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New SoulLinks for Third job classes?


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#1 WateryGrave

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Posted 11 October 2012 - 10:29 AM

The soullinks i propose that be reworked to accommodate the new third job skills and be more useful to every class are,
Monk Spirit - Soullinks to Monks and Champions, giving them special buffs for the skill's duration.
- The Combo Finish attack becomes a 5x5 cell splash attack.
- SP Cost of combo skills is decreased.
- Allow SP regeneration in Critical Explosion state.
Sage Spirit - Soullinks to Sages and Professors, allowing their Auto Spell Skill to always produce LV 10 Bolts if the Sage has learned that much in the Bolt Skill.
Crusader Spirit - Soullinks to Crusaders and Paladins, making their Shield Boomerang never miss, do double the damage, and halving its after cast delay.
Knight Spirit - Soullinks to Knights and Lord Knights, allowing those who have Two-Hand Quicken LV 10 to use One-Hand Quicken for the skill's duration.
Wizard Spirit ( Debatable ) - Soullinks to Wizards and High Wizards, allowing them to cast all Gemstone requiring Skills without using them up (however, it still requires the Wizard to have at least one of the respective Gemstone) for the skill's duration.
Priest Spirit - Soullinks to Priests and High Priests, boosting the power of Holy Light by +400% but also increasing its SP Cost by +400% for the skill's duration.
Assassin Spirit - Soullinks to Assassins and Assassins Cross, boosting their Sonic Blow by doubling its damage and halving the Cool Down for the skill's duration.
However, the bonuses are reduced to +25% bonus damage and no Cool Down bonus when in Siege Mode (WoE)
Blacksmith Spirit - Soullinks to Blacksmiths and Whitesmiths, allowing them to use Full Adrenaline Rush if they have Adrenaline Rush LV5 for the skill's duration.
Hunter Spirit - Soullinks to Hunters and Snipers, giving them special buffs for the skill's duration.
- Effectiveness of Beast Bane is increased by Hunters/Snipers STR.
- If Double Strafing is LV 10, a new skill, Beast Strafing, will be available.


I have alot of ideas of which way these Soullinks could go, but i just wanted to run this by suggestions to see if it was even remotely plausible on iRO
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#2 Baturiano

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Posted 11 October 2012 - 11:44 AM

I just ROFL everytime I see the link effect on priests
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#3 asayuu

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Posted 11 October 2012 - 01:40 PM

Wait, was anything changed there?

Well... except making Gfist AOE.
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#4 WateryGrave

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Posted 11 October 2012 - 02:47 PM

Nothing was changed, those Soul Links are the ones i feel could be adjusted to benefit the players more.
Like Monk like could take -5 seconds off the time where you cant regen sp after using gfist
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#5 foxySox

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Posted 11 October 2012 - 03:01 PM

I think the priest definitely needs something new. I mean holy lighting people for 2-3k is fun and all, but I can't ever see where it's worth it to keep a linker slave just for that honestly. Maybe something that adds +Heal power or lowers the SP cost of skills?
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#6 Tofu

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Posted 11 October 2012 - 03:23 PM

I think the priest definitely needs something new. I mean holy lighting people for 2-3k is fun and all, but I can't ever see where it's worth it to keep a linker slave just for that honestly. Maybe something that adds +Heal power or lowers the SP cost of skills?

Pre-renewal, I was holy lighting for 7k-9k as a regular priest. I didn't even have my full holy-light set. Renewal hit before I could finish it D:

I could have done even more damage (who knows how much more though, now), and I could have gotten the cast time of holy light down to less than 0.1 seconds, from mainly gear. It would have been hilarious.
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#7 mintypudding

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Posted 11 October 2012 - 03:27 PM

How about eliminating the gem cost of Adoramus and ME or something? You could free up a lot of room for more pots.
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#8 foxySox

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Posted 11 October 2012 - 03:40 PM

Last WoE 1 I was linking my AB and holy light-ing people in WoE just for giggles. I killed a people, that were either already almost dead/out of pots, or just were really bad. Having a .1 second cast time for Holy Light sounds like it'd be so much fun :rice:

Also PoPo having no gem cost for ME or Ado is probably a really nice idea. I'd probably have a link slave and reset one of my AB's (or make a 3rd) just for that.

Edited by foxySox, 11 October 2012 - 04:01 PM.

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#9 mintypudding

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Posted 11 October 2012 - 03:49 PM

YOU KILLED A PEOPLE!

Ffffffffffff, I have like a million reasons to make a Soul Linker but I'm stubbornly holding out on doing it. :p_sad:
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#10 foxySox

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Posted 11 October 2012 - 04:09 PM

SHHHHH I CAN TYPO SOMETIMES TOO. ALSO YOU HAVE 666 POSTS. GET AWAY DEMON.

I wonder how to improve the other links. It seems the hunter one is really meh, because I've never been linked on my ranger ever since most linkers apparently don't even get it. Maybe that one could give extra flee or improved range for bows/traps?

