I'm just using this space to jot down my notes taken and bugs found while testing Maestro/Wander skills (I'll mostly be focusing on Maestros for now however).
What will be here? I'll type up each skill description from inside the client, write what I would put as correct translations for the skill name and description if I feel it's incorrect, list my tests on the skill, possible bugs, and finally, my opinions. Eventually, I may use this info to make a guide. Feel free to update me with any corrects or things you've discovered while playing a performer! Also, if you don't like how I would fix the Engrish, spelling errors or poor grammar, tell me what you'd want to see.
I'll be updating this as my testing goes along so bear with me please.
edit: Looks like the names are going to be Maestro and Wanderer!
Items in bold are the skill names, black is what the description is in the client now, blue text is what I feel would be a better translation and description, and red text contains my comments. If a different color helps, let me know.
Now let's move on to the skills...
Basic Skills
Spoiler
Lesson
Reverberation
Dominion Impulse
Metalic Sound
Severe Rainstorm
Circling Nature
At Dead Hill
Despair Song
Voice Of Siren
Formless Spell
Gloomy Shyness
Lullaby
Harmonize
Rush To Windmill
Echo Song
Lesson
Spoiler
Prereqs: None
Levels: 10
Hidden facts: You must stand still for 10 seconds to get the extra SP regen. SP regen is 3+(3*skill level).
In the client:
Skill: Lesson
Description: Increase MSP and SP recovery speed. If skill level reaches above 5, enable to use Third-Song skills during casting Second-Play Skills or Ensemble skills.
[Lv 1]: MSP +30
[Lv 2]: MSP +60
[Lv 3]: MSP +90
[Lv 4]: MSP +120
[Lv 5]: MSP +150 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 6]: MSP +180 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 7]: MSP +210 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 8]: MSP +240 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 9]: MSP +270 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 10]: MSP +300 / Enable to use Third-Song skills during casting Second-Play Skills
Suggested corrections:
Skill: Voice Lessons
Description: Each level of this skill increases Max SP and increases SP recovery. Knowing level 5 or higher allows the Wanderer/Maestro to use Third Class skills while performing Second Class dances, songs, or ensembles.
[Lv 1]: Max SP +30, Recover 6 SP every 10 seconds.
[Lv 2]: Max SP +60, Recover 9 SP every 10 seconds.
[Lv 3]: Max SP +90, Recover 12 SP every 10 seconds.
[Lv 4]: Max SP +120, Recover 15 SP every 10 seconds.
[Lv 5]: Max SP +150, Recover 18 SP every 10 seconds.
[Lv 6]: Max SP +180, Recover 21 SP every 10 seconds.
[Lv 7]: Max SP +210, Recover 24 SP every 10 seconds.
[Lv 8]: Max SP +240, Recover 27 SP every 10 seconds.
[Lv 9]: Max SP +270, Recover 30 SP every 10 seconds.
[Lv 10]: Max SP +300, Recover 33 SP every 10 seconds.
My comments:
Voice Lessons seems to be the most appropriate skill name considering all the skills in the tree (other names could be Performance Lessons, Advanced Lessons, Stage Presence, or just Lessons, but I think Lesson isn't correct if we're being grammatically correct). It's also nice being able to do endless second class performances as long as you stand in one spot. Getting at least level 5 is a must IMO.
Prereqs: None
Levels: 10
Hidden facts: You must stand still for 10 seconds to get the extra SP regen. SP regen is 3+(3*skill level).
In the client:
Skill: Lesson
Description: Increase MSP and SP recovery speed. If skill level reaches above 5, enable to use Third-Song skills during casting Second-Play Skills or Ensemble skills.
[Lv 1]: MSP +30
[Lv 2]: MSP +60
[Lv 3]: MSP +90
[Lv 4]: MSP +120
[Lv 5]: MSP +150 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 6]: MSP +180 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 7]: MSP +210 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 8]: MSP +240 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 9]: MSP +270 / Enable to use Third-Song skills during casting Second-Play Skills
[Lv 10]: MSP +300 / Enable to use Third-Song skills during casting Second-Play Skills
Suggested corrections:
Skill: Voice Lessons
Description: Each level of this skill increases Max SP and increases SP recovery. Knowing level 5 or higher allows the Wanderer/Maestro to use Third Class skills while performing Second Class dances, songs, or ensembles.
[Lv 1]: Max SP +30, Recover 6 SP every 10 seconds.
[Lv 2]: Max SP +60, Recover 9 SP every 10 seconds.
[Lv 3]: Max SP +90, Recover 12 SP every 10 seconds.
[Lv 4]: Max SP +120, Recover 15 SP every 10 seconds.
[Lv 5]: Max SP +150, Recover 18 SP every 10 seconds.
[Lv 6]: Max SP +180, Recover 21 SP every 10 seconds.
[Lv 7]: Max SP +210, Recover 24 SP every 10 seconds.
[Lv 8]: Max SP +240, Recover 27 SP every 10 seconds.
[Lv 9]: Max SP +270, Recover 30 SP every 10 seconds.
[Lv 10]: Max SP +300, Recover 33 SP every 10 seconds.
My comments:
Voice Lessons seems to be the most appropriate skill name considering all the skills in the tree (other names could be Performance Lessons, Advanced Lessons, Stage Presence, or just Lessons, but I think Lesson isn't correct if we're being grammatically correct). It's also nice being able to do endless second class performances as long as you stand in one spot. Getting at least level 5 is a must IMO.
Reverberation
Spoiler
Prereqs: Unchained Serenade 5
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: None
Hidden Data: The attack portion can miss if you don't have enough HIT to hit the target, similar to SD.
In the client:
Skill: Reverberation
Description: Generate high-frequency waves on 1 spot, so if any target reaches out to the wave or skill duration ends, it gives scattered damages to all enemies inside 3 x 3 cells. This skill can be removed by long distance attack or magic attack. Maximum 3 Reverberations can be set on the ground.
[Lv 1]: ATK 400% + MATK 200%
[Lv 1]: ATK 500% + MATK 300%
[Lv 1]: ATK 600% + MATK 400%
[Lv 1]: ATK 700% + MATK 500%
[Lv 1]: ATK 800% + MATK 600%
Suggested corrections:
Skill: Reverberation
Description: Generate a high-frequency sound wave and place it up to 10 cells away. If an enemy touches the cell, it will explode, splitting the damage it causes across all enemies in a 3 x 3 area. If nothing comes in contact with the sound wave, it will explode on its own after 10 seconds. The sound wave can be attacked and destroyed by ranged or magic attacks and a maximum of 3 Reverberations can be set on the ground at any one time.
[Lv 1]: ATK 400% + MATK 200%
[Lv 1]: ATK 500% + MATK 300%
[Lv 1]: ATK 600% + MATK 400%
[Lv 1]: ATK 700% + MATK 500%
[Lv 1]: ATK 800% + MATK 600%
My comments:
I like this skill, especially since you can place it right under the target. I'd like to test to see if ailments can be passed along through this skill with cards. My biggest problem however is that it splits the damage across multiple targets which I really don't like. It was the reason I could never get into my Throw Huuma Ninja (even though I hear it is changed in Renewal so it will not split damage). In order it to be justified I feel it would have to be increased in damage 3-4 times which would then make it quite over powered on a single target. My suggestion would be to leave the damage modifiers, and allow it to chain similar to how Chain Lightning works (which would fit the skill perfectly considering the definition of a Reverberation). Chaining off of 3-5 targets in rapid succession would be cool. Better yet, let the level determine the number of targets it will chain off of (1 for level 1 and 5 for level 5).
Prereqs: Unchained Serenade 5
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: None
Hidden Data: The attack portion can miss if you don't have enough HIT to hit the target, similar to SD.
In the client:
Skill: Reverberation
Description: Generate high-frequency waves on 1 spot, so if any target reaches out to the wave or skill duration ends, it gives scattered damages to all enemies inside 3 x 3 cells. This skill can be removed by long distance attack or magic attack. Maximum 3 Reverberations can be set on the ground.
[Lv 1]: ATK 400% + MATK 200%
[Lv 1]: ATK 500% + MATK 300%
[Lv 1]: ATK 600% + MATK 400%
[Lv 1]: ATK 700% + MATK 500%
[Lv 1]: ATK 800% + MATK 600%
Suggested corrections:
Skill: Reverberation
Description: Generate a high-frequency sound wave and place it up to 10 cells away. If an enemy touches the cell, it will explode, splitting the damage it causes across all enemies in a 3 x 3 area. If nothing comes in contact with the sound wave, it will explode on its own after 10 seconds. The sound wave can be attacked and destroyed by ranged or magic attacks and a maximum of 3 Reverberations can be set on the ground at any one time.
[Lv 1]: ATK 400% + MATK 200%
[Lv 1]: ATK 500% + MATK 300%
[Lv 1]: ATK 600% + MATK 400%
[Lv 1]: ATK 700% + MATK 500%
[Lv 1]: ATK 800% + MATK 600%
My comments:
I like this skill, especially since you can place it right under the target. I'd like to test to see if ailments can be passed along through this skill with cards. My biggest problem however is that it splits the damage across multiple targets which I really don't like. It was the reason I could never get into my Throw Huuma Ninja (even though I hear it is changed in Renewal so it will not split damage). In order it to be justified I feel it would have to be increased in damage 3-4 times which would then make it quite over powered on a single target. My suggestion would be to leave the damage modifiers, and allow it to chain similar to how Chain Lightning works (which would fit the skill perfectly considering the definition of a Reverberation). Chaining off of 3-5 targets in rapid succession would be cool. Better yet, let the level determine the number of targets it will chain off of (1 for level 1 and 5 for level 5).
Dominion Impulse
Spoiler
Prereqs: Reverberation 1
Levels: 1
Cast Time: None
After Cast Delay: 1 second
Reuse Delay: None
HIdden Data: The area this skill affects is the 11x11 area where you target the skill, not from the caster himself. This allows you to trigger Reverberations that are fairly far away.
In the client:
Skill: Dominion Impulse
Description: Activate any Reverberations immediately that is already generated on the ground inside 11 x 11 cells range. It can also activate other caster's Reverberations that are already generated on the ground.
Suggested corrections:
Skills: Dominion Impulse
Description: Release a powerful scream that will activate all Reverberations within 10 cells of the skill's target location. It will also activate Reverberations left by other Maestros or Wanderers.
My comments:
Since they took away the chaos affect from Metallic Sound, I'd like to see them add it to this skill simply because of it's limited usefullness since you can place reverbs directly beneath targets and have them activate. Or maybe if an enemy gets hit with a reverb set off by this skill, they'll be stunned or given some other status. What I need to test is whether activating someone elses reverb will damage them on pvp/woe maps. This skill would be that much better if my suggestions for Reverberation were made a reality.
Prereqs: Reverberation 1
Levels: 1
Cast Time: None
After Cast Delay: 1 second
Reuse Delay: None
HIdden Data: The area this skill affects is the 11x11 area where you target the skill, not from the caster himself. This allows you to trigger Reverberations that are fairly far away.
In the client:
Skill: Dominion Impulse
Description: Activate any Reverberations immediately that is already generated on the ground inside 11 x 11 cells range. It can also activate other caster's Reverberations that are already generated on the ground.
Suggested corrections:
Skills: Dominion Impulse
Description: Release a powerful scream that will activate all Reverberations within 10 cells of the skill's target location. It will also activate Reverberations left by other Maestros or Wanderers.
My comments:
Since they took away the chaos affect from Metallic Sound, I'd like to see them add it to this skill simply because of it's limited usefullness since you can place reverbs directly beneath targets and have them activate. Or maybe if an enemy gets hit with a reverb set off by this skill, they'll be stunned or given some other status. What I need to test is whether activating someone elses reverb will damage them on pvp/woe maps. This skill would be that much better if my suggestions for Reverberation were made a reality.
Metalic Sound
Spoiler
Prereqs: Dominion Impulse 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 5 seconds
HIddent Data: damage = MATK * ( ( 120 * SkillLv ) + ( 55 * LessonLv ) )%. Splits the damage in to 2 hits for levels 1 and 2, 3 hits for levels 3 and 4, and 4 hits for level 5.
In the client:
Skill: Metalic Sound
Description: Shout high-pitched sounds to 1 target to damage its HP and SP along with giving chaos. Give more damages to an enemy that is in a sleep. Increase damage according to lesson skill level.
[Lv 1]: MATK 120% + Additional damage depending on lesson skill level.
[Lv 2]: MATK 240% + Additional damage depending on lesson skill level.
[Lv 3]: MATK 360% + Additional damage depending on lesson skill level.
[Lv 4]: MATK 480% + Additional damage depending on lesson skill level.
[Lv 5]: MATK 600% + Additional damage depending on lesson skill level.
Suggested corrections:
Skill: Metallic Sound
Description: Shout a high pitched sound to damage a single target's HP and SP. This skill will cause more damage to enemies affected by Deep Sleep. The level of Voice Lessons learned increases damage drastically.
[Lv 1]: MATK (120 + LessonsLv * 55)% divided into 2 hits.
[Lv 2]: MATK (240 + LessonsLv * 55)% divided into 2 hits.
[Lv 3]: MATK (360 + LessonsLv * 55)% divided into 3 hits.
