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#26 Echo

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Posted 15 November 2010 - 02:23 PM

second this also.


I can't add much, so thirded
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#27 Akin

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Posted 15 November 2010 - 04:12 PM

Stuff I'd like to see for Performers

Song of Despair - Less cast time, enemies don't tele when hit.

Severe Rainstorm - You're performing a raindance/song... use the instrument/whip, not a bow.

Arrow Vulcan - Remove cast time or halve cast time, remove fixed time.

Melody Strike/Slinging Arrow - Remove cast time.

Reverberations - do not split damage among enemies

Metallic Sound - buff it to be equal/better than AV's damage with an INT/DEX build. Right now it does around 1/3 what AV does, which is pretty bad.

Chorus skills - usable solo for reduced effect

Deep Sleep Lullaby - enable in pvm, fix the bug that effects players out of pvp.

Gloomy Shyness - Reduce to 150% @ lvl 1 and 200% at lvl 5 (still nice). Its kind of OP'd and we don't need to be slaves.

Circle of Nature - Fix the bugs/flaws with it so it can be enabled in PVM for actual use. Make it where in PVM it only effects positively on party members gain HP, drain tiny bit of SP to pay for the regenned HP), and in woe drain SP of enemies on screen.


This matches most of what I have listed above in my first post so I'll fourth it!

@ Chorus skills, I'm not so sure about allowing the ability to do it solo, maybe if you were forced to get Voice Lessons 10.

@ Gloomy, I don't mind 200% but then I'd like to see it affected by Base/100 like other 3rd class skills so it can stay at 300% at level 150.

In general, and in addition to what I've written before, I'd like to see base level or job level affect the performance of skills more, I'd like a reduced affect of DSL on allies in PvP, similar to Frost Joke and Dazzler, I'd like to see skills like Song of Despair and Siren's Voice not affect players in PvM. Skills like Warcry from Beyond, Sinking Melody, Gloomy, DSL(if it's allowed in PvM), and Circle of Nature (if it's allowed in PvM), to not affect players outside the party (this would remove any chance of skill abuse/griefing by performers). I'd also like to see the addition of MATK to our currently existing instruments/whips.
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#28 Yanzan

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Posted 15 November 2010 - 08:52 PM

This matches most of what I have listed above in my first post so I'll fourth it!

@ Chorus skills, I'm not so sure about allowing the ability to do it solo, maybe if you were forced to get Voice Lessons 10.

@ Gloomy, I don't mind 200% but then I'd like to see it affected by Base/100 like other 3rd class skills so it can stay at 300% at level 150.

In general, and in addition to what I've written before, I'd like to see base level or job level affect the performance of skills more, I'd like a reduced affect of DSL on allies in PvP, similar to Frost Joke and Dazzler, I'd like to see skills like Song of Despair and Siren's Voice not affect players in PvM. Skills like Warcry from Beyond, Sinking Melody, Gloomy, DSL(if it's allowed in PvM), and Circle of Nature (if it's allowed in PvM), to not affect players outside the party (this would remove any chance of skill abuse/griefing by performers). I'd also like to see the addition of MATK to our currently existing instruments/whips.



Said like a true Champ so in future comments I 1/16 this.

over all it comes down to two things Nerf us so we are balance or make as broken as hell.
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#29 Echo

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Posted 15 November 2010 - 09:55 PM

This matches most of what I have listed above in my first post so I'll fourth it!

@ Chorus skills, I'm not so sure about allowing the ability to do it solo, maybe if you were forced to get Voice Lessons 10.

@ Gloomy, I don't mind 200% but then I'd like to see it affected by Base/100 like other 3rd class skills so it can stay at 300% at level 150.

In general, and in addition to what I've written before, I'd like to see base level or job level affect the performance of skills more, I'd like a reduced affect of DSL on allies in PvP, similar to Frost Joke and Dazzler, I'd like to see skills like Song of Despair and Siren's Voice not affect players in PvM. Skills like Warcry from Beyond, Sinking Melody, Gloomy, DSL(if it's allowed in PvM), and Circle of Nature (if it's allowed in PvM), to not affect players outside the party (this would remove any chance of skill abuse/griefing by performers). I'd also like to see the addition of MATK to our currently existing instruments/whips.


