increased from 25% to 100%.
Full debuff skills do not belong in a game as reliant on buffs as Rose. Mages have low survibility so equipping this skill with an attack power down debuff can help them in these situations whilst not completely gimping the opponent.
Anti-Magic Shell: (Active skill)
Remove dispel status.
Skill power: 500
New Status: 10% of users max hp is restored.
Cooldown decreased from 60 seconds to 30 seconds.
Success rate increased from 50% to 100%.
Again another debuff skill. This time, with hp recovery can help a mage without gimping an opponent. It is also useful in pvm where as a debuff serves practically no purpose there.
Spiritual Empowerment: (passive)
Description: Focus your inner energy to improve spell precision.
Max level: 9
2% accuracy and 2% critical passive at level 1, increased by 1% accuracy and 1% critical per level maxing at 10% accuracy and at level 9.
Duration: 3 seconds at level 1, increased by 3 seconds per level maxing at 15 seconds at level 5.
Prerequisite: Staff combat mastery level 18.
Mages currently have the lowest accuracy of all classes. This passive grants another option for skill builds without overdoing it. It is also combined with a critical passive do to the change in damage over time skills.
**New Skill**Cryptic Curse: (active skill)
Description: Caste a mysterious curse upon an enemy that absorbs their life.
Max level: 5
Skill Power: 0
Range: 15m single target
Status effect: Curse. Deals damage over time base upon int, and simultaneously heals the same amount. 1 int = .5hp per second, if the target dies before the duration ends, the user does not regain hp from the curse.
Duration: 3 seconds at level 1, increased by 3 seconds per level maxing at 15 seconds at level 5.
Cooldown: 60 seconds
Success rate: 100%
MP use: 200 at level 1, increasing by 100 each level, maxing at 700 MP at level 5.
Prerequisite: Staff combat mastery level 18.
The curse status will stack with burn or poison.
Hawker
Common
Increase 34% attack speed buff to 50% attack speed buff.
Increase duration from 420 seconds to 600 seconds.
Requiem:
Increase duration from 420 seconds to 600 seconds.
Sprint:
Increase duration from 420 seconds to 600 seconds.
Rapid Twitch:
Increase duration from 420 seconds to 600 seconds.
Ranged
Decrease duration from 2 seconds to 1 second.
Remove shared cooldown with Impact arrow.
Increase cooldown from 8 seconds to 10 seconds.
Scouts are currently the only class with 1 stun.
Increase duration from 420 seconds to 600 seconds.
Soul Discipline:
HP recovery changed to 5% at level 1 and increased by 5% each level (45% at level 9) of your current HP recovery rate. (If you recover 20 hp every second normal, you will now recover 29 hp every second with this skill at level 9)
Currently HP recovery passives and HP recovery in general are bugged and not working properly.
Scout
Add an additional passive of 50% shield defense, 600% block rate when maxed at level 18.
This will give a different advantage for crossbow scouts. The key is that the defense gained while holding a shield won't be high nor will the strength of the blocked attackes, however being more agile than knights crossbow scouts will be able to block incoming attacks a larger portion of the time.
Soul Current:
HP recovery changed to 6% at level 1 and increased by 6% each level (54% at level 9) of your current HP recovery rate. (If you recover 20 hp every second normal, you will now recover 40 hp every second with this skill and Soul Current at level 9)
Currently HP recovery passives and HP recovery in general are bugged and not working properly.
**New Skill**
Inner Focus: (passive)
Description: Improve your ability to hit your opponents weak spot.
Max level: 9
2% bow attack speed and 2% critical passive at level 1, increased by 1% bow attack speed and 2% critical per level maxing at 10% bow attack speed and 20% critical at level 9.
*the attack speed bonus will not be applies to crossbows.
Prerequisite: Longinus' Incarnation level 1.
Another option to diversify skill builds. Scout's attack speed is rather poor and 10% will not overpower them.
**New Skill**
Debilitating Shot: (active skill)
Description: Fire a mystifying arrow that will deplete a targets mp.
Reliable Magic Attack
Max level: 5
Skill Power: 700 at level 1, increased by 120 per level maxing at 1180 power at level 5.
