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Start to fix the -_- SORC CLASS


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#51 Hoshizuka

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Posted 05 July 2013 - 11:51 AM

But Rangers and Sins can go invisible, while Magicians can't. Kinda makes it up with a spammable low level moving spell, no?

 

Don't forget the 2x dmg when you go out of it + crit.  my ranger can literally take 1/3 of a sorc's hp in 1 hit when out of stealth


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#52 4860130515113635440

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Posted 05 July 2013 - 12:25 PM

But Rangers and Sins can go invisible, while Magicians can't. Kinda makes it up with a spammable low level moving spell, no?

 

No it doesn't, we only get it once and can't use it in combat and it doesn't last 6 seconds. If we got a surprise attack buff out of hide for 6 seconds it would be close. If we could stealth when not targeted/in combat it'd be even. But to make up for rogue losing out on its exclusive cloak in combat make smoke bomb aoe party. Rangers would need to be a 1-2 sec cast though to keep them from just cloak shoting constantly, maybe lower its ms so that it ends up at normal with all the skills.

 

But all of that would be far more broken than just nerfing sorc some :/


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#53 Hoshizuka

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Posted 05 July 2013 - 12:26 PM

No it doesn't, we only get it once and can't use it in combat and it doesn't last 6 seconds. If we got a surprise attack buff out of hide for 6 seconds it would be close. If we could stealth when not targeted/in combat it'd be even. But to make up for rogue losing out on its exclusive cloak in combat make smoke bomb aoe party. Rangers would need to be a 1-2 sec cast though to keep them from just cloak shoting constantly, maybe lower its ms so that it ends up at normal with all the skills.

 

But all of that would be far more broken than just nerfing sorc some :/

 

Wait are you a ranger or a sin?  If you're a ranger and you're complaining about not being able to kill a sorc jus quit the game.  THEY'RE SO EZ TO KILL as a ranger


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#54 BradleyRyan

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Posted 05 July 2013 - 12:28 PM

I'd rather have them buff the other classes. Or make it so that any nerf on the PVP capabilities will not affect the PVM side.


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#55 4860130515113635440

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Posted 05 July 2013 - 12:38 PM

I'm a WAR/MNK/SIN with a sorc in the making and only the war has any real trouble with sorc if they kite. Killing them isn't the point though its that sorc has far too much utility that is for how effective it is at all of it. It needs sorc to be scaled back, tanks need buffs especially mnk/bst, wiz to get buffed some, rogue buffed some and depeneding on how that all plays out really anything could happen to rng and sin (stay the same/slight nerf/little chance of buff unless rogue/wiz get big buffs).


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#56 Hoshizuka

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Posted 05 July 2013 - 12:41 PM

the problem i see with buffing a tank is... you're playing a tank... that's your choice... OH IM A TANK I WANT TO DO MAX DPS. no ur a tank. stfu and tank.  Colo isn't the only aspect of the game and id rather them be doing other -_- than trying to make "tanks" do more dmg in colo cuz really, tanks are fine as they are.  one thing pisses me off tho is since my knights battle tactic i lose int when i get into colo so less dmg when i crit Q.Q


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#57 Dusk1PS

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Posted 05 July 2013 - 12:44 PM

So, you have 3 melees and a lvl 25 Sorc.

 

I see where your complaints lie now. You should've seen Sorc before the nerf on SEA, then you'd be ragin cajun.


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#58 4860130515113635440

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Posted 05 July 2013 - 02:56 PM

the problem i see with buffing a tank is... you're playing a tank... that's your choice... OH IM A TANK I WANT TO DO MAX DPS. no ur a tank. stfu and tank.  Colo isn't the only aspect of the game and id rather them be doing other -_- than trying to make "tanks" do more dmg in colo cuz really, tanks are fine as they are.  one thing pisses me off tho is since my knights battle tactic i lose int when i get into colo so less dmg when i crit Q.Q

 

My war is the same low int, I also hate the DPS tanks. There was one guy trying to argue that monk could be a viable dps vs sin/rng/rog/wiz. I think he was insane, you want to drop steel body and iron skin from your mnk build because it doesn't help dps? lol k But I'd take either for sin in a second.