I also agree with all of this.

However, I'd like to add that since choruses are not the same as ensembles, allowing them to be performed solo with a reduced effect (something like a 25% reduction) makes sense, at least to me. Otherwise why not also call them ensembles, if only for the reason that it can be done with more than two people.

Edited by Echo, 15 November 2010 - 09:55 PM.

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#30 Theoretical

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Posted 15 November 2010 - 10:02 PM

Im just now realizing, that Improvised song spells DONT do any DAMAGE if your singing a 2nd class song at the same time. Reverberation has this same bug.
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#31 Akin

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Posted 15 November 2010 - 10:34 PM

Im just now realizing, that Improvised song spells DONT do any DAMAGE if your singing a 2nd class song at the same time. Reverberation has this same bug.



Good find!
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#32 Kadelia

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Posted 16 November 2010 - 04:26 AM

I can't even imagine using improvised song. It just seems so useless :lol: what do you guys use it for?

I also don't even use my dancer dances anymore, they are so worthless except for GK which I still have no use for since all parties are small or solo and the larger ones are mobile x_o
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#33 Theoretical

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Posted 16 November 2010 - 05:31 AM

Well Magic Strings is still useful to make Heal spammable. And I learned improvise song knowing reverberation didnt work while casting strings, so I wanted something to tap monsters besides melody strike >>....then I discovered it didnt work. Im not getting more than lvl 1 improvised song, just got it for gloomy.
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#34 Akin

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Posted 16 November 2010 - 08:32 AM

Improvised Song and Metallic Sound will get a small buff with the release of the Green Whistle and the Rose Whip below it.

Main problem with Improvised Song is that it's just too random to be useful for anything other than maybe a precast or stationary party. It's not like you're going to level with it. Letting it choose what spell you use would be too much of a buff, but perhaps, since it's really just a prerequisite for Gloomy this could work:

Level 1: casts a random Mage/Wizard spell (all spells included).
Level 2: casts a random defensive spell (Firewall, Quagmire, Safety Wall, Fire Pillar, Ice Wall, Sight).
Level 3: casts a random disable spell (FD, Frost Nova, Stone Curse).
Level 4: casts a random bolt spell (LB, CB, FB, JT, WB, Earth Spike, Soul Strike).
Level 5: casts a random AoE spell (TS, HD, SG, MS, LoV).

Napalm Beat and Fireball can just be under level 1, and you can keep the level 5-9 spell progression.

This setup would reward people even more for putting more skill points into it.
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#35 Berek

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Posted 16 November 2010 - 09:02 AM

Hmmm... One of the things that actually worry me is that, at least, in my case I was not able to test most of the skills of the Maestro on iRO. So taking the fact that the number of wanderers/maestros is very low, the feedback will be possible not enough and most of the skills could still get bugs or difficult to balance.

However I must say there're some really good compilations. Besides that, I think that most of the performers wants nearly the same about the required changes so our opinions are not divided.
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#36 Yanzan

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Posted 16 November 2010 - 10:09 AM

What I can't decide is if I want Gloomy for my early levels or Siren max. or just go for buffs. Or gloomy, deep lvl 1 then siren.

Edited by Yanzan, 16 November 2010 - 10:09 AM.

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#37 Kadelia

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Posted 16 November 2010 - 11:36 AM

Improvised Song and Metallic Sound will get a small buff with the release of the Green Whistle and the Rose Whip below it.


How is that a buff to metallic sound? More than half the dmg of metallic sound is atk and this wep has 85 less atk than a carrot whip.
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#38 Akin

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Posted 16 November 2010 - 11:59 AM

What I can't decide is if I want Gloomy for my early levels or Siren max. or just go for buffs. Or gloomy, deep lvl 1 then siren.



If you're going to siege, go with the last option: Gloomy, DSL 1, siren.

How is that a buff to metallic sound? More than half the dmg of metallic sound is atk and this wep has 85 less atk than a carrot whip.


I know most sources say that Metallic Sound is ATK based, but I found that INT and I think MATK is what increased the damage on Ygg during testing. I wish I still had free resets...
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#39 Theoretical

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Posted 16 November 2010 - 01:14 PM

Improvised Song and Metallic Sound will get a small buff with the release of the Green Whistle and the Rose Whip below it.