Range: active weapon range, single target
Status effect: 10% of targets max mp depleted and 4% defense down, increased by 8% of targets max mp depleted and 4% defense per level. Maxing at 42% of targets max mp depleted and 20% defense down at level 5.
Duration: 10 seconds (for defense down, mp will stay depleted until it is regenerated)
Cooldown: 60 seconds
Success rate: 100%
MP use: 400
Prerequisite: Impact Arrow level 6
Scouts' powerful skill. MP consumption is not often used and it could tactical in certain situations.
Melee
Max level decreased from 9 to 5.
A very poor skill that needs many points to level.
Max level decreased from 9 to 5.
A very poor skill that needs many points to level.
Mirror Phantasm
Duration increased from 420 seconds to 600.
Remove Weapon Requirement
Stealth
Remove Weapon Requirement
Katat raiders are able to benefit from Mirror Phantasm by buffing in duals and switching to katars; however dual raider cannot benefit from stealth because the duration is much shorter. I suggest removing the weapon requirement for convenience purposes but leaving the pre requisites so the opposite weapon would still have to sacrifice points to get these buffs. Yes, scouts could be able to use mirror phantasm should they invest into it (many scouts have it already), and considering a raider can buff with offensive focus from the ranged tree in their weapon why can't a scout do the same? Stealth should share the same cooldown as camouflage however.
Decrease duration from 20 seconds to 15.
Decrease cooldown from 30 seconds to 20.
Lowered cooldown and duration to make it more useable.
Raider
Increase skill power per level from 20 to 45. Resulting in 1025 power at level 6 (max level)
The benefit of raising this skill is negligible so it should at least have extra power.
Screw Attack:Increase skill power per level from 75 to 100, resulting in 1200 skill power at level 4. (max level)
This skill has no status effect and slow casting, hence why the increase in power.
Plasma Falcon:Increase cooldown from 10 seconds to 14 seconds.
Increasing the cooldown on burn skills will make it less feasible for a raider to keep their target burned the entire fight.
Phoenix Slash:Increase cooldown from 4 seconds to 15 seconds.
Increasing the cooldown on burn skills will make it less feasible for a raider to keep their target burned the entire fight.
Flame Slash:
Increase cooldown from 6 seconds to 18 seconds.
Additional Status: 10% dodge down
Increasing the cooldown on burn skills will make it less feasible for a raider to keep their target burned the entire fight. Added a dodge down status due to raiders already having other burn skills (compared to the unique dual skill freezing assault).
Evasive Guard:
Change from 55% dodge, 40% defense buff to a 20% additional dodge 15% additional defense buff.
Increase cooldown from 40 seconds to 50 seconds.
When a katar raider uses cloak, it puts them in a good position for the duration of it, and a neutral position when it is over. When a Dual Raider uses Evasive guard, it puts them in a good position for the duration of it, but a bad position when it is over. This is why the dual raider should not lose their buffs and leave them extremely vulnerable when the skill ends.
New Status: Mute
Duration: 2 seconds
Success: 55% at level 1, increased by 5% per level resulting in 90% success at level 9.
Increase cooldown from 4 seconds to 11.
This skill is the dual counterpart to Katar's Crazy Style Slash, which comes with a useful status effect while Quick style assault had nothing.
Mental Storm:Decrease cooldown from 30 seconds to 25 seconds
The very long cooldowns are part of what make dual raiders underplayed compared to their katar brethren.
Enfeeblement:Decrease duration from 20 seconds to 10 seconds.
Decrease cooldown from 30 seconds to 10 seconds.
The very long cooldowns are part of what make dual raiders underplayed compared to their katar brethren.
**New Skill**
Lethal Blow: (active skill)
Description: Deliver a vicious attack to the enemy's vital area.
Reliable Weapon Attack
Max level: 5
Skill Power: 300 at level 1, increased by 200 per level maxing at 1100 power at level 5.
Range: active weapon range, single target
Status effect: Always crits.
Duration: ~
Cooldown: 60 seconds
Success rate: 100%
MP use: 300
Prerequisite: Sucker Punch level 1
Raiders' powerful skill.
Dealer
Common
Increase duration from 420 seconds to 600 seconds.
Offensive:
Increase duration from 420 seconds to 600 seconds.