 

So, you have 3 melees and a lvl 25 Sorc.

 

I see where your complaints lie now. You should've seen Sorc before the nerf on SEA, then you'd be ragin cajun.

 

 

It seemed like a pretty viable nerf from this end, how good at healing were they? I keep hearing 2x but that almost sounds insane, was priest different? Either way they're just a tad on the op side now, IDK maybe they can buff the classes that need it and we'll see from there what needs to be scale back.


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#59 Dusk1PS

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Posted 05 July 2013 - 03:00 PM

We could use Wind Arms and LoR healed 22% of Magic Attack(it got nerfed to 11%).

 

Now its Wind Arms and LoR @ 11%.

 

In numbers, I could use Wind Arms and heal for 600-800 on LoR on SEA(pre nerf) - without crit.

 

In NA, I use Wind Arms and LoR does 300-400.

 

The same happened to Deluge too(nerfed by half)

 

And no, everything else was the same. They nerfed Sorcs specifically. They felt the damage is fair and the healing was out of control. They made Earth Emblem(which used to give only 10% bonus healing + The HoT) give 100% at max level.

 

So if you wanted the "old" LoR or Deluge, you needed to use Earth Emblem. If you wanted the damage, you had to go Wind Arms.


Edited by Dusk1PS, 05 July 2013 - 03:04 PM.

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#60 XionArcadia

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Posted 05 July 2013 - 03:43 PM

Still dont see how Sorcs need nerf. Every class has its own flavor.

 

Knight- Chain stuns, High Def.

 

War- Sweep aoe (Seriously got a triple kill in colo because of it),60% heal, Damage reduction( High parry/dodge/def) High def

 

Ranger- Stealth 2x dmg, Attack while moving, Bird, Escape + Snare, DoT

 

Beastmaster- 15k hp?!, stunz, self heal

 

Wiz- Dot, Strong burst, 10 sec invinc, Get-out-of-Dodge spell,

 

Sorc- Chance burst, swap forms to optimize EITHER damage or Healz, Cant do both at same time, Snare, Chance stun

Priest- Dots, Ray of Genocide, HoT, Heal, Full Heal, Damage reduction

 

Assassin- Build in speed boost, Spams stun, High crit and damage, Ugly form, Built in damage reduction, DoT

 

Rouge- Knockdown, 60% Heal, DoT, restealth, high burst damage with Unstoppable doping.

 

Monk- High Def, High HP, Asura strike >>, Gap closer, Damage reduction

 

Seriously if anything BM and Monks are just not designed with Colo in mind.

 


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#61 4860130515113635440

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Posted 05 July 2013 - 03:46 PM

That actually isn't as bad as I thought, so a FS sorc is how they use to be but as hybrid?


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#62 Hoshizuka

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Posted 05 July 2013 - 03:57 PM

My war is the same low int, I also hate the DPS tanks.

 

Knight can be a pretty boss DPS.  I do 2-3k crits AND i can tank.  come at me?


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#63 Dusk1PS

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Posted 05 July 2013 - 04:02 PM

600-800 isnt bad until it crits and does 1200-1600 every 2 seconds + Healing Wave/Rejuvenation + Deluge(which healed 2200 normal and 4400 Crits).

 

Then you start to cry inside since the Sorc can also Burst you while all thats going on and they never have to change to Earth Emblem once.


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#64 Vau

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Posted 05 July 2013 - 06:06 PM

Hey,

 

Sorcs are not OP, i have proven it hundred times on duels, they aren't "unkillable" if you use your class properly with right skills you should kill them. The only OP class is the Priest, that no class can't actually kill it in a 1 vs 1, gotta be on a 2/3 vs 1, on Colloseum ppl don't touch Priests cuz is a waste of 3 precious min while they just Ray of Genesis the whole -_-, getting free kills.