[Lv 4]: MATK (480 + LessonsLv * 55)% divided into 3 hits.
[Lv 5]: MATK (600 + LessonsLv * 55)% divided into 4 hits.
My comments:
More than doubles the damage in PVP on enemies in Deep Sleep status. Doesn't double the SP taken though. Lesson actually adds a great deal to the damage. Level 1 Metallic Sound with level 1 Lessons and no weapon did 662 damage. With level 10 Lesson, the damage jumped to 2656. Damage was 4400 with Level 5 and maxed Lesson, while it was only 2400 with level 1 Lesson. Considering damage that other 3rd classes can deal, I'd like to see the damage go up (maybe 3x), as it would be a nice skill for full support Maestros. One thing I did notice, is that the skill will miss if you're MATK is too low compared to the target. After lots of use, however, this skill seems quite underpowered in PvP and PvM.
Prereqs: Dominion Impulse 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 5 seconds
HIddent Data: damage = MATK * ( ( 120 * SkillLv ) + ( 55 * LessonLv ) )%. Splits the damage in to 2 hits for levels 1 and 2, 3 hits for levels 3 and 4, and 4 hits for level 5.
In the client:
Skill: Metalic Sound
Description: Shout high-pitched sounds to 1 target to damage its HP and SP along with giving chaos. Give more damages to an enemy that is in a sleep. Increase damage according to lesson skill level.
[Lv 1]: MATK 120% + Additional damage depending on lesson skill level.
[Lv 2]: MATK 240% + Additional damage depending on lesson skill level.
[Lv 3]: MATK 360% + Additional damage depending on lesson skill level.
[Lv 4]: MATK 480% + Additional damage depending on lesson skill level.
[Lv 5]: MATK 600% + Additional damage depending on lesson skill level.
Suggested corrections:
Skill: Metallic Sound
Description: Shout a high pitched sound to damage a single target's HP and SP. This skill will cause more damage to enemies affected by Deep Sleep. The level of Voice Lessons learned increases damage drastically.
[Lv 1]: MATK (120 + LessonsLv * 55)% divided into 2 hits.
[Lv 2]: MATK (240 + LessonsLv * 55)% divided into 2 hits.
[Lv 3]: MATK (360 + LessonsLv * 55)% divided into 3 hits.
[Lv 4]: MATK (480 + LessonsLv * 55)% divided into 3 hits.
[Lv 5]: MATK (600 + LessonsLv * 55)% divided into 4 hits.
My comments:
More than doubles the damage in PVP on enemies in Deep Sleep status. Doesn't double the SP taken though. Lesson actually adds a great deal to the damage. Level 1 Metallic Sound with level 1 Lessons and no weapon did 662 damage. With level 10 Lesson, the damage jumped to 2656. Damage was 4400 with Level 5 and maxed Lesson, while it was only 2400 with level 1 Lesson. Considering damage that other 3rd classes can deal, I'd like to see the damage go up (maybe 3x), as it would be a nice skill for full support Maestros. One thing I did notice, is that the skill will miss if you're MATK is too low compared to the target. After lots of use, however, this skill seems quite underpowered in PvP and PvM.
Severe Rainstorm
Spoiler
Prereqs: Melody Strike 5
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 5 seconds
Hidden Data: Damage according to Doddler: (SkillLv * 40 + Dex) * Base/100 + Agi/4
In the client:
Skill: Severe Rainstorm
Description: Exclusive skill for Arrow users. Shoot a volley of arrows into the air and generate arrow shower within 11 x 11 cells. Increase damage depending on caster's AGI/DEX. Consume 20 arrows to activate the skill. Required to have minimum 20 arrows, otherwise it won't be activated.
[Lv 1]: 1 Strike per 0.3 sec. / Duration 0.9 sec.
[Lv 2]: 1 Strike per 0.3 sec. / Duration 1.5 sec.
[Lv 3]: 1 Strike per 0.3 sec. / Duration 2.1 sec.
[Lv 4]: 1 Strike per 0.3 sec. / Duration 2.7 sec.
[Lv 5]: 1 Strike per 0.3 sec. / Duration 3 sec.
Suggested corrections:
Skill: Severe Rainstorm
Description: Shoot a volley of arrows into the air and rain down arrows on enemies in a 11 x 11 area. Damage is increased depending on caster's Base Level, AGI and DEX stats. The skill consumes 20 arrows and will fail otherwise.
[Lv 1]: Duration 0.9 sec.
[Lv 2]: Duration 1.5 sec.
[Lv 3]: Duration 2.1 sec.
[Lv 4]: Duration 2.7 sec.
[Lv 5]: Duration 3.3 sec.
My comments:
Kinda OP lol. The original description states arrow users, either this is mistranslation or the skill is actually bugged and it doesn't matter if you have a bow or instrument equipped as long as you have arrows (lol yeah right I can only wish).It's also weird that each level of the skill increases the duration by 0.6 seconds except for the last level (I'll need to test to see if it's actually 3.3 seconds). I really don't know the reason for disallowing this skill with instruments. If it's because of the use of a shield, then lower the damage if using an instrument similar to the Rogue's Backstab with a bow. Or make 2 handed weapons out of the cello and harp. Or, because I feel that Ranger bow skills are a bit weak, swap the damage modifiers for Arrow Storm and Severe Rainstorm. I'm sure that would make Rangers happy, and me too if I can avoid using bows.
Prereqs: Melody Strike 5
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 5 seconds
Hidden Data: Damage according to Doddler: (SkillLv * 40 + Dex) * Base/100 + Agi/4
In the client:
Skill: Severe Rainstorm
Description: Exclusive skill for Arrow users. Shoot a volley of arrows into the air and generate arrow shower within 11 x 11 cells. Increase damage depending on caster's AGI/DEX. Consume 20 arrows to activate the skill. Required to have minimum 20 arrows, otherwise it won't be activated.
[Lv 1]: 1 Strike per 0.3 sec. / Duration 0.9 sec.
[Lv 2]: 1 Strike per 0.3 sec. / Duration 1.5 sec.
[Lv 3]: 1 Strike per 0.3 sec. / Duration 2.1 sec.
[Lv 4]: 1 Strike per 0.3 sec. / Duration 2.7 sec.
[Lv 5]: 1 Strike per 0.3 sec. / Duration 3 sec.
Suggested corrections:
Skill: Severe Rainstorm
Description: Shoot a volley of arrows into the air and rain down arrows on enemies in a 11 x 11 area. Damage is increased depending on caster's Base Level, AGI and DEX stats. The skill consumes 20 arrows and will fail otherwise.
[Lv 1]: Duration 0.9 sec.
[Lv 2]: Duration 1.5 sec.
[Lv 3]: Duration 2.1 sec.
[Lv 4]: Duration 2.7 sec.
[Lv 5]: Duration 3.3 sec.
My comments:
Kinda OP lol. The original description states arrow users, either this is mistranslation or the skill is actually bugged and it doesn't matter if you have a bow or instrument equipped as long as you have arrows (lol yeah right I can only wish).
Circling Nature
Spoiler
Prereqs: Lesson 1
Levels: 5
Cast Time: 1.5
After Cast Delay: 1 second
Reuse Delay: 15 seconds
HIdden Data: Only usuable on PvP maps.
In the client:
Skill: Circling Nature
Description: Exclusive skill for Whip Class/musical instruments. Give circling nature effect to all enemies within certain range. It continuously drains certain amount of target's SP per second, but recovers target's HP. If the target's SP is all drained, then the skill is canceled immediately.
[Lv 1]: Skill Range 7 x 7 / SP 4 Consume per sec./HP 40 recovery per sec.
[Lv 2]: Skill Range 9 x 9 / SP 8 Consume per sec./HP 80 recovery per sec.
[Lv 3]: Skill Range 11 x 11 / SP 12 Consume per sec./HP 120 recovery per sec.
[Lv 4]: Skill Range 13 x 13 / SP 16 Consume per sec./HP 160 recovery per sec.
[Lv 5]: Skill Range 15 x 15 / SP 20 Consume per sec./HP 200 recovery per sec.
Suggested corrections:
Skill: Circle of Nature
Description: Display the power of the Circle of Nature by draining a certain amount of SP from all targets in a certain range, while recovering the target's HP. If the target's SP is completely drained, then the skills effect will be cancelled. This skill is only usable in PvP maps and affects all players in range. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 7x7 / Consumes 4 SP and recovers 40 HP per sec.
[Lv 2]: Skill Range 9x9 / Consumes 8 SP and recovers 80 HP per sec.
[Lv 3]: Skill Range 11x11 / Consumes 12 SP and recovers 120 HP per sec.
[Lv 4]: Skill Range 13x13 / Consumes 16 SP and recovers 160 HP per sec.
[Lv 5]: Skill Range 15x15 / Consumes 20 SP and recovers 200 HP per sec.
My comments:
This has to be a bug that you can only use this on PvP maps. Or, it's a bug that it affects allies if it's really meant to be a debuff. Either way, I really don't like this skill the way it is. It's not a very good SP drain debuff and not a very good healing buff. My suggestion of course would be to have the amount of sp taken decreased per level and make a party buff. Better yet, let it drain the SP of enemies in the AoE, while it heals allies.
Prereqs: Lesson 1
Levels: 5
Cast Time: 1.5
After Cast Delay: 1 second
Reuse Delay: 15 seconds
HIdden Data: Only usuable on PvP maps.
In the client:
Skill: Circling Nature
Description: Exclusive skill for Whip Class/musical instruments. Give circling nature effect to all enemies within certain range. It continuously drains certain amount of target's SP per second, but recovers target's HP. If the target's SP is all drained, then the skill is canceled immediately.
[Lv 1]: Skill Range 7 x 7 / SP 4 Consume per sec./HP 40 recovery per sec.
[Lv 2]: Skill Range 9 x 9 / SP 8 Consume per sec./HP 80 recovery per sec.
[Lv 3]: Skill Range 11 x 11 / SP 12 Consume per sec./HP 120 recovery per sec.
[Lv 4]: Skill Range 13 x 13 / SP 16 Consume per sec./HP 160 recovery per sec.
[Lv 5]: Skill Range 15 x 15 / SP 20 Consume per sec./HP 200 recovery per sec.
Suggested corrections:
Skill: Circle of Nature
Description: Display the power of the Circle of Nature by draining a certain amount of SP from all targets in a certain range, while recovering the target's HP. If the target's SP is completely drained, then the skills effect will be cancelled. This skill is only usable in PvP maps and affects all players in range. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 7x7 / Consumes 4 SP and recovers 40 HP per sec.
[Lv 2]: Skill Range 9x9 / Consumes 8 SP and recovers 80 HP per sec.
[Lv 3]: Skill Range 11x11 / Consumes 12 SP and recovers 120 HP per sec.
[Lv 4]: Skill Range 13x13 / Consumes 16 SP and recovers 160 HP per sec.
[Lv 5]: Skill Range 15x15 / Consumes 20 SP and recovers 200 HP per sec.
My comments:
This has to be a bug that you can only use this on PvP maps. Or, it's a bug that it affects allies if it's really meant to be a debuff. Either way, I really don't like this skill the way it is. It's not a very good SP drain debuff and not a very good healing buff. My suggestion of course would be to have the amount of sp taken decreased per level and make a party buff. Better yet, let it drain the SP of enemies in the AoE, while it heals allies.
At Dead Hill
Spoiler
Prereqs: Circling Nature 3
Levels: 5
Cast Time: 3.5 - (0.5 * SkillLv) seconds
After Cast Delay: 1 second
Reuse Delay: None
In the client:
Skill: At Dead Hill
Description: Exclusive skill for Whip Class/musical instrments. This skill revives 1 dead player. The revived player gains some HP that equals to SP amount that remained when player was in death state. If the player had 0 SP before revival, then the revived player gains 1 HP. Consumes 1 [Heartbroken Tears]
[Lv 1]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 2]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 3]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 4]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 5]: Chance of Success 90% / Consume 50% of SP from revival target
Suggested corrections:
Skill: Valley of Death
Description: Recite a sacred poem to revive a dead companion. The revived player will have HP equal to the SP they had while dead. If the player had 0 SP before revival, then they will be revived with 1 HP. An instrument/whip is required to cast this skill, and this skill consumes 1 [Regrettable Tear].
[Lv 1]: Chance of Success 90% / Consume 50% of SP from target
[Lv 2]: Chance of Success 92% / Consume 40% of SP from target
[Lv 3]: Chance of Success 94% / Consume 30% of SP from target
[Lv 4]: Chance of Success 96% / Consume 20% of SP from target
[Lv 5]: Chance of Success 98% / Consume 10% of SP from target
My comments:
Nice that someone else gets a res skill. Too bad there's a cast time on all levels ><.
Prereqs: Circling Nature 3
Levels: 5
Cast Time: 3.5 - (0.5 * SkillLv) seconds
After Cast Delay: 1 second
Reuse Delay: None
In the client:
Skill: At Dead Hill
Description: Exclusive skill for Whip Class/musical instrments. This skill revives 1 dead player. The revived player gains some HP that equals to SP amount that remained when player was in death state. If the player had 0 SP before revival, then the revived player gains 1 HP. Consumes 1 [Heartbroken Tears]
[Lv 1]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 2]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 3]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 4]: Chance of Success 90% / Consume 50% of SP from revival target
[Lv 5]: Chance of Success 90% / Consume 50% of SP from revival target
Suggested corrections:
Skill: Valley of Death
Description: Recite a sacred poem to revive a dead companion. The revived player will have HP equal to the SP they had while dead. If the player had 0 SP before revival, then they will be revived with 1 HP. An instrument/whip is required to cast this skill, and this skill consumes 1 [Regrettable Tear].