Light Step:
Increase duration from 420 seconds to 600 seconds.
Bourgious:
Increase Attack speed buff from 25% to 50% at level 5.
Increase duration from 420 seconds to 600 seconds.
Jury Rigging:
Increase duration from 420 seconds to 600 seconds.
Illusion:
Increase duration from 420 seconds to 600 seconds.
Wind Step:
Increase duration from 420 seconds to 600 seconds.
Zulie Storm:
Give it an additional status of 2 second stealth on the user.
The user vanishes in a storm so it makes sense that the enemy won't see them briefly. Not to mention this skill is extremely slow casting as well.
Give the skill the ability to crit.
This skill is near useless as it has no status effect, is unreliable and takes 9 skill points to max.
Zulie StunIncrease success from 60% to 75%.
it is a only a 1 second stun for guns, compared launchers' two 2 second stuns at 35% and 80%.
Give it an additional status effect of burn.
Increase success rate from 35% to 50%.
Decrease duration from 2 seconds to 1 second.
The name of the skill makes it logical.
Speed up casting animation.
Give it a status effect of 2% defense down at level 1, increased by 1% each level maxing at 10% defense down at level 9.
Duration: 10 seconds
Increase cooldown from 5 seconds to 10 seconds.
This skill has no status effect, is slow casting and takes 24 points to max which are all spent on similar mediocre attack skills.
Decrease duration from 28 seconds to 15. At max level
With the change to damage over time skills, the long duration would prove to be overpowered with how much damage would be dealt.
Freezing Bullet: (active skill)
Description: Fire an incredibly chilling shot that will hinder an opponents motion.
Reliable Weapon Attack
Max level: 5
Skill Power: 800 at level 1, increased by 70 per level maxing at 1080 power at level 5.
Range: active weapon range, single target
Status effect: Mute, 60% attack speed down.
Duration: 2 seconds
Cooldown: 60 seconds
Success rate: 40% at level 1, increasing by 15% per level resulting in 100% success at level 5.
MP use: 300
Prerequisite: Ace Gunner level 18
Bourgious' powerful skill. The effect is strong but the duration kept very short as to not be overpowered.
Bombs
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Separate Cooldown
Acid Grenade: Poison ( 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Separate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Separate Cooldown
Napalm Explosive: Burn ( 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Suicide Explosive: Taunt (10m aoe radius) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Silencing Explosive: Mute (3 second duration) 100% success NO DAMAGE
Formerly Concussion Explosive
High Explosive: Magic Damage (1500 skill power) Separate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
This change will give the class many more options to choose from in combat, but also add a great amount of strategy when fighting. All grenades/bombs/explosives will keep be increased to a 10 second cooldown, however, all of them will share the same cooldown except for the non status ones. (which should be seperate).
Artisan
[spoiler]Poison Shot:
Decrease duration from 30 seconds to 15. At max level
With the change to damage over time skills, the long duration would prove to be overpowered with how much damage would be dealt.
**New Skill**Landmine: (summon)
40 summon gauge
Description: Tactically plant a mine on the battlefield that will explode when an unwary foe comes near.
Reliable Weapon Attack
Max level: 5
Skill Power: 300 at level 1, increased by 220 per level maxing at 1180 power at level 5.
Range: 10m aoe radius,
Status effect: 10% movement speed down at level 1, increased by 8% per level resulting in 42% mspeed down at level 5.
Duration: 10 seconds
Cooldown: 60 seconds
Success rate: 100%
MP use: 400
Prerequisite: Top Gunner level 18, Mercenary Employment level 1
[center] In order for the landmine to detonate, an enemy (be it player or monster) must step with 10m radius of it. On impact it will explode causing aoe damage and movement speed down. Once the landmine is removed (be it the player dieing, leaving the map or it exploding) they will be able to plant another one.
The landmines will detonate with damage based off the castors stats when they set it. Also, they will appear invisible on enemies screens, however decloaking within range will reveal the landmine, but not detonate it.
Anyway, that about sums up all I have come up with. Let me know your feedback and any suggestions you may have as well, I hope this one doesn't get completely overlooked.
Edited by Phish, 10 August 2011 - 02:47 PM.