 

The changes i would implement on priest must be like: Cooldown on Credo/Oratio/Adoramus. Using one at time, not spamming those 3 debuffs at the same time, that's unfair. And 1 second Cooldown on Heal skill. That should let us kill them in a 1 vs 1 at least.

 

Vau!


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#65 yuaki123

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Posted 05 July 2013 - 06:48 PM

Still dont see how Sorcs need nerf. Every class has its own flavor.

 

Knight- Chain stuns, High Def.

 

War- Sweep aoe (Seriously got a triple kill in colo because of it),60% heal, Damage reduction( High parry/dodge/def) High def

 

Ranger- Stealth 2x dmg, Attack while moving, Bird, Escape + Snare, DoT

 

Beastmaster- 15k hp?!, stunz, self heal

 

Wiz- Dot, Strong burst, 10 sec invinc, Get-out-of-Dodge spell,

 

Sorc- Chance burst, swap forms to optimize EITHER damage or Healz, Cant do both at same time, Snare, Chance stun

Priest- Dots, Ray of Genocide, HoT, Heal, Full Heal, Damage reduction

 

Assassin- Build in speed boost, Spams stun, High crit and damage, Ugly form, Built in damage reduction, DoT

 

Rouge- Knockdown, 60% Heal, DoT, restealth, high burst damage with Unstoppable doping.

 

Monk- High Def, High HP, Asura strike >>, Gap closer, Damage reduction

 

Seriously if anything BM and Monks are just not designed with Colo in mind.

 ^ This is what I am talking about! Like really guys, Sorc class is already nerf! You guys need to learn how to play your class and exploit the flavor of the class you are playing! 


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#66 HunkSurvivor

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Posted 05 July 2013 - 09:57 PM

when a war takes like 10 hits to kill anyone, sorcs takes 2 single bolts for 6k = gg


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#67 Blackthunder

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Posted 06 July 2013 - 12:36 AM

Wiz- Dot, Strong burst, 10 sec invinc, Get-out-of-Dodge spell, 

 

10sec invinc has 5min cooldown, 

Get out of dodge? Teleport? Never helped me, they just follow me. 

 

But u forgett the negativ: Low def, everyone do fin hard dmg to you...

 

Anyway

ALL your PRO Sorc argmuents get invalid because ---> 8k Crits!! One Shot! + Freezing you cant cast you cant pot , you can just stay and see the death in the eyes...

 


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#68 iJojo

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Posted 06 July 2013 - 02:27 AM

I'm sorry but whilst Sorc may have extremely huge burst. It's all luck based. 

 

They freeze someone, JT is parried, Spear misses, now what are they going to do? When I play Sorc in colo I get a kill, and then get killed myself because I get knocked down by some Sin or CC chained by some Warrior. Deluge, LoR? They do nothing without Earth Seal. It also doesn't stop people trying to kill to just kill you anyway. 

 

The truly imbalanced class in Colo is Priest. Unless you get that 200% Attack to tear them apart, trying to 1v1 them is a waste of time. They heal themselves to full one time, and people stop focusing them instantly. "The guy just used his 5 minute cooldown to save his ass, why be stupid and stop focusing him...". They just DoT everything INSTANTLY, they run around with their Ray of Genesis casting (why the hell does a Ranged class get to move during casting? Rogue gets locked in Duration for their Moonlight Dance). With VIP they have 11k+ HP, Movement Speed buff, 40% Damage Reduction. Heals over time, 

 

Also why is VIP enabled in Colo, gives such blatant benefits with the HP buff and Movement speed. It's a joke when squishy ranged classes run as fast as an Assassin (guess I need VIP for more movement speed on my Assassin..).