[Lv 1]: Chance of Success 90% / Consume 50% of SP from target
[Lv 2]: Chance of Success 92% / Consume 40% of SP from target
[Lv 3]: Chance of Success 94% / Consume 30% of SP from target
[Lv 4]: Chance of Success 96% / Consume 20% of SP from target
[Lv 5]: Chance of Success 98% / Consume 10% of SP from target
My comments:
Nice that someone else gets a res skill. Too bad there's a cast time on all levels ><.
Despair Song
Spoiler
Prereqs: Lesson 1
Levels: 5
Cast Time: 2.5 seconds
After Cast Delay: None
Reuse Delay: None
Hidden Data: Can place it directly beneath an enemy. Can only place 5 at a time.
In the client:
Skill: Despair Song
Description: Exclusive skill for Whip Class/musical instrments. Generate special sound wave on the ground and immobilize all enemies that are within 3 x 3 cells. Maximum 5 skills can be generated at the same time. Nullified to use on MVP monsters. Decrease skill duration depending on target's level. Consume 1 [Protect Neck Candy].
[Lv 1]: Effect Duration 8 sec. / Sound Wave Duration 9 sec.
[Lv 2]: Effect Duration 10 sec. / Sound Wave Duration 11 sec.
[Lv 3]: Effect Duration 12 sec. / Sound Wave Duration 13 sec.
[Lv 4]: Effect Duration 14 sec. / Sound Wave Duration 15 sec.
[Lv 5]: Effect Duration 16 sec. / Sound Wave Duration 17 sec.
Suggested corrections:
Skill: Despair Song
Description: Generate a special sound wave on the ground that will immobilize anyone that steps over it. The activation range is 3 x 3 cells and it can affect anyone. A maximum of 5 can be placed at the same time. The skill does not work on MVP monsters and the time of immobility decreases with the target's base level. An instrument/whip is required to cast this skill and it consumes 1 [Lozenge]. Not usable in towns.
[Lv 1]: Effect Duration 8 sec. / Sound Wave Duration 9 sec.
[Lv 2]: Effect Duration 10 sec. / Sound Wave Duration 11 sec.
[Lv 3]: Effect Duration 12 sec. / Sound Wave Duration 13 sec.
[Lv 4]: Effect Duration 14 sec. / Sound Wave Duration 15 sec.
[Lv 5]: Effect Duration 16 sec. / Sound Wave Duration 17 sec.
My comments:
I need to test whether this skill works on hidden targets and whether it will really trap all targets in the AoE (tested: it does work on hidden targets but it only affects one monster/player at a time). This seems like it would be a good skill to have in WoE, especially if my previous sentence turns out to be true (tested: it is a nice skill in siege, but it can affect allies just like hunter traps so be warned!). Looks like they went for Despair Song for the name.
Prereqs: Lesson 1
Levels: 5
Cast Time: 2.5 seconds
After Cast Delay: None
Reuse Delay: None
Hidden Data: Can place it directly beneath an enemy. Can only place 5 at a time.
In the client:
Skill: Despair Song
Description: Exclusive skill for Whip Class/musical instrments. Generate special sound wave on the ground and immobilize all enemies that are within 3 x 3 cells. Maximum 5 skills can be generated at the same time. Nullified to use on MVP monsters. Decrease skill duration depending on target's level. Consume 1 [Protect Neck Candy].
[Lv 1]: Effect Duration 8 sec. / Sound Wave Duration 9 sec.
[Lv 2]: Effect Duration 10 sec. / Sound Wave Duration 11 sec.
[Lv 3]: Effect Duration 12 sec. / Sound Wave Duration 13 sec.
[Lv 4]: Effect Duration 14 sec. / Sound Wave Duration 15 sec.
[Lv 5]: Effect Duration 16 sec. / Sound Wave Duration 17 sec.
Suggested corrections:
Skill: Despair Song
Description: Generate a special sound wave on the ground that will immobilize anyone that steps over it. The activation range is 3 x 3 cells and it can affect anyone. A maximum of 5 can be placed at the same time. The skill does not work on MVP monsters and the time of immobility decreases with the target's base level. An instrument/whip is required to cast this skill and it consumes 1 [Lozenge]. Not usable in towns.
[Lv 1]: Effect Duration 8 sec. / Sound Wave Duration 9 sec.
[Lv 2]: Effect Duration 10 sec. / Sound Wave Duration 11 sec.
[Lv 3]: Effect Duration 12 sec. / Sound Wave Duration 13 sec.
[Lv 4]: Effect Duration 14 sec. / Sound Wave Duration 15 sec.
[Lv 5]: Effect Duration 16 sec. / Sound Wave Duration 17 sec.
My comments:
I need to test whether this skill works on hidden targets and whether it will really trap all targets in the AoE (tested: it does work on hidden targets but it only affects one monster/player at a time). This seems like it would be a good skill to have in WoE, especially if my previous sentence turns out to be true (tested: it is a nice skill in siege, but it can affect allies just like hunter traps so be warned!). Looks like they went for Despair Song for the name.
Voice Of Siren
Spoiler
Prereqs: Despair Song 3
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 5 Seconds
In the client:
Skill: Voice of Siren
Description: Exclusive skill for Whip Class/musical instruments. Tempt all enemies that are within 11 x 11 cells to be fallen love with caster. To monsters, monsters are disabled to attack the target. To enemies, they can not make a target on the caster during the skill casting (Except Caster). Effected target shows 'Heart emoticon'. Decrease skill duration depending on target's level. Skill is canceled once the target receives damage.
[Lv 1]: Skill Range 5 x 5 / Skill Duration 15 sec.
[Lv 2]: Skill Range 7 x 7 / Skill Duration 18 sec.
[Lv 3]: Skill Range 9 x 9 / Skill Duration 21 sec.
[Lv 4]: Skill Range 11 x 11 / Skill Duration 24 sec.
[Lv 5]: Skill Range 13 x 13 / Skill Duration 27 sec.
Suggested corrections:
Skill: Siren's Voice
Description: Tempt all enemies that are within range to fall hopelessly in love with the caster. Monsters will be unable to attack or target the caster with skills. Affected targets show the 'Heart emoticon'. The duration of this skill is reduced based on the target's base level and the skill is cancelled once the target receives damage. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 5 x 5 / Skill Duration 15 sec.
[Lv 2]: Skill Range 7 x 7 / Skill Duration 18 sec.
[Lv 3]: Skill Range 9 x 9 / Skill Duration 21 sec.
[Lv 4]: Skill Range 11 x 11 / Skill Duration 24 sec.
[Lv 5]: Skill Range 13 x 13 / Skill Duration 27 sec.
My comments:
Nice skill. Not much else to say about it besides that yet! Hotkey a bow and whip, SR and this and you have instant solo ability!
Prereqs: Despair Song 3
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 5 Seconds
In the client:
Skill: Voice of Siren
Description: Exclusive skill for Whip Class/musical instruments. Tempt all enemies that are within 11 x 11 cells to be fallen love with caster. To monsters, monsters are disabled to attack the target. To enemies, they can not make a target on the caster during the skill casting (Except Caster). Effected target shows 'Heart emoticon'. Decrease skill duration depending on target's level. Skill is canceled once the target receives damage.
[Lv 1]: Skill Range 5 x 5 / Skill Duration 15 sec.
[Lv 2]: Skill Range 7 x 7 / Skill Duration 18 sec.
[Lv 3]: Skill Range 9 x 9 / Skill Duration 21 sec.
[Lv 4]: Skill Range 11 x 11 / Skill Duration 24 sec.
[Lv 5]: Skill Range 13 x 13 / Skill Duration 27 sec.
Suggested corrections:
Skill: Siren's Voice
Description: Tempt all enemies that are within range to fall hopelessly in love with the caster. Monsters will be unable to attack or target the caster with skills. Affected targets show the 'Heart emoticon'. The duration of this skill is reduced based on the target's base level and the skill is cancelled once the target receives damage. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 5 x 5 / Skill Duration 15 sec.
[Lv 2]: Skill Range 7 x 7 / Skill Duration 18 sec.
[Lv 3]: Skill Range 9 x 9 / Skill Duration 21 sec.
[Lv 4]: Skill Range 11 x 11 / Skill Duration 24 sec.
[Lv 5]: Skill Range 13 x 13 / Skill Duration 27 sec.
My comments:
Nice skill. Not much else to say about it besides that yet! Hotkey a bow and whip, SR and this and you have instant solo ability!
Formless Spell
Spoiler
Prereqs: Despair Song 1
Levels: 5
Cast Time: None, but you do experience the cast time for the skill chosen when you use it.
After Cast Delay: 1 second
Reuse Delay: 3 seconds
Hidden Data: You don't need catalysts, but you do suffer the normal cast delays for the skills used. Waterball is always capped at level 5. There's no time limit to casting the skill you get as long as you don't right click or click on something or use another skill.
In the client:
Skill: Formless Spell
Description: Generate 1 magic spell attack of Magician or Wizard and activate it. All required catalyst items to generate the magic spell are ignored.
[Lv 1]: Activate one of level 5 magic spells randomly
[Lv 2]: Activate one of level 6 magic spells randomly
[Lv 3]: Activate one of level 7 magic spells randomly
[Lv 4]: Activate one of level 8 magic spells randomly
[Lv 5]: Activate one of level 9 magic spells randomly
Suggested corrections:
Skill: Improvised Song
Description: Generate 1 Mage or Wizard spell and activate it. All required catalyst items needed to generate the spell are ignored.
[Lv 1]: Randomly activate a level 5 spell.
[Lv 2]: Randomly activate a level 6 spell.
[Lv 3]: Randomly activate a level 7 spell.
[Lv 4]: Randomly activate a level 8 spell.
[Lv 5]: Randomly activate a level 9 spell.
My comments:
NIce, except for the fact that there are no instrments that give magic attack except through upgrade. However, even a +10 level 4 weapon will only give 70 MATK. Much lower than most rod weapons. Fun to use in PvM, but not very practical because of the randomness. Edit: looks like there are whips/instruments that will have MATK in the future!
Prereqs: Despair Song 1
Levels: 5
Cast Time: None, but you do experience the cast time for the skill chosen when you use it.
After Cast Delay: 1 second
Reuse Delay: 3 seconds
Hidden Data: You don't need catalysts, but you do suffer the normal cast delays for the skills used. Waterball is always capped at level 5. There's no time limit to casting the skill you get as long as you don't right click or click on something or use another skill.
In the client:
Skill: Formless Spell
Description: Generate 1 magic spell attack of Magician or Wizard and activate it. All required catalyst items to generate the magic spell are ignored.
[Lv 1]: Activate one of level 5 magic spells randomly
[Lv 2]: Activate one of level 6 magic spells randomly
[Lv 3]: Activate one of level 7 magic spells randomly
[Lv 4]: Activate one of level 8 magic spells randomly
[Lv 5]: Activate one of level 9 magic spells randomly
Suggested corrections:
Skill: Improvised Song
Description: Generate 1 Mage or Wizard spell and activate it. All required catalyst items needed to generate the spell are ignored.
[Lv 1]: Randomly activate a level 5 spell.
[Lv 2]: Randomly activate a level 6 spell.
[Lv 3]: Randomly activate a level 7 spell.
[Lv 4]: Randomly activate a level 8 spell.
[Lv 5]: Randomly activate a level 9 spell.
My comments:
NIce, except for the fact that there are no instrments that give magic attack except through upgrade. However, even a +10 level 4 weapon will only give 70 MATK. Much lower than most rod weapons. Fun to use in PvM, but not very practical because of the randomness. Edit: looks like there are whips/instruments that will have MATK in the future!
Gloomy Shyness
Spoiler
Prereqs: Formless Spell 1
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 3 seconds
Hidden Data: This skill is a party skill, meaning you have to shift click to use it on enemies.
In the client:
Skill: Gloomy Shyness
Description: Exclusive skill for Whip Class/musical instruments. Increase specific skill's damage but decrease target's flee rate and attack speed. The skills that are effected by Gloomy Shyness: [Brandish Spear/Clashing Spiral/Smite/Shield Boomerang/Rapid Smiting/Shield Press] If the target doesn't have those skills, then the target only gets flee rate and attack speed penalty. Enabled to use to caster's guild members or party members.
[Lv 1]: Flee Rate -5 / Attack Speed - 3%
[Lv 2]: Flee Rate -10 / Attack Speed - 6%
[Lv 3]: Flee Rate -15 / Attack Speed - 9%
[Lv 4]: Flee Rate -25 / Attack Speed - 12%
[Lv 5]: Flee Rate -30 / Attack Speed - 15%
Suggested corrections:
Skill: Gloomy Day
Description: Cast this skill on a target to increase the damage of specific skills (Brandish Spear, Clashing Spiral, Smite, Shield Boomerang, Rapid Smite, or Shield Press). If the target doesn't have one of these skills, then the target receives a flee rate and attack speed penalty. An instrument/whip is required to cast this skill.