Main problem with Improvised Song is that it's just too random to be useful for anything other than maybe a precast or stationary party. It's not like you're going to level with it. Letting it choose what spell you use would be too much of a buff, but perhaps, since it's really just a prerequisite for Gloomy this could work:

Level 1: casts a random Mage/Wizard spell (all spells included).
Level 2: casts a random defensive spell (Firewall, Quagmire, Safety Wall, Fire Pillar, Ice Wall, Sight).
Level 3: casts a random disable spell (FD, Frost Nova, Stone Curse).
Level 4: casts a random bolt spell (LB, CB, FB, JT, WB, Earth Spike, Soul Strike).
Level 5: casts a random AoE spell (TS, HD, SG, MS, LoV).

Napalm Beat and Fireball can just be under level 1, and you can keep the level 5-9 spell progression.

This setup would reward people even more for putting more skill points into it.


Hells yea. However what level of the spell would it cast? The same as before lvl 1=spells lvl 5, 2 is 6, 3 is 7, 4 is 8, and 5 casts lvl 9 spells.
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#40 Akin

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Posted 16 November 2010 - 01:41 PM

I was thinking that if you had level 5 and cast level 2, it would still be a level 9 spell. If you had level 3 and cast level 1-3, it would be a level 7 spell. And so on and so forth.

Edited by Akin, 16 November 2010 - 01:43 PM.

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#41 Theoretical

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Posted 16 November 2010 - 03:07 PM

I was thinking that if you had level 5 and cast level 2, it would still be a level 9 spell. If you had level 3 and cast level 1-3, it would be a level 7 spell. And so on and so forth.



That makes even more sense. I highly doubt they want to fix our class though.
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#42 Sapphic

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Posted 17 November 2010 - 01:26 PM

If Rainstorm is changed to use an instrument / whip, I hope we can still use bows, because Orc Archer bows are pretty nice when you need to one shot higher leveled monsters. I mean, is there even an equivalent to it in a guitar / whip form?
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#43 Akin

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Posted 17 November 2010 - 03:25 PM

It is a bit hard to do. I believe there are ways to get the Oriental Lute and Queen's Whip to out-perform it with slotting, proper cards, upgrade level and endows, but that method is definitely not as versatile as the OAB.

Here's to hoping they add more level 4 instruments/whips in the future!
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#44 Sapphic

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Posted 17 November 2010 - 03:33 PM

The problem with the endow thing is that it really hinders you in places with a lot of different elements (Abyss for sure).
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#45 Akin

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Posted 18 November 2010 - 08:42 AM

Exactly.

BTW, I like your avatar!

edit: I added a bug to my first post in this thread. Lord Vader reports that Gloomy doesn't affect Shield Press as the description states.

Edited by Akin, 18 November 2010 - 09:25 AM.

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#46 Sapphic

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Posted 19 November 2010 - 12:18 PM

BTW, I like your avatar!

Thanks!

Also, I'm still catching my party members / other people in Song of Despair. It's really annoying trying to trap a monster only to trap my Arch Bishop with the monster. It needs to seriously be addressed.

Does more levels of Voice Lessons affect Windmill Rush? The description for Windmill Rush says it does, but it's kind of hard to test, because my damage is all over the place. I don't know if it's a bug or not.

Edited by Sapphic, 20 November 2010 - 12:19 AM.

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#47 Akin

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Posted 20 November 2010 - 06:44 AM

Yeah, Voice Lessons increases Windmill Rush's damage increase by 1% per level. Job level increases it by 0.2% each. So at job 50 with level 10 VL you'd have +20% to the skill modifier. If you only got VL 5, you'd have +15%.
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#48 Sapphic

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Posted 20 November 2010 - 02:54 PM

Yeah, I know, but I was just trying to ask if anyone has actually tested if it works or not.
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#49 Akin

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Posted 20 November 2010 - 04:58 PM

I did!

I tested with and without weapons, VL 1, 5 and 10, and Jobs 7, 25, and 50. And most combinations of those three.
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#50 Sapphic

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Posted 21 November 2010 - 03:09 AM

Ah, awesome! Thanks much <_< Glad to know I didn't get VL 10 for no reason.
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