CC chained by a warrior. Keep dreaming. Warriors don't have enough CC to chain CC


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#69 GuardianTK

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Posted 06 July 2013 - 02:37 AM

Pommel and Battle Leap both have 3 second stuns each. Battle Leap has a 70 second cooldown at Lv1 and 20 seconds at Lv5. Pommel has 90 seconds for Lv1 and 40 seconds at Lv5. Have you taken a look at all of the other skills they have to get? Because you're most likely not even going to go and get either one maxed, even if you're a DPS Warrior.

 

 

Varetyr Spear = 30 seconds cooldown.

 

Frost Diver = 5 seconds for 6 seconds of immobilization.

 

Cold Bolt = 0 second cooldown and 6 seconds of duration for 40% movement decrease.

 

 

Learn to kite if you're a Sorcerer dying to one melee in Colo. If you're a melee and you managed to kill a Sorcerer on your own without any 3rd party coming into the fray, you either got lucky or you fought a baddie.

 

 

 

On another note:

 

Assassin - Shadow Assault

3 second stun after homing in from out of nowhere and having only 20 seconds of cooldown.

 

 

Knight - Shield Charge

3 second stun that has a 60 second cooldown at Lv1 and 20 seconds at Lv5.


Edited by GuardianTK, 06 July 2013 - 09:40 AM.

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#70 ImmortalBlue

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Posted 06 July 2013 - 09:22 AM

Varetyr Spear = 30 seconds, not including the amount of Haste they can get with Wind Arms.

 

Frost Diver = 5 seconds, not including the amount of Haste for 6 seconds of immobilization.

 

Cold Bolt = 0 second cooldown and 6 seconds of duration for 40% movement decrease.

Haste rate doesn't reduce cooldown times =,=" It's Vigor rate =,="

Hast rate = casting time = attack speed


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#71 GuardianTK

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Posted 06 July 2013 - 09:43 AM

Oh sorry, I keep getting both mixed it up.  xD  Fixed the post.


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#72 Vau

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Posted 06 July 2013 - 04:16 PM

On another note:

 

Assassin - Shadow Assault

3 second stun after homing in from out of nowhere and having only 20 seconds of cooldown.

 

 

 

Is actually 2 seconds stun, that you loose 1 second cuz the animation + get near your target  if he's moving, so it's 1 squalid second to attack. It can bug sometimes on  Colo if your target dies while your using it.

 

Vau!


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#73 6299130505154003263

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Posted 06 July 2013 - 04:27 PM

Knight - Shield Charge

3 second stun that has a 60 second cooldown at Lv1 and 20 seconds at Lv5.

 

This skill bugs a LOT, 80% of the time, the charge will stun the person and it will be out of melee range. If you receive any kind of CC during the charge animation, big chance the skill  will bug and you will be "silenced" until you die or round ends. If you start to charge and the target is gone from your range for any reason(leap, teleport, rubberbanding or whatever bs), you gonna be glitched in the charge animation untill you die or round ends.

 

This skill is great, but has so much drawbacks due to bugs in this game, making it a gamble everytime you use it...

They should add on the tooltip of the skill, "This skill has x% chance of screw you instead of having the desired effect".

 

Also on the 3s stun, even if the moons align, the gods are in your favor and the skill actually lands and leave you in melee range, 1s is lost on the animation.


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#74 Meconopsis

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Posted 06 July 2013 - 05:15 PM

Haha every gap closer is bugged in some way... That's why ranged classes rule Colo.

Knight - animation bug, must die to rid, but almost impossible since nobody wants to kill you.
Warrior - hit box is deceptive because server lags.
Beastmaster - animation bug, same as knight.
Monk - moves monk sometimes but skill does not go on cooldown and positions monk in a terrible spot.
Assassin - Can bug out if target dies during use. User must die to remove.
Rogue - Can cause terrible positioning bug like monk if used from really far away range.

GG melee classes.
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#75 GuardianTK

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Posted 06 July 2013 - 05:17 PM

Yeah, I made that point earlier that they need to fix that crap. Really hate getting bugged if someone disables you when you're casting a gap closer or stunning skill.


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