[Lv 1]: Flee Rate -5 / Attack Speed -3%
[Lv 2]: Flee Rate -10 / Attack Speed -6%
[Lv 3]: Flee Rate -15 / Attack Speed -9%
[Lv 4]: Flee Rate -20 / Attack Speed -12%
[Lv 5]: Flee Rate -25 / Attack Speed -15%
My comments:
No idea why it was changed to Gloomy Shyness. I need to check on those flee and attack speed reductions as the flee ones don't scale properly in the description. Anyway, I saw a Rune Knight doing 15K+ damage a hit (x5) using Clashing with this buff active in PvP. I've tested in siege, not having this skill is a deal breaker, as little as a duo of well geared Knights with this can wipe a guild. Probably our best skill for siege currently, max it and use it on everyone except enemy swordsmen. Also, this skill is stackable with other Performer buffs (SNF being the one I'd like to see).
Prereqs: Formless Spell 1
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 3 seconds
Hidden Data: This skill is a party skill, meaning you have to shift click to use it on enemies.
In the client:
Skill: Gloomy Shyness
Description: Exclusive skill for Whip Class/musical instruments. Increase specific skill's damage but decrease target's flee rate and attack speed. The skills that are effected by Gloomy Shyness: [Brandish Spear/Clashing Spiral/Smite/Shield Boomerang/Rapid Smiting/Shield Press] If the target doesn't have those skills, then the target only gets flee rate and attack speed penalty. Enabled to use to caster's guild members or party members.
[Lv 1]: Flee Rate -5 / Attack Speed - 3%
[Lv 2]: Flee Rate -10 / Attack Speed - 6%
[Lv 3]: Flee Rate -15 / Attack Speed - 9%
[Lv 4]: Flee Rate -25 / Attack Speed - 12%
[Lv 5]: Flee Rate -30 / Attack Speed - 15%
Suggested corrections:
Skill: Gloomy Day
Description: Cast this skill on a target to increase the damage of specific skills (Brandish Spear, Clashing Spiral, Smite, Shield Boomerang, Rapid Smite, or Shield Press). If the target doesn't have one of these skills, then the target receives a flee rate and attack speed penalty. An instrument/whip is required to cast this skill.
[Lv 1]: Flee Rate -5 / Attack Speed -3%
[Lv 2]: Flee Rate -10 / Attack Speed -6%
[Lv 3]: Flee Rate -15 / Attack Speed -9%
[Lv 4]: Flee Rate -20 / Attack Speed -12%
[Lv 5]: Flee Rate -25 / Attack Speed -15%
My comments:
No idea why it was changed to Gloomy Shyness. I need to check on those flee and attack speed reductions as the flee ones don't scale properly in the description. Anyway, I saw a Rune Knight doing 15K+ damage a hit (x5) using Clashing with this buff active in PvP. I've tested in siege, not having this skill is a deal breaker, as little as a duo of well geared Knights with this can wipe a guild. Probably our best skill for siege currently, max it and use it on everyone except enemy swordsmen. Also, this skill is stackable with other Performer buffs (SNF being the one I'd like to see).
Lullaby
Spoiler
Prereqs: Lesson 1
Levels: 5
Cast Time: 2.5 seconds
After Cast Delay: 1 second
Reuse Delay: 10 seconds
In the client:
Skill: Lullaby
Description: Exclusive skill for Whip Class/musical instrments. Force all targets from a certain range to 'Deep Sleep' state. Once, the targets are in a 'Deep Sleep', they are immobilized in moving, attacking, using items and skills. Even they disabled to chat. The skill is canceled immediately if the caster get damages. Give 1.5 times greater damage to enemies if they are in a 'Deep Sleep'. Affected targets recover 3% of HP/SP per 2 seconds when they are in a 'Deep Sleep'
[Lv 1]: Range 11 x 11
[Lv 1]: Range 13 x 13
[Lv 1]: Range 15 x 15
[Lv 1]: Range 19 x 19
[Lv 1]: Range 21 x 21
Suggested corrections:
Skill: Deep Sleep Lullaby
Description: Force all targets in a certain range into a deep sleep. Targets in a deep sleep are unable to move, attack, use items, use skills, or chat. The skill effect is cancelled immediately if the target receives damage. Targets in a deep sleep will also take 1.5 times greater damage from the next attack directed at them. Affected targets will also recover 3% of HP/SP every 2 seconds while in a deep sleep. This skill is only usable on PvP maps and an instrument/whip is required to cast the skill.
[Lv 1]: Range 13 x 13
[Lv 1]: Range 15 x 15
[Lv 1]: Range 17 x 17
[Lv 1]: Range 19 x 19
[Lv 1]: Range 21 x 21
My comments:
We already have a skill named Lullaby, change this one. I need to check the AoEs since the description has non linear increases. Also need to find a way to get the success rate. Doddler's site suggests it's from 90-98%, but that seems too high than results I've seen in siege.
Prereqs: Lesson 1
Levels: 5
Cast Time: 2.5 seconds
After Cast Delay: 1 second
Reuse Delay: 10 seconds
In the client:
Skill: Lullaby
Description: Exclusive skill for Whip Class/musical instrments. Force all targets from a certain range to 'Deep Sleep' state. Once, the targets are in a 'Deep Sleep', they are immobilized in moving, attacking, using items and skills. Even they disabled to chat. The skill is canceled immediately if the caster get damages. Give 1.5 times greater damage to enemies if they are in a 'Deep Sleep'. Affected targets recover 3% of HP/SP per 2 seconds when they are in a 'Deep Sleep'
[Lv 1]: Range 11 x 11
[Lv 1]: Range 13 x 13
[Lv 1]: Range 15 x 15
[Lv 1]: Range 19 x 19
[Lv 1]: Range 21 x 21
Suggested corrections:
Skill: Deep Sleep Lullaby
Description: Force all targets in a certain range into a deep sleep. Targets in a deep sleep are unable to move, attack, use items, use skills, or chat. The skill effect is cancelled immediately if the target receives damage. Targets in a deep sleep will also take 1.5 times greater damage from the next attack directed at them. Affected targets will also recover 3% of HP/SP every 2 seconds while in a deep sleep. This skill is only usable on PvP maps and an instrument/whip is required to cast the skill.
[Lv 1]: Range 13 x 13
[Lv 1]: Range 15 x 15
[Lv 1]: Range 17 x 17
[Lv 1]: Range 19 x 19
[Lv 1]: Range 21 x 21
My comments:
We already have a skill named Lullaby, change this one. I need to check the AoEs since the description has non linear increases. Also need to find a way to get the success rate. Doddler's site suggests it's from 90-98%, but that seems too high than results I've seen in siege.
Harmonize
Spoiler
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 1 second
Reuse Delay: 5 seconds
Hidden Data: Both the caster and target receive the same bonus for each stat.
In the client:
Skill: Harmonize
Description: Exclusive skill for musical instruments. Equalize all bonus stats of caster and 1 target for 60 seconds.
[Lv 1]: All bonus stats become 3-5
[Lv 2]: All bonus stats become 5-7
[Lv 3]: All bonus stats become 7-9
[Lv 4]: All bonus stats become 9-11
[Lv 5]: All bonus stats become 11-15
Suggested corrections:
Skill: Harmonize
Description: Enter a state of harmony with another player or monster. Doing so will equalize all bonus stats of the caster and the target for 60 seconds. An instrument is required to cast this skill.
[Lv 1]: All bonus stats become 3-5
[Lv 2]: All bonus stats become 5-7
[Lv 3]: All bonus stats become 7-9
[Lv 4]: All bonus stats become 9-11
[Lv 5]: All bonus stats become 11-13
My comments:
I think the skill description is wrong for level 5, I believe it's only 11-13 for each stat. This skill is weird in that it seems like it should be a buff (shift click for enemies, normal click for allies), but in almost all situations, it will effectively LOWER the stats for both the caster and the target (especially the stats the matter for each class). But if it was a debuff, level 5 should have the 3-5 stat bonus range. Based on the description, I would think that the skill would give the both the target and the caster the best bonus based on each player's bonuses. For example, you have a Maestro with 15, 30, 10, 12, 50, & 5 in their bonuses and a RK with 25, 12, 20, 20, 10, & 15. Each then would have 25, 30, 20, 20, 50, & 15. But that's just me. Either way, I was hoping this would be some sort of super bless considering it's a 3rd class skill on a support class and bless is just a 1st class skill. I also need to find out if using the skill on a second target will return the bonuses for the first target. Edit: currently in siege, I'm just spamming level 1 of this on anyone enemy I see, and especially on those who might be using belts. It's a nice debuff in that regard as even if you remove and reequip the belt or get rebuffed, your bonus stats stay the same. Doesn't make sense why anyone would get level 5 though.
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 1 second
Reuse Delay: 5 seconds
Hidden Data: Both the caster and target receive the same bonus for each stat.
In the client:
Skill: Harmonize
Description: Exclusive skill for musical instruments. Equalize all bonus stats of caster and 1 target for 60 seconds.
[Lv 1]: All bonus stats become 3-5
[Lv 2]: All bonus stats become 5-7
[Lv 3]: All bonus stats become 7-9
[Lv 4]: All bonus stats become 9-11
[Lv 5]: All bonus stats become 11-15
Suggested corrections:
Skill: Harmonize
Description: Enter a state of harmony with another player or monster. Doing so will equalize all bonus stats of the caster and the target for 60 seconds. An instrument is required to cast this skill.
[Lv 1]: All bonus stats become 3-5
[Lv 2]: All bonus stats become 5-7
[Lv 3]: All bonus stats become 7-9
[Lv 4]: All bonus stats become 9-11
[Lv 5]: All bonus stats become 11-13
My comments:
I think the skill description is wrong for level 5, I believe it's only 11-13 for each stat. This skill is weird in that it seems like it should be a buff (shift click for enemies, normal click for allies), but in almost all situations, it will effectively LOWER the stats for both the caster and the target (especially the stats the matter for each class). But if it was a debuff, level 5 should have the 3-5 stat bonus range. Based on the description, I would think that the skill would give the both the target and the caster the best bonus based on each player's bonuses. For example, you have a Maestro with 15, 30, 10, 12, 50, & 5 in their bonuses and a RK with 25, 12, 20, 20, 10, & 15. Each then would have 25, 30, 20, 20, 50, & 15. But that's just me. Either way, I was hoping this would be some sort of super bless considering it's a 3rd class skill on a support class and bless is just a 1st class skill. I also need to find out if using the skill on a second target will return the bonuses for the first target. Edit: currently in siege, I'm just spamming level 1 of this on anyone enemy I see, and especially on those who might be using belts. It's a nice debuff in that regard as even if you remove and reequip the belt or get rebuffed, your bonus stats stay the same. Doesn't make sense why anyone would get level 5 though.
Rush To Windmill
Spoiler
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 2 seconds
Reuse Delay: None
Hidden facts: Damage is (Skill Level * 6 + Lesson Level + Job Level * 0.2)%
In the client:
Skill: Rush To Windmill
Description: Exclusive skill for musical instruments. Increase ATK of caster and party members for 60 seconds. Increment of ATK is affected by lesson and caster's job level.
[Lv 1]: Skill Range 15x15
[Lv 2]: Skill Range 17x17
[Lv 3]: Skill Range 19x19
[Lv 4]: Skill Range 21x21
[Lv 5]: Skill Range 23x23
Suggested corrections:
Skill: Windmill Rush
Description: This skill increases the ATK of the caster and surrounding party members for 60 seconds. The increase in ATK is increased by +1% per level of Voice Lessons and by +0.2% per Job Level of the caster. An instrument is required to cast this skill.
[Lv 1]: ATK +6%, Skill Range 15x15
[Lv 2]: ATK +12%, Skill Range 17x17
[Lv 3]: ATK +18%, Skill Range 19x19
[Lv 4]: ATK +24%, Skill Range 21x21
[Lv 5]: ATK +30%, Skill Range 23x23
My comments:
Damage on skills is not a 50% increase, it just adds the +50% of your attack to the end similar to EDP in Renewal. Nice skill for melee however. Edit, they named it Windmill Rush which is OK I guess.
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 2 seconds
Reuse Delay: None
Hidden facts: Damage is (Skill Level * 6 + Lesson Level + Job Level * 0.2)%
In the client:
Skill: Rush To Windmill
Description: Exclusive skill for musical instruments. Increase ATK of caster and party members for 60 seconds. Increment of ATK is affected by lesson and caster's job level.
[Lv 1]: Skill Range 15x15
[Lv 2]: Skill Range 17x17
[Lv 3]: Skill Range 19x19
[Lv 4]: Skill Range 21x21
[Lv 5]: Skill Range 23x23
Suggested corrections:
Skill: Windmill Rush
Description: This skill increases the ATK of the caster and surrounding party members for 60 seconds. The increase in ATK is increased by +1% per level of Voice Lessons and by +0.2% per Job Level of the caster. An instrument is required to cast this skill.