Also I think linkers would need to be able to go past 99 to even make them useful to drag along for 3rd classes, especially since the monsters get a long stronger.
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#11 nein

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Posted 11 October 2012 - 04:42 PM

Skycastle thread? Great.


AB spirit: adoramus ignores 50% of enemy mdef
Wanderer spirit: dazzler ignores 50% of enemy vit
Genetic spirit: summons a bot to beg your guild for reimburse after WoE so you don't go completely broke every time
Gunslinger spirit: become useful class

Edited by nein, 11 October 2012 - 04:43 PM.

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#12 mintypudding

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Posted 11 October 2012 - 04:46 PM

Beast Strafing was pretty boss back then. I know from personal experience!
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#13 WateryGrave

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Posted 11 October 2012 - 06:38 PM

Yea alot could be done with the Spirits. I think im gonna sit down one day and brainstorm another entire Soul Link set for all classes
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#14 Facekiller

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Posted 11 October 2012 - 08:00 PM

Ninja soul link- Causes Mirror image to reflect damage magic/physical by 20% chance
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#15 asayuu

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Posted 12 October 2012 - 05:34 AM

Maestro / Wanderer spirits:
- Character learns the other gender's songs in the same level you have, and count as two for every chorus skill, except Great Echo. May do (or not) ensemble skills alone.
- Doubles the damage (based in the number of performers) of Great Echo.

Shadow Chaser Spirit:
- Increases the damage of non-chaser (aka copied) skills in 50%.
- Lowers the SP drain of Invisibility and makes the skill able to be turned off.

Archbishop Spirit:
- Increases base healing power in 1% per base level (Like alchemist spirit)
- Adoramus uses no gems during the spirit effect. It uses 50 more SP though.

Ranger Spirit:
- Aimed Bolt does not free the target from the trap after hitting the target.
- Traps used by a linked ranger can't be removed with any skill (Except Magnetic Earth, Gambantein and Crazy Vines)

Edited by asayuu, 12 October 2012 - 05:35 AM.

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#16 WateryGrave

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Posted 12 October 2012 - 08:22 AM

Ranger Spirit:
- Aimed Bolt does not free the target from the trap after hitting the target.
- Traps used by a linked ranger can't be removed with any skill (Except Magnetic Earth, Gambantein and Crazy Vines)


I got one for ranger, Traps that snare targets disable all movement skills as well as walking. Such as Snap,Backslide, Mechanic Backslide/frontslide.


Rune Knight Spirit:
- Decrease in HP no longer affects dragon breath damage.
- All Runes have a 1/3 less reuse delay.

Mechanic Spirit:
- Arm cannon after cast skill delay is reduced by 50%
- Increases chance for power swing to invoke Axe Boomerang to 60%

Guillotine Cross Spirit:
- Poison compounded to weapons can not be taken off by any means other than Death or enchanting a different poison for the skills duration.
- Hallucination walk sp drain is decreased by 30% and increases number of hits able to be taken in hallucination walk by one.

Royal Guard Spirit:
- Decreases after cast delay of Prestige and Genesis ray by 50%
- Inspiration experience cost is reduced by 35%

Still thinking of more for Genetic, Shura, Sorcerer, and Warlock
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#17 foxySox

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Posted 12 October 2012 - 08:40 AM

I got one for ranger, Traps that snare targets disable all movement skills as well as walking. Such as Snap,Backslide, Mechanic Backslide/frontslide.


I really like this. Especially if it worked with Electric Shock. Drain their SP and they can't move out of it. Maybe that and Ankle Snare would actually have more use in WoE then.
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#18 mintypudding

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Posted 12 October 2012 - 08:55 AM

Why is it so hard for Gravity to balance trap and pew pew Rangers? :p_sad:
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#19 WateryGrave

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Posted 12 October 2012 - 09:05 AM

they could make ensnare a status effect that you get when on a snare trap and just have it make it say the following skills may not be used while in this status effect. probably KRO messin up everything again lol
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#20 foxySox

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Posted 12 October 2012 - 09:12 AM

Haha the status effect would be nice. Maybe make it to where you can only be Clearanced or Dispelled out of it too, just so people won't say traps are too OP. Also would be annoying for a guildmate to step on it and get stuck. I wish traps only effected enemies, like Extreme Vacuum does.
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#21 WateryGrave

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Posted 12 October 2012 - 11:02 AM

Well i think it should still hit allies so that it cant be used recklessly rangers would have to tactically place them as to not screw over their own guild
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#22 Viri

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Posted 12 October 2012 - 11:04 AM

Linker spirit should enable use of energy coat ;D
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#23 WateryGrave

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Posted 12 October 2012 - 11:08 AM

Linker spirit should enable use of energy coat ;D


if anything linker spirit should allow offensive magic skills to be used on players.
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#24 Viri

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Posted 12 October 2012 - 11:19 AM

They have no offensive magic other than esma and you'd have to be able to cast the other es- skills on players. That'd be pretty gross actually lmao
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#25 WateryGrave

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Posted 12 October 2012 - 11:21 AM

it would make them a pretty good precaster. still not broken though i think it would be manageable
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