[Lv 1]: ATK +6%, Skill Range 15x15
[Lv 2]: ATK +12%, Skill Range 17x17
[Lv 3]: ATK +18%, Skill Range 19x19
[Lv 4]: ATK +24%, Skill Range 21x21
[Lv 5]: ATK +30%, Skill Range 23x23
My comments:
Damage on skills is not a 50% increase, it just adds the +50% of your attack to the end similar to EDP in Renewal. Nice skill for melee however. Edit, they named it Windmill Rush which is OK I guess.
Echo Song
Spoiler
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 2 seconds
Reuse Delay: None
In the client:
Skill: Echo Song
Description: Exclusive skill for musical instruments. Increase defense of caster and party members for 60 seconds. Increment of defense is affected by lesson skill and caster's job level.
[Lv 1]: Skill Range 15x15
[Lv 2]: Skill Range 17x17
[Lv 3]: Skill Range 19x19
[Lv 4]: Skill Range 21x21
[Lv 5]: Skill Range 23x23
Suggested corrections:
Skill: Echo Song
Description: This skill increases the defense of the caster and surrounding party members for 60 seconds. The increase in DEF is increased by +1% per level of Voice Lessons and by +0.2% per Job Level of the caster. An instrument is required to cast this skill.
[Lv 1]: DEF +6%, Skill Range 15x15
[Lv 2]: DEF +12%, Skill Range 17x17
[Lv 3]: DEF +18%, Skill Range 19x19
[Lv 4]: DEF +24%, Skill Range 21x21
[Lv 5]: DEF +30%, Skill Range 23x23
My comments:
The skill appears to affect both soft and armor defense. It also appears to stack with Assumptio and Angelus though I need some better way to test. The whacky DEF formula in Renewal doesn't give me a very easy way to do this. Thanks to Clogon for his info on the defense increase.
Prereqs: Lullaby 1
Levels: 5
Cast Time:
After Cast Delay: 2 seconds
Reuse Delay: None
In the client:
Skill: Echo Song
Description: Exclusive skill for musical instruments. Increase defense of caster and party members for 60 seconds. Increment of defense is affected by lesson skill and caster's job level.
[Lv 1]: Skill Range 15x15
[Lv 2]: Skill Range 17x17
[Lv 3]: Skill Range 19x19
[Lv 4]: Skill Range 21x21
[Lv 5]: Skill Range 23x23
Suggested corrections:
Skill: Echo Song
Description: This skill increases the defense of the caster and surrounding party members for 60 seconds. The increase in DEF is increased by +1% per level of Voice Lessons and by +0.2% per Job Level of the caster. An instrument is required to cast this skill.
[Lv 1]: DEF +6%, Skill Range 15x15
[Lv 2]: DEF +12%, Skill Range 17x17
[Lv 3]: DEF +18%, Skill Range 19x19
[Lv 4]: DEF +24%, Skill Range 21x21
[Lv 5]: DEF +30%, Skill Range 23x23
My comments:
The skill appears to affect both soft and armor defense. It also appears to stack with Assumptio and Angelus though I need some better way to test. The whacky DEF formula in Renewal doesn't give me a very easy way to do this. Thanks to Clogon for his info on the defense increase.
Chorus Skills
Spoiler
Great Echo
Dance With Wug
Song Of Mana
Lerad's Dew
Saturday Fever
Sinking Melody
Beyound Cry
Destruction Song
Infinite Humming
Great Echo
Spoiler
Prereqs: Metallic Sound Level 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 10 seconds
Hidden Data: Each additiona performer appears to increase the damage by 100% of the caster's attack.
In the client:
Skill: Great Echo
Description: Caster sings a song loudly to generate noise wave to give damage to all enemies that are within certain range. Increase ATK as the number of Wanderer or Maestro increases in the party. Also decrease consuming SP amount depending on the number of Wanderer or Maestro. All of Wanderer/Maestro from the party consume its SP once skill is casted. Consume 1 [Protect Neck Candy].
[Lv 1]: Skill Range 5x5 / ATK 1000%
[Lv 2]: Skill Range 7x7 / ATK 1100%
[Lv 3]: Skill Range 7x7 / ATK 1200%
[Lv 4]: Skill Range 9x9 / ATK 1300%
[Lv 5]: Skill Range 9x9 / ATK 1400%
Suggested corrections:
Skill: Great Echo
Description: The caster and at least one other Wanderer/Maestro in the party, sing loudly to generate a sound wave that damages all nearby enemies. The number of Wanderers/Maestros in the party increases the damage dealt, as well as reduces the SP consumed for each of them An instrument/whip required to cast this skill.
[Lv 1]: Skill Range 5x5 / ATK 1000%
[Lv 2]: Skill Range 7x7 / ATK 1100%
[Lv 3]: Skill Range 7x7 / ATK 1200%
[Lv 4]: Skill Range 9x9 / ATK 1300%
[Lv 5]: Skill Range 9x9 / ATK 1400%
My comments:
For anyone who doesn't know the catalyst for this skill can be bought from a Maestro north of the Kafra in Comodo. The SP cost is 120 but it is reduced by 12 for each performer in the party including the caster (2 perfomers: each loses 96 SP, 3 performers: each loses 84, etc. I'd need a lot more testers to see if there is a lower limit to this reduction). Also, I haven't confirmed this yet, but the attack added per performer appears to be the attack of the caster or 100% (with no weapon, it added exactly the attack of the caster when I went from 2->3 performers and then again when I went from 3->4. with a weapon it added a number that seemed to fall between the min and max attack of the caster). Considering the reuse delay of 10 seconds, I'd like to see the AoE increase by 2 each level (5x5 for level 1 and 13x13 for level 5). Endows work to increase damage, but they only increase the weapon portion of your attack, status attack is forced neutral. I'm sad because I liked the sound of this skill from the outset, but the damage done for the amount of SP cost is too low (~10K damage for 96 x 2 SP), and the reuse delay is too high at 10 seconds.
Prereqs: Metallic Sound Level 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 10 seconds
Hidden Data: Each additiona performer appears to increase the damage by 100% of the caster's attack.
In the client:
Skill: Great Echo
Description: Caster sings a song loudly to generate noise wave to give damage to all enemies that are within certain range. Increase ATK as the number of Wanderer or Maestro increases in the party. Also decrease consuming SP amount depending on the number of Wanderer or Maestro. All of Wanderer/Maestro from the party consume its SP once skill is casted. Consume 1 [Protect Neck Candy].
[Lv 1]: Skill Range 5x5 / ATK 1000%
[Lv 2]: Skill Range 7x7 / ATK 1100%
[Lv 3]: Skill Range 7x7 / ATK 1200%
[Lv 4]: Skill Range 9x9 / ATK 1300%
[Lv 5]: Skill Range 9x9 / ATK 1400%
Suggested corrections:
Skill: Great Echo
Description: The caster and at least one other Wanderer/Maestro in the party, sing loudly to generate a sound wave that damages all nearby enemies. The number of Wanderers/Maestros in the party increases the damage dealt, as well as reduces the SP consumed for each of them An instrument/whip required to cast this skill.
[Lv 1]: Skill Range 5x5 / ATK 1000%
[Lv 2]: Skill Range 7x7 / ATK 1100%
[Lv 3]: Skill Range 7x7 / ATK 1200%
[Lv 4]: Skill Range 9x9 / ATK 1300%
[Lv 5]: Skill Range 9x9 / ATK 1400%
My comments:
For anyone who doesn't know the catalyst for this skill can be bought from a Maestro north of the Kafra in Comodo. The SP cost is 120 but it is reduced by 12 for each performer in the party including the caster (2 perfomers: each loses 96 SP, 3 performers: each loses 84, etc. I'd need a lot more testers to see if there is a lower limit to this reduction). Also, I haven't confirmed this yet, but the attack added per performer appears to be the attack of the caster or 100% (with no weapon, it added exactly the attack of the caster when I went from 2->3 performers and then again when I went from 3->4. with a weapon it added a number that seemed to fall between the min and max attack of the caster). Considering the reuse delay of 10 seconds, I'd like to see the AoE increase by 2 each level (5x5 for level 1 and 13x13 for level 5). Endows work to increase damage, but they only increase the weapon portion of your attack, status attack is forced neutral. I'm sad because I liked the sound of this skill from the outset, but the damage done for the amount of SP cost is too low (~10K damage for 96 x 2 SP), and the reuse delay is too high at 10 seconds.
Dance With Wug
Spoiler
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 90 seconds
Hidden Data: Doesn't affect caster. Level doesn't increase the ASPD given, just the duration. Each performer (including the caster) reduces fixed cast time by 10%.
In the client:
Skill: Dance With Wug
Description: Exclusive skill for Whip Class/musical intruments. Sing a high tempo song to encourage yourself and party members. Increases ATK a bit and decreases fixed casting delay of the caster and party memebers. Increases skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
Suggested corrections:
Skill: Dances with Wargs
Description: The caster and at least one other Wanderer/Maestro in the party, sing a fast tempo song to encourage party members. Increases ASPD and lowers the FIXED cast time of skills. The number of Maestros and/or Wanderers in the party increases the benefits of this skill. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
My comments:
The skill description refers to ATK but it actually increases ASPD. I found that the skill does not increase the ASPD of the caster. I'm not really familiar with the new ASPD reduction or even what formula we're using so it was hard to determine the aspd increases per performer. In my tests, a weaponless Wanderer with 1 in all stats went from 161->164 with 3 performers in the party. A weapon holding Maestro with 167 ASPD went to 168 with the skill, 169 with 3 performers, and 170 with 4. However, a Maestro with 185 ASPD (with or without a weapon on (where's the weapon penalty?) and 120 AGI/119 DEX) went to 186 with both 2 and 3 performers in the party. I'd need some help testing cast time reductions (edit: Doddler found that each Performer decreases fixed cast time by 10%, which is really good). We need to test to see if there is a lower cap to the fixed cast time reduction or if it stacks with sacrement. After testing in siege, this is probably the only good chorus skill for WoE besides Song of Mana (which is just OK).
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 90 seconds
Hidden Data: Doesn't affect caster. Level doesn't increase the ASPD given, just the duration. Each performer (including the caster) reduces fixed cast time by 10%.
In the client:
Skill: Dance With Wug
Description: Exclusive skill for Whip Class/musical intruments. Sing a high tempo song to encourage yourself and party members. Increases ATK a bit and decreases fixed casting delay of the caster and party memebers. Increases skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
Suggested corrections:
Skill: Dances with Wargs
Description: The caster and at least one other Wanderer/Maestro in the party, sing a fast tempo song to encourage party members. Increases ASPD and lowers the FIXED cast time of skills. The number of Maestros and/or Wanderers in the party increases the benefits of this skill. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
My comments:
The skill description refers to ATK but it actually increases ASPD. I found that the skill does not increase the ASPD of the caster. I'm not really familiar with the new ASPD reduction or even what formula we're using so it was hard to determine the aspd increases per performer. In my tests, a weaponless Wanderer with 1 in all stats went from 161->164 with 3 performers in the party. A weapon holding Maestro with 167 ASPD went to 168 with the skill, 169 with 3 performers, and 170 with 4. However, a Maestro with 185 ASPD (with or without a weapon on (where's the weapon penalty?) and 120 AGI/119 DEX) went to 186 with both 2 and 3 performers in the party. I'd need some help testing cast time reductions (edit: Doddler found that each Performer decreases fixed cast time by 10%, which is really good). We need to test to see if there is a lower cap to the fixed cast time reduction or if it stacks with sacrement. After testing in siege, this is probably the only good chorus skill for WoE besides Song of Mana (which is just OK).
Song Of Mana
Spoiler
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 1 seconds
After Cast Delay: 1 secnd
Reuse Delay: 90 seconds
Hidden Data: Only affects party members. Recover +2 SP per additional performer.
In the client:
Skill: Song Of Mana
Description: Exclusive skill for Whip Class/musical instruments. Sing for MANA to support her circulation, it recovers 10 SP of the caster and party members per 5 seconds. Increase Healing Amount as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
Suggested corrections:
Skill: Song of Mana
Description: The caster and at least one other Wanderer/Maestro in the party, sing for Mana, asking for increased circulation. This skill recovers 10 SP of the caster and party members every 5 seconds even while moving. SP recovery is increased based on the number of Maestros and/or Wanderers in the party. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
My comments:
The SP recovered doesn't show up as a floating blue number but looks like a normal regen instead. The skill works while walking or standing still. Each additional performer grants 2 extra SP per 5 seconds.
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 1 seconds
After Cast Delay: 1 secnd
Reuse Delay: 90 seconds
Hidden Data: Only affects party members. Recover +2 SP per additional performer.
In the client:
Skill: Song Of Mana
Description: Exclusive skill for Whip Class/musical instruments. Sing for MANA to support her circulation, it recovers 10 SP of the caster and party members per 5 seconds. Increase Healing Amount as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
Suggested corrections:
Skill: Song of Mana
Description: The caster and at least one other Wanderer/Maestro in the party, sing for Mana, asking for increased circulation. This skill recovers 10 SP of the caster and party members every 5 seconds even while moving. SP recovery is increased based on the number of Maestros and/or Wanderers in the party. An instrument/whip is required to cast this skill.
[Lv 1]: Skill Range 11x11 / Duration 30 sec.
[Lv 2]: Skill Range 13x13 / Duration 60 sec.
[Lv 3]: Skill Range 15x15 / Duration 90 sec.
[Lv 4]: Skill Range 17x17 / Duration 120 sec.
[Lv 5]: Skill Range 19x19 / Duration 150 sec.
My comments:
The SP recovered doesn't show up as a floating blue number but looks like a normal regen instead. The skill works while walking or standing still. Each additional performer grants 2 extra SP per 5 seconds.
Lerad's Dew
Spoiler
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 180 seconds
Hidden Data: Each additional performer gives +300 Max HP. Only affects party members.
In the client:
Skill: Lerad's Dew
Description: Exclusive skill for Whip Class/musical instruments. Increase MHP of caster and around party members for a while. Nullified to Beserk casting characters. Increase amount of given MHP as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Increase Max HP by 200 / Duration 20 sec.
[Lv 2]: Increase Max HP by 400 / Duration 30 sec.
[Lv 3]: Increase Max HP by 600 / Duration 40 sec.
[Lv 4]: Increase Max HP by 800 / Duration 50 sec.
[Lv 5]: Increase Max HP by 1000 / Duration 60 sec.
Suggested corrections:
Skill: Lerad's Dew
Description: When sung by the caster at least one other Wanderer/Maestro in the party, Lerad's Dew will increases the Max HP of all surrounding party members. This skill does not affect characters who are in Frenzy. Every Maestro or Wanderer in the party increases the HP given by an additional 300. Maestros and/or Wanderers in the party. An instrument/whip is required to cast this skill.
[Lv 1]: Increase Max HP by 200 / Duration 20 sec.
[Lv 2]: Increase Max HP by 400 / Duration 30 sec.
[Lv 3]: Increase Max HP by 600 / Duration 40 sec.
[Lv 4]: Increase Max HP by 800 / Duration 50 sec.
[Lv 5]: Increase Max HP by 1000 / Duration 60 sec.
My comments:
This seems to be the only chorus skill where the number of performers in the party really affects the outcome even though 1000 HP isn't that much considering the Max HP of 3rd class characters.
Prereqs: Harmonize, Rush To Windmil, and Echo Song 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 180 seconds
Hidden Data: Each additional performer gives +300 Max HP. Only affects party members.
In the client:
Skill: Lerad's Dew
Description: Exclusive skill for Whip Class/musical instruments. Increase MHP of caster and around party members for a while. Nullified to Beserk casting characters. Increase amount of given MHP as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Increase Max HP by 200 / Duration 20 sec.
[Lv 2]: Increase Max HP by 400 / Duration 30 sec.
[Lv 3]: Increase Max HP by 600 / Duration 40 sec.
[Lv 4]: Increase Max HP by 800 / Duration 50 sec.
[Lv 5]: Increase Max HP by 1000 / Duration 60 sec.
Suggested corrections:
Skill: Lerad's Dew
Description: When sung by the caster at least one other Wanderer/Maestro in the party, Lerad's Dew will increases the Max HP of all surrounding party members. This skill does not affect characters who are in Frenzy. Every Maestro or Wanderer in the party increases the HP given by an additional 300. Maestros and/or Wanderers in the party. An instrument/whip is required to cast this skill.
[Lv 1]: Increase Max HP by 200 / Duration 20 sec.
[Lv 2]: Increase Max HP by 400 / Duration 30 sec.
[Lv 3]: Increase Max HP by 600 / Duration 40 sec.
[Lv 4]: Increase Max HP by 800 / Duration 50 sec.
[Lv 5]: Increase Max HP by 1000 / Duration 60 sec.
My comments:
This seems to be the only chorus skill where the number of performers in the party really affects the outcome even though 1000 HP isn't that much considering the Max HP of 3rd class characters.
Saturday Fever
Spoiler
Prereqs: Dance with Wug 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 180 seconds
In the client:
Skill: Saturday Fever
Description: Exclusive skill for Whip Class/musical instruments. All characters including caster that appeared on the screen become frantic state. Frenzied targets keep losing HP/SP and decrease huge amount of defense and flee rate, but increase ATK. Disabled to use items during casting time. Affected targets are forced to be sat on the ground for 3 seconds after the frantec state. If the skill succeeds in giving effect to more than 7 enemies at once, Lord of Madness appears in the air and gives 9999 damage to all frenzied targets.
[Lv 1]: Skill Range 7x7 / ATK +100 / Defense -20% / Flee Rate -50%.
[Lv 1]: Skill Range 9x9 / ATK +200 / Defense -30% / Flee Rate -60%.
[Lv 1]: Skill Range 11x11 / ATK +300 / Defense -40% / Flee Rate -70%.
[Lv 1]: Skill Range 13x13 / ATK +400 / Defense -50% / Flee Rate -80%.
[Lv 1]: Skill Range 15x15 / ATK +500 / Defense -60% / Flee Rate -90%.
Suggested corrections:
Skill: Saturday Night Fever
Description: When sung by the caster and at least one other Maestro/Wanderer, all players in range of the caster will be compelled to disco and enter a limited Frenzy state. Frenzied targets wll continuously lose HP and SP as well as lose huge amounts of defense and flee rate, yet they will gain a large amount of physical ATK. Item usage is disabled this frenzied state, and affected players will be forced to sit on the ground for 3 seconds after the frenzy wears off. If the skill succeeds in affecting more than 7 players at once, the Lord of Madness will appear deal 9999 damage to all affected. An instrument/whip is required to cast this skill.
[Lv 1]: Range 7x7 / ATK +100 / Defense -20% / Flee Rate -50%.
[Lv 1]: Range 9x9 / ATK +200 / Defense -30% / Flee Rate -60%.
[Lv 1]: Range 11x11 / ATK +300 / Defense -40% / Flee Rate -70%.
[Lv 1]: Range 13x13 / ATK +400 / Defense -50% / Flee Rate -80%.
[Lv 1]: Range 15x15 / ATK +500 / Defense -60% / Flee Rate -90%.
My comments:
Sucks that no one changes color to let you know who's affected. The sit down is a bit humorous. I need to confirm all that is going on in this skill. Neraid from iroWiki found that if the skill fails, it can be cast again right away, that if sound of destruction works, everyone in the AoE is forced to sit, and that pots and heal don't work, but skills do. This skill is a two edged sword. If you can find a few RGs to use this on in a secluded area and then give them gloomy, they could dominate
Prereqs: Dance with Wug 1
Levels: 5
Cast Time: 3 seconds
After Cast Delay: 1 second
Reuse Delay: 180 seconds
In the client:
Skill: Saturday Fever
Description: Exclusive skill for Whip Class/musical instruments. All characters including caster that appeared on the screen become frantic state. Frenzied targets keep losing HP/SP and decrease huge amount of defense and flee rate, but increase ATK. Disabled to use items during casting time. Affected targets are forced to be sat on the ground for 3 seconds after the frantec state. If the skill succeeds in giving effect to more than 7 enemies at once, Lord of Madness appears in the air and gives 9999 damage to all frenzied targets.
[Lv 1]: Skill Range 7x7 / ATK +100 / Defense -20% / Flee Rate -50%.
[Lv 1]: Skill Range 9x9 / ATK +200 / Defense -30% / Flee Rate -60%.
[Lv 1]: Skill Range 11x11 / ATK +300 / Defense -40% / Flee Rate -70%.
[Lv 1]: Skill Range 13x13 / ATK +400 / Defense -50% / Flee Rate -80%.
[Lv 1]: Skill Range 15x15 / ATK +500 / Defense -60% / Flee Rate -90%.
Suggested corrections:
Skill: Saturday Night Fever
Description: When sung by the caster and at least one other Maestro/Wanderer, all players in range of the caster will be compelled to disco and enter a limited Frenzy state. Frenzied targets wll continuously lose HP and SP as well as lose huge amounts of defense and flee rate, yet they will gain a large amount of physical ATK. Item usage is disabled this frenzied state, and affected players will be forced to sit on the ground for 3 seconds after the frenzy wears off. If the skill succeeds in affecting more than 7 players at once, the Lord of Madness will appear deal 9999 damage to all affected. An instrument/whip is required to cast this skill.
[Lv 1]: Range 7x7 / ATK +100 / Defense -20% / Flee Rate -50%.
[Lv 1]: Range 9x9 / ATK +200 / Defense -30% / Flee Rate -60%.
[Lv 1]: Range 11x11 / ATK +300 / Defense -40% / Flee Rate -70%.
[Lv 1]: Range 13x13 / ATK +400 / Defense -50% / Flee Rate -80%.
[Lv 1]: Range 15x15 / ATK +500 / Defense -60% / Flee Rate -90%.
My comments:
Sucks that no one changes color to let you know who's affected. The sit down is a bit humorous. I need to confirm all that is going on in this skill. Neraid from iroWiki found that if the skill fails, it can be cast again right away, that if sound of destruction works, everyone in the AoE is forced to sit, and that pots and heal don't work, but skills do. This skill is a two edged sword. If you can find a few RGs to use this on in a secluded area and then give them gloomy, they could dominate
Sinking Melody
Spoiler
Prereqs: Song of Mana 1]
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 180 seconds
Hidden Data: Each additional performer grants +3% to the increase in MATK. Affects everyone in the AoE, friend or foe.
In the client:
Skill: Sinking Melody
Description: Exclusive skill for the Whip Class/ musical instruments. Increase all around target's MATK and decrease physical ATK including the caster. Can not be used with Beyound Cry at the same time. If Sinking Melody and Beyound Cry are casted together, the latter casting skill gets a priority. Increase skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: MATK +5% / ATK -5% / Duration 20 seconds.
[Lv 2]: MATK +10% / ATK -10% / Duration 30 seconds.
[Lv 3]: MATK +15% / ATK -15% / Duration 40 seconds.
[Lv 4]: MATK +20% / ATK -20% / Duration 50 seconds.
[Lv 5]: MATK +25% / ATK -25% / Duration 60 seconds.
Suggested corrections:
Skill: Sinking Melody
Description: When sung by the caster and at least one other Maestro/Wanderer, Sinking Melody increases the MATK and decreases ATK of everyone around and including the caster. Can not be used with the chorus skill Warcry from Beyond. Each additional Maestro or Wanderer in the party increases MATK by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: MATK +5% / ATK -5% / Duration 20 seconds.
[Lv 2]: MATK +10% / ATK -10% / Duration 30 seconds.
[Lv 3]: MATK +15% / ATK -15% / Duration 40 seconds.
[Lv 4]: MATK +20% / ATK -20% / Duration 50 seconds.
[Lv 5]: MATK +25% / ATK -25% / Duration 60 seconds.
My comments:
Since this and Warcry are the only skills that state that they will won't overlap, it makes me think that there is a bug with the rest of the performer skills that can't overlap. This is a nice skill that can potentialy be used as a buff or debuff (similar to mind breaker/provoke). I'm not sure what the AoE size is. The problem with this skill is that it is works like Windmill in that it just adds 25% of your MATK to the end of your skill damage or subtracts that amount from the end of your physical damage, meaning that you see hardly any benefit/debuff at all. Also, it doesn't work on Healing skills ><.
Prereqs: Song of Mana 1]
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second
Reuse Delay: 180 seconds
Hidden Data: Each additional performer grants +3% to the increase in MATK. Affects everyone in the AoE, friend or foe.
In the client:
Skill: Sinking Melody
Description: Exclusive skill for the Whip Class/ musical instruments. Increase all around target's MATK and decrease physical ATK including the caster. Can not be used with Beyound Cry at the same time. If Sinking Melody and Beyound Cry are casted together, the latter casting skill gets a priority. Increase skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: MATK +5% / ATK -5% / Duration 20 seconds.
[Lv 2]: MATK +10% / ATK -10% / Duration 30 seconds.
[Lv 3]: MATK +15% / ATK -15% / Duration 40 seconds.
[Lv 4]: MATK +20% / ATK -20% / Duration 50 seconds.
[Lv 5]: MATK +25% / ATK -25% / Duration 60 seconds.
Suggested corrections:
Skill: Sinking Melody
Description: When sung by the caster and at least one other Maestro/Wanderer, Sinking Melody increases the MATK and decreases ATK of everyone around and including the caster. Can not be used with the chorus skill Warcry from Beyond. Each additional Maestro or Wanderer in the party increases MATK by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: MATK +5% / ATK -5% / Duration 20 seconds.
[Lv 2]: MATK +10% / ATK -10% / Duration 30 seconds.
[Lv 3]: MATK +15% / ATK -15% / Duration 40 seconds.
[Lv 4]: MATK +20% / ATK -20% / Duration 50 seconds.
[Lv 5]: MATK +25% / ATK -25% / Duration 60 seconds.
My comments:
Since this and Warcry are the only skills that state that they will won't overlap, it makes me think that there is a bug with the rest of the performer skills that can't overlap. This is a nice skill that can potentialy be used as a buff or debuff (similar to mind breaker/provoke). I'm not sure what the AoE size is. The problem with this skill is that it is works like Windmill in that it just adds 25% of your MATK to the end of your skill damage or subtracts that amount from the end of your physical damage, meaning that you see hardly any benefit/debuff at all. Also, it doesn't work on Healing skills ><.
Beyound Cry
Spoiler
Prereqs: Lerad's Dew 1
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second.
Reuse Delay: 180 seconds
Hidden Data: Each additional performer grants +3% to the increase in ATK. Affects everyone in the AoE, friend or foe.
In the client:
Skill: Beyound Cry
Description: Exclusive skill for Whip Class/musical instruments. Increase all around target's physical ATK and decrease MATK including the caster. Can not be used with Sinking Melody at the same time. If Sinking Melody and Beyound Cry are casted together, the latter casting skill gets a priority. Increase skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: ATK +5% / MATK -5% / Duration 20 seconds.
[Lv 2]: ATK +10% / MATK -10% / Duration 30 seconds.
[Lv 3]: ATK +15% / MATK -15% / Duration 40 seconds.
[Lv 4]: ATK +20% / MATK -20% / Duration 50 seconds.
[Lv 5]: ATK +25% / MATK -25% / Duration 60 seconds.
Suggested corrections:
Skill: Warcry from Beyond
Description: When sung by the caster and at least one other Maestro/Wanderer, increases the ATK and decreases MATK of everyone around and including the caster. Can not be used with the chorus skill Sinking Melody. Each additional Maestro or Wanderer in the party increases ATK by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: ATK +5% / MATK -5% / Duration 20 seconds.
[Lv 2]: ATK +10% / MATK -10% / Duration 30 seconds.
[Lv 3]: ATK +15% / MATK -15% / Duration 40 seconds.
[Lv 4]: ATK +20% / MATK -20% / Duration 50 seconds.
[Lv 5]: ATK +25% / MATK -25% / Duration 60 seconds.
My comments:
Since this and Warcry are the only skills that state that they will won't overlap, it makes me think that there is a bug with the rest of the performer skills that can't overlap. This is a nice skill that can potentialy be used as a buff or debuff (similar to mind breaker/provoke). I'm not sure what the AoE size is. Just like Sinking Melody, the problem with this skill is that it is works like Windmill in that it just adds 25% of your ATK to the end of your skill damage or subtracts that amount from the end of your magic damage, meaning that you see hardly any benefit/debuff at all. Also, it doesn't work on Healing skills ><.
Prereqs: Lerad's Dew 1
Levels: 5
Cast Time: 1.5 seconds
After Cast Delay: 1 second.
Reuse Delay: 180 seconds
Hidden Data: Each additional performer grants +3% to the increase in ATK. Affects everyone in the AoE, friend or foe.
In the client:
Skill: Beyound Cry
Description: Exclusive skill for Whip Class/musical instruments. Increase all around target's physical ATK and decrease MATK including the caster. Can not be used with Sinking Melody at the same time. If Sinking Melody and Beyound Cry are casted together, the latter casting skill gets a priority. Increase skill effect as the number of Wanderer or Maestro increases in the party.
[Lv 1]: ATK +5% / MATK -5% / Duration 20 seconds.
[Lv 2]: ATK +10% / MATK -10% / Duration 30 seconds.
[Lv 3]: ATK +15% / MATK -15% / Duration 40 seconds.
[Lv 4]: ATK +20% / MATK -20% / Duration 50 seconds.
[Lv 5]: ATK +25% / MATK -25% / Duration 60 seconds.
Suggested corrections:
Skill: Warcry from Beyond
Description: When sung by the caster and at least one other Maestro/Wanderer, increases the ATK and decreases MATK of everyone around and including the caster. Can not be used with the chorus skill Sinking Melody. Each additional Maestro or Wanderer in the party increases ATK by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: ATK +5% / MATK -5% / Duration 20 seconds.
[Lv 2]: ATK +10% / MATK -10% / Duration 30 seconds.
[Lv 3]: ATK +15% / MATK -15% / Duration 40 seconds.
[Lv 4]: ATK +20% / MATK -20% / Duration 50 seconds.
[Lv 5]: ATK +25% / MATK -25% / Duration 60 seconds.
My comments:
Since this and Warcry are the only skills that state that they will won't overlap, it makes me think that there is a bug with the rest of the performer skills that can't overlap. This is a nice skill that can potentialy be used as a buff or debuff (similar to mind breaker/provoke). I'm not sure what the AoE size is. Just like Sinking Melody, the problem with this skill is that it is works like Windmill in that it just adds 25% of your ATK to the end of your skill damage or subtracts that amount from the end of your magic damage, meaning that you see hardly any benefit/debuff at all. Also, it doesn't work on Healing skills ><.
Destruction Song
Spoiler
Prereqs: Saturday Fever and Sinking Melody 3
Levels: 5
Cast Time: 0.5 seconds
After Cast Delay: 1 second.
Reuse Delay: 20 seconds.
HIdden Data: Hits the target (enemy) and all enemies in the AoE for about 250% ATK. Doesn't remove other chorus buffs on the caster.
In the client:
Skill: Destruction Song
Description: Exclusive skill for Whip Class/musical instruments. Cancel all of Singing and Chorus effects from the target and surrounding enemies. Success Rate is affected by target's DEX, level and Destruction Song skill level. It is also affected by the target's INT and Singing, Chorus skill level. Increase success rate as the number of Wanderer or Maestro increases in the party.
[Lv 1]: 1 target and surroundings 5x5.
[Lv 2]: 1 target and surroundings 5x5.
[Lv 3]: 1 target and surroundings 7x7.
[Lv 4]: 1 target and surroundings 7x7.
[Lv 5]: 1 target and surroundings 9x9.
Suggested corrections:
Skill: Song of Destruction
Description: The caster and at least one other Maestro/Wanderer sing, cancelling all Singing and Chorus effects from the target and surrounding enemies and inflicting physical damage to them. The success rate is affected by the caster's DEX, level and Sound of Destruction skill level as well as the target's INT and the level of the Singing and Chorus skills the target is affected by. The success rate improves as the number of Maestros and/or Wanderers in the caster's party increases. An instrument/whip is required to cast this skill.
[Lv 1]: Affects a 5x5 around the target.
[Lv 2]: Affects a 5x5 around the target.
[Lv 3]: Affects a 7x7 around the target.
[Lv 4]: Affects a 7x7 around the target.
[Lv 5]: Affects a 9x9 around the target.
My comments:
This skill also mentions that it will remove singing and chorus effects (sounds like they should be able to stack!). It's cool that it does damage,then you know that it's actually doing something. Not sure if damage misses if the chance to remove buffs fails. I can't make heads or tail of the default description and what actually affects the chance for success. I'd like to see if the damage goes up for each performer as well. Tested, chance to remove buffs was very low considering the long reuse delay of 20 seconds (tried on a lvl 100 RG with 1 in all stats vs my Maestro who was at 110 with high INT/DEX/VIT). It did do a consistant 1K damage though, and it removed both gloomy and SNF which were on at the same time.
Prereqs: Saturday Fever and Sinking Melody 3
Levels: 5
Cast Time: 0.5 seconds
After Cast Delay: 1 second.
Reuse Delay: 20 seconds.
HIdden Data: Hits the target (enemy) and all enemies in the AoE for about 250% ATK. Doesn't remove other chorus buffs on the caster.
In the client:
Skill: Destruction Song
Description: Exclusive skill for Whip Class/musical instruments. Cancel all of Singing and Chorus effects from the target and surrounding enemies. Success Rate is affected by target's DEX, level and Destruction Song skill level. It is also affected by the target's INT and Singing, Chorus skill level. Increase success rate as the number of Wanderer or Maestro increases in the party.
[Lv 1]: 1 target and surroundings 5x5.
[Lv 2]: 1 target and surroundings 5x5.
[Lv 3]: 1 target and surroundings 7x7.
[Lv 4]: 1 target and surroundings 7x7.
[Lv 5]: 1 target and surroundings 9x9.
Suggested corrections:
Skill: Song of Destruction
Description: The caster and at least one other Maestro/Wanderer sing, cancelling all Singing and Chorus effects from the target and surrounding enemies and inflicting physical damage to them. The success rate is affected by the caster's DEX, level and Sound of Destruction skill level as well as the target's INT and the level of the Singing and Chorus skills the target is affected by. The success rate improves as the number of Maestros and/or Wanderers in the caster's party increases. An instrument/whip is required to cast this skill.
[Lv 1]: Affects a 5x5 around the target.
[Lv 2]: Affects a 5x5 around the target.
[Lv 3]: Affects a 7x7 around the target.
[Lv 4]: Affects a 7x7 around the target.
[Lv 5]: Affects a 9x9 around the target.
My comments:
This skill also mentions that it will remove singing and chorus effects (sounds like they should be able to stack!). It's cool that it does damage,then you know that it's actually doing something. Not sure if damage misses if the chance to remove buffs fails. I can't make heads or tail of the default description and what actually affects the chance for success. I'd like to see if the damage goes up for each performer as well. Tested, chance to remove buffs was very low considering the long reuse delay of 20 seconds (tried on a lvl 100 RG with 1 in all stats vs my Maestro who was at 110 with high INT/DEX/VIT). It did do a consistant 1K damage though, and it removed both gloomy and SNF which were on at the same time.
Infinite Humming
Spoiler
Prereqs: Destruction Song and Beyound Cry 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 180 seconds
HIdden Data: Each additional performer reduces the increased SP cost of skills by 3%
In the client:
Skill: Infinite Humming
Description: Exclusive skill for Whip Class/musical instruments. All targets around the caster and in the skill range don't get any desconnection in skill and magic casting. Increase consuming SP amount by 15%. Decrease consuming SP as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Duration 20 sec.
[Lv 1]: Skill Duration 30 sec.
[Lv 1]: Skill Duration 40 sec.
[Lv 1]: Skill Duration 50 sec.
[Lv 1]: Skill Duration 60 sec.
Suggested corrections:
Skill: Infinite Humming
Description: When sung by the caster and at least one other Maestro/Wanderer, all targets around the caster will be able to cast skills without be interrupted, but will increase skill SP cost by 15%. Each Maestro and/or Wander in the party reduces this extra cost by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: 20 second duration.
[Lv 1]: 30 second duration.
[Lv 1]: 40 second duration.
[Lv 1]: 50 second duration.
[Lv 1]: 60 second duration.
My comments:
I'm unsure as to what the skill range is. This is a good increase per performer just as lerad's dew is. Free phen effect is nice too. I'd also be curious to see if there is a cap in the reduction per performer or if it drops to 0. Perhaps it's bugged and it will give sp if over 5 performers? I have 4, anyone want to test? Tested: this skill has no practical use since it doesn't work in a WoE environment. 60 seconds of phen effect every 3 minutes at the cost of more SP? Just bring a phen/orleans/morpheous...
Prereqs: Destruction Song and Beyound Cry 1
Levels: 5
Cast Time: 1 second
After Cast Delay: 1 second
Reuse Delay: 180 seconds
HIdden Data: Each additional performer reduces the increased SP cost of skills by 3%
In the client:
Skill: Infinite Humming
Description: Exclusive skill for Whip Class/musical instruments. All targets around the caster and in the skill range don't get any desconnection in skill and magic casting. Increase consuming SP amount by 15%. Decrease consuming SP as the number of Wanderer or Maestro increases in the party.
[Lv 1]: Skill Duration 20 sec.
[Lv 1]: Skill Duration 30 sec.
[Lv 1]: Skill Duration 40 sec.
[Lv 1]: Skill Duration 50 sec.
[Lv 1]: Skill Duration 60 sec.
Suggested corrections:
Skill: Infinite Humming
Description: When sung by the caster and at least one other Maestro/Wanderer, all targets around the caster will be able to cast skills without be interrupted, but will increase skill SP cost by 15%. Each Maestro and/or Wander in the party reduces this extra cost by 3%. An instrument/whip is required to cast this skill.
[Lv 1]: 20 second duration.
[Lv 1]: 30 second duration.
[Lv 1]: 40 second duration.
[Lv 1]: 50 second duration.
[Lv 1]: 60 second duration.
My comments:
I'm unsure as to what the skill range is. This is a good increase per performer just as lerad's dew is. Free phen effect is nice too. I'd also be curious to see if there is a cap in the reduction per performer or if it drops to 0. Perhaps it's bugged and it will give sp if over 5 performers? I have 4, anyone want to test? Tested: this skill has no practical use since it doesn't work in a WoE environment. 60 seconds of phen effect every 3 minutes at the cost of more SP? Just bring a phen/orleans/morpheous...
My Thoughts
Spoiler
It feels like there are a lot of things that could make performers a really good support character, but the way the skill restrictions are designed and the low mods on the skills makes the class fall short of what I see as real potential.
First issue is the inability to overlap all chorus skills and buffs. I see the idea behind it, but only in some cases and definitely not if the chorus skills stay at their relatively weak potency. For example, Song of Mana regens 10 SP every 5 seconds. This is hardly strong enough to suggest that stacking it with Windmill Rush Attack (this would be like preventing a priest from casting Imposito and Mag at the same time) or Echo Song or even other chorus skills like Dance with Wug or even Infinite Humming. Stacking Windmill with Warcry from Beyond or Saturday Night Fever, sure; Stacking Moonlit with Sinking Melody, sure; but each chorus by itself is not so strong that it calls for the cancelling of all other Performer buffs. I would like to see more thought put in as to which skills make sense to not be allowed overlapping. If you look at the descriptions for Melody of Sink and Warcry from Beyond, you'll notice that these are the only two skills where it mentions that there is no overlapping allowed. It makes me wonder if the other skills are bugged. Also the skill description from Sound of Destruction makes it sound like singing buffs and chorus buffs should be able to stack.
Second, the reuse delays of chorus skills belie the actually power they provide. Windmill Rush Attack provides a 50% damage boost at level 5, coming from a job 50 Maestro with level 10 Lesson. On the other hand, all 5 levels of Warcry from Beyond only provide a 25% increase in damage. Both last for 60 seconds at level 5, yet Warcry, along with all other chorus skills, has a huge reuse delay (some of the chorus skills have a 3 minute reuse delay!), this is hardly overpowered, and from what I've seen so far, adding another performer to the mix doesn't increase the bonuses from chorus songs enough to justify putting more performers in the party. If there are skills that have reuse delays that are 3 times as long as the duration of the skill itself, then there needs to be a very valid reason to use those skills. Look at Inspiration for example, my friend Adrianus is stating 80K+ damage using that skill Ray of Genesis, plus huge damage from GC and other RG skills while using the skill. This is justification for long reuse delays.
Third is Severe Rainstorm. It makes no sense to make this class use a bow any longer. I suppose the thought behind it was to prevent a linked Maestro from running around with Strings, Windmill, and casting SR, and to force the Maestro to not wear a shield. Preventing SR from being used while performing second class songs would be easy, and forcing this class to use a bow when most of their skills require an instrument just doesn't make sense. They should either make cellos and harps two handed weapons if they're worried about too much defense while using the skill. Allow use of the skill with an instrument and just half the damage (similar to rogue's backstab with a bow). Better yet, and I feel that this would be better for both Snipers and Maestros, they should keep the same graphical effects and names and AoEs, but swap the damage modifier and reuse delay from Arrow Storm and Severe Rainstorm (3000% for Rangers at level 10, 700% damage for Maestros at level 5. Well, maybe 1000%
). Or perhaps Great Echo is what those of us who want to use instruments should use (but that forces us to have 2 performers in the party, and does much less than half of the damage).
Fourth is Harmonize. Most people are starting to believe that Harmonize was meant as a debuff since it reduces the target's bonus stats based on the level of Harmonize used (3-5 for level 1, 10-13 for level 5). I'm having a hard time believing that because a ) it affects both the target and the caster, b )you can cast it on yourself, and c ) you have to shift+click to cast it on monsters (edit: you don't have to shift click to cast on enemies in PvP though). Regardless of what it is right now, it needs to be changed to be a clear buff or debuff. My vote is on having it just give +10-13 per stat at level 5. By doing this, Maestros can get one step closer being just as good of a support character as a 2-1 priest (res, mag, bless, agi, imposito, suff, decrease agi, angelus). We're just missing a good heal, which Circle of Nature could be if it was allowed outside of PvP maps. http://forums.warppo...tyle_emoticons/default/happy.gif
Fifth, most of the chorus skills need a serious buff to make them worth while. SNF and Dances with Wargs are fine, but for the SP cost (keep in mind that the sp cost is given to all performers in the party), most of them don't hold their own weight. Let's start with Sinking and Warcry. These skills need to increase damage from respective matical and physical attacks by 25%, not just add 25% of the caster's ATK/MATK to the end of the damage. They also need to do the same for the magic and physical damage they lower respectively. They also need to affect healing skills. Lerad's Dew needs to have the HP increased by a lot, perhaps 10 times as much for each level and then each additional performer would give an additoinal 1K HP. 1K HP at level 5 as it is right now isn't worth it at all to 3rd classes who will mostly have HP above 20K. Song of Mana will barely give back the SP it takes from performers, and won't really help a party on the move (it might be good for regening if everyone sits to rest). The skill should either give 3% of a player's max SP every 5 seconds, which would let it return 90% of the player's SP at level 5 and have a much longer cooldown (say 5 minutes?), or increase the SP given by each additional performer from 2 to 10, or keep the formula as is and increase the duration up to 5 miinutes (regening 300 SP just isn't that much). Song of Destruction just needs its reuse delay lowered down to 5 seconds or should cause some nasty status if you have to wait 20 seconds. As for Infinite Humming, I know some might not like this, but I think it needs to be usable in WoE maps. The skill takes more points to master than any other skill, but what it provides is something everyone in the game already has in pvm, a phen. If it were a situational, WoE skill, one you could use once every 10-20 minutes, that would add much more to the strategic element in WoE. As it is now, if I use it I'm just costing my party mates more SP to give them a benefit they are probably already wearing.
Sixth is my belief that I'm really not being negative! I was pleasantly surprised with Reverberation (Dominion Impulse doesn't seem too useful all the time, however, since you can place Reverberations directly under targets and have them activate at once, and it could be even better if it didn't split damage among monsters) and Metallic Sound (dumb though that Deep Sleep Lullaby is blocked in pvm). Severe Rainstorm is delightful yet stupidly powerful. Poem of the Netherworld, Voice of Siren, Gloomy, and Improvised Song are cool. I'd love to see a group of 12 performers walking around casting Great Echo over and over and see the destruction (edit: there probably won't be that much destruction because they'd all run out of SP and Song of Mana won't help enouth).
To sum it up, I think that chorus skills, their stackability, their modifiers, and their performance increase based on the number performers in the party, all need to be revisited and improved in order for it to make sense to have 2 or 3 performers in a party. After my trans Minstrel hit 99, he basically became a strings slave who rarely was actually in the main party. Without incentive to have additional performers, he'll still be a strings slave, yet this time he'll never run out of SP and he'll be able to useEcho Song or Windmill Gloomy. 
It feels like there are a lot of things that could make performers a really good support character, but the way the skill restrictions are designed and the low mods on the skills makes the class fall short of what I see as real potential.
First issue is the inability to overlap all chorus skills and buffs. I see the idea behind it, but only in some cases and definitely not if the chorus skills stay at their relatively weak potency. For example, Song of Mana regens 10 SP every 5 seconds. This is hardly strong enough to suggest that stacking it with Windmill Rush Attack (this would be like preventing a priest from casting Imposito and Mag at the same time) or Echo Song or even other chorus skills like Dance with Wug or even Infinite Humming. Stacking Windmill with Warcry from Beyond or Saturday Night Fever, sure; Stacking Moonlit with Sinking Melody, sure; but each chorus by itself is not so strong that it calls for the cancelling of all other Performer buffs. I would like to see more thought put in as to which skills make sense to not be allowed overlapping. If you look at the descriptions for Melody of Sink and Warcry from Beyond, you'll notice that these are the only two skills where it mentions that there is no overlapping allowed. It makes me wonder if the other skills are bugged. Also the skill description from Sound of Destruction makes it sound like singing buffs and chorus buffs should be able to stack.
Second, the reuse delays of chorus skills belie the actually power they provide. Windmill Rush Attack provides a 50% damage boost at level 5, coming from a job 50 Maestro with level 10 Lesson. On the other hand, all 5 levels of Warcry from Beyond only provide a 25% increase in damage. Both last for 60 seconds at level 5, yet Warcry, along with all other chorus skills, has a huge reuse delay (some of the chorus skills have a 3 minute reuse delay!), this is hardly overpowered, and from what I've seen so far, adding another performer to the mix doesn't increase the bonuses from chorus songs enough to justify putting more performers in the party. If there are skills that have reuse delays that are 3 times as long as the duration of the skill itself, then there needs to be a very valid reason to use those skills. Look at Inspiration for example, my friend Adrianus is stating 80K+ damage using that skill Ray of Genesis, plus huge damage from GC and other RG skills while using the skill. This is justification for long reuse delays.
Third is Severe Rainstorm. It makes no sense to make this class use a bow any longer. I suppose the thought behind it was to prevent a linked Maestro from running around with Strings, Windmill, and casting SR, and to force the Maestro to not wear a shield. Preventing SR from being used while performing second class songs would be easy, and forcing this class to use a bow when most of their skills require an instrument just doesn't make sense. They should either make cellos and harps two handed weapons if they're worried about too much defense while using the skill. Allow use of the skill with an instrument and just half the damage (similar to rogue's backstab with a bow). Better yet, and I feel that this would be better for both Snipers and Maestros, they should keep the same graphical effects and names and AoEs, but swap the damage modifier and reuse delay from Arrow Storm and Severe Rainstorm (3000% for Rangers at level 10, 700% damage for Maestros at level 5. Well, maybe 1000%

Fourth is Harmonize. Most people are starting to believe that Harmonize was meant as a debuff since it reduces the target's bonus stats based on the level of Harmonize used (3-5 for level 1, 10-13 for level 5). I'm having a hard time believing that because a ) it affects both the target and the caster, b )you can cast it on yourself, and c ) you have to shift+click to cast it on monsters (edit: you don't have to shift click to cast on enemies in PvP though). Regardless of what it is right now, it needs to be changed to be a clear buff or debuff. My vote is on having it just give +10-13 per stat at level 5. By doing this, Maestros can get one step closer being just as good of a support character as a 2-1 priest (res, mag, bless, agi, imposito, suff, decrease agi, angelus). We're just missing a good heal, which Circle of Nature could be if it was allowed outside of PvP maps. http://forums.warppo...tyle_emoticons/default/happy.gif
Fifth, most of the chorus skills need a serious buff to make them worth while. SNF and Dances with Wargs are fine, but for the SP cost (keep in mind that the sp cost is given to all performers in the party), most of them don't hold their own weight. Let's start with Sinking and Warcry. These skills need to increase damage from respective matical and physical attacks by 25%, not just add 25% of the caster's ATK/MATK to the end of the damage. They also need to do the same for the magic and physical damage they lower respectively. They also need to affect healing skills. Lerad's Dew needs to have the HP increased by a lot, perhaps 10 times as much for each level and then each additional performer would give an additoinal 1K HP. 1K HP at level 5 as it is right now isn't worth it at all to 3rd classes who will mostly have HP above 20K. Song of Mana will barely give back the SP it takes from performers, and won't really help a party on the move (it might be good for regening if everyone sits to rest). The skill should either give 3% of a player's max SP every 5 seconds, which would let it return 90% of the player's SP at level 5 and have a much longer cooldown (say 5 minutes?), or increase the SP given by each additional performer from 2 to 10, or keep the formula as is and increase the duration up to 5 miinutes (regening 300 SP just isn't that much). Song of Destruction just needs its reuse delay lowered down to 5 seconds or should cause some nasty status if you have to wait 20 seconds. As for Infinite Humming, I know some might not like this, but I think it needs to be usable in WoE maps. The skill takes more points to master than any other skill, but what it provides is something everyone in the game already has in pvm, a phen. If it were a situational, WoE skill, one you could use once every 10-20 minutes, that would add much more to the strategic element in WoE. As it is now, if I use it I'm just costing my party mates more SP to give them a benefit they are probably already wearing.
Sixth is my belief that I'm really not being negative! I was pleasantly surprised with Reverberation (Dominion Impulse doesn't seem too useful all the time, however, since you can place Reverberations directly under targets and have them activate at once, and it could be even better if it didn't split damage among monsters) and Metallic Sound (dumb though that Deep Sleep Lullaby is blocked in pvm). Severe Rainstorm is delightful yet stupidly powerful. Poem of the Netherworld, Voice of Siren, Gloomy, and Improvised Song are cool. I'd love to see a group of 12 performers walking around casting Great Echo over and over and see the destruction (edit: there probably won't be that much destruction because they'd all run out of SP and Song of Mana won't help enouth).

To sum it up, I think that chorus skills, their stackability, their modifiers, and their performance increase based on the number performers in the party, all need to be revisited and improved in order for it to make sense to have 2 or 3 performers in a party. After my trans Minstrel hit 99, he basically became a strings slave who rarely was actually in the main party. Without incentive to have additional performers, he'll still be a strings slave, yet this time he'll never run out of SP and he'll be able to use

Possible bugs: Moonlit Serenade, Sinking Melody and Warcry from Beyond do not affect healing skills. Increase in damage from Sinking and Warcry don't affect skill modifiers. One of my Maestros couldn't cast Windmill Rush Attack in PVP until he was in a party with another Maestro, while the other Maestro could cast the skill in or out of a party (both were wearing instruments). Dances with Wargs doesn't affect the caster. Melody of Sink and Warcry of Beyond are the only two skills that mention that they cannot overlap, are the other skills bugged? Harmonize not working as intended (is it a buff or debuff?). Lullaby needs to be renamed so it doesn't conflict with the ensemble bard/dancer skill Lullaby. Circle of Nature should be usable on PvM maps, as should DSL (the damage of Metallic Sound suffers without it).
Other: Neck Protection Candy
To do: Cast times for Echo Song, Windmill Rush Attack and Harmonize; test more info in PvP; Gather info/opinions from community. Check to see if there are lower limits to the fixed cast time reduction from Dances with Wargs or the SP cost of
Edits:
September 26: Finished added skill descriptions from client and suggested translation/skill description/skill name corrections.
October 24: Fixed skill descriptions with current info on skills. Big news is that all chorus skills draw sp from all Maestros/Wanderers in party, not just Great Echo.
More to come this week. Stay tuned!
Edited by Akin, 24 October 2010 - 03:38 PM.