Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 7:31 pm
Elite Member
Joined: Aug 2006 Posts: 5985 Location: ...
Does Force get an imbue? If it doesn't get an imbue and selfbuffs then there will be even less Force users out there since you can only take 2 masteries. Damn that sucks, don't wanna get rid of force.
And i'm still waiting for Heuksal's and Pacheon's new tree. They still haven't added those.
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 8:21 pm
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Joined: Apr 2008 Posts: 820 Location:
omier44 wrote:
Does Force get an imbue? If it doesn't get an imbue and selfbuffs then there will be even less Force users out there since you can only take 2 masteries. Damn that sucks, don't wanna get rid of force.
And i'm still waiting for Heuksal's and Pacheon's new tree. They still haven't added those.
Force doesn't get an imbue It gets phy & mag def buffs, but can't selfcast them... Also groupheal & groupres Insta groupheal (also selfheals) Old debuffs are kept Also a Healing & Mana Orbit like skill (But it doesn't work atm, animation stops at 3/4 and there is no buffsymbol or any healing) Best buff is probably the group buff where u get immunity against debuffs Also FireShield got updated (also reduces "euro" debuffs + it lasts longer (900sec I think))
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 10:26 pm
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Joined: Aug 2006 Posts: 5985 Location: ...
Razorhead wrote:
omier44 wrote:
Does Force get an imbue? If it doesn't get an imbue and selfbuffs then there will be even less Force users out there since you can only take 2 masteries. Damn that sucks, don't wanna get rid of force.
And i'm still waiting for Heuksal's and Pacheon's new tree. They still haven't added those.
Force doesn't get an imbue It gets phy & mag def buffs, but can't selfcast them... Also groupheal & groupres Insta groupheal (also selfheals) Old debuffs are kept Also a Healing & Mana Orbit like skill (But it doesn't work atm, animation stops at 3/4 and there is no buffsymbol or any healing) Best buff is probably the group buff where u get immunity against debuffs Also FireShield got updated (also reduces "euro" debuffs + it lasts longer (900sec I think))
Well then i guess Force will be used by ints only because they get the imbue. That sucks.
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 10:30 pm
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Joined: Jan 2011 Posts: 2626 Location: Home ._.
Extrme_G wrote:
07:00
Are you on a hurry, lol.
Anyway just wait till next morning and try it then.
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 10:44 pm
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Joined: Apr 2008 Posts: 820 Location:
It's open lag seems fixed
And yeah, Force is made to be a chinese alternative for eu clerics so weap+force = failure U could try a tanky str blader with force though, but u won't kill anyone with it
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Tue Dec 06, 2011 11:47 pm
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Joined: May 2008 Posts: 828 Location:
pizzagirl2008 wrote:
so it's either gonna be:
str - weapon + fire/light/ice int - weapon + fire/light/ice int - fire/light/ice + force
cool...
Not really. I actually think str - weapon + force is possible too. For a str character the imbue shouldn't really matter that much, as you are going to deal mainly physical dmg. anyway as pure str character. Also just imagine a full str chinese character with mp and hp heals, "cleric" defence buffs and ress. As there is no pot delay for chinese characters, it's probably even harder to take these builds down than euro str clerics. I'd actually imagine it would be one of the best builds in group pvp, if not even the best (in my opinion it just lacks absolutes and it would totally rock in group pvp). It probably wouldn't look too good at 1 vs. 1 PVP, as it just lacks the damage to kill, but you can't have everything i guess. After this update it should be possible to play chinese characters as pure or mainly support builds too. I'd actually be rather tempted to try out a full str bicheon/force character. With a high BR on the shield, no pot delay and the hp/defence of a str character, you would be almost invincible and you can heal, buff and ress your team mates. The damage would be rather low, but in a 8/8 pt it wouldn't really matter. There are other people in the pt, who can deal the dmg and i just try to keep them alive or get them up again, if they die. Anyway, finally chinese characters are getting a chance to shine in group pvp too. I just don't like that they also nerfed the european characters (bless disappears after weapon switch, increased CD's, less dmg). I don't think it's really necessary after changing the chinese characters like this. Also after this it's probably almost impossible to do 3-4* Forgotten World Runs (no bless cycle, long CD on screens, etc.)
A full chinese pt or maybe a mixed pt might actually be better than a full euro pt now pvp-wise, but so far i didn't really see, how all the changes will effect the gameplay, as i unforunately don't have a lv.101+ character yet. It's mainly just guessing based on the things that i heard so far, but a pure str weapon/force chinese character actually seems quite interesting to me and is definitely not a fail build in my opinion. Of course it won't be really good without a team, but it should be an excellent build for supporting your pt. Unfortunately so far team play is not really encouraged with all the bots on ISRO. Maybe that will also change with the update and team play will be a lot more important than it used to be.
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Wed Dec 07, 2011 12:14 am
Regular Member
Joined: Apr 2008 Posts: 333 Location: Pizza Shop
i'd much prefer a chinese wizard/cleric than a chinese str buffer.....euro str cleric does a much better job than this.
and as for even group pvp...the chinese str force cannot kill because damage isnt there. 20% phy damage from fire is just too much to be overlooked.
the good thing about this update i guess is that chinese will not be redundant in terms of group pvp.
the standard warrior, 3x wiz, 2x bards, 1 cleric, 1 warlock or extra wiz can be more flexible by replacing the warlock or wiz with chinese force for extra damage and support.
the thing i really wanna see is how much damage a full int with weapon + fire/light/ice will do against warrior/clerics.
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Wed Dec 07, 2011 4:38 am
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Joined: Dec 2008 Posts: 4714 Location:
I noticed from Dutchy's first post that the mastery is reduced to 240....and now only 2 main trees: imbue + weapon....Could this 240 mastery mean that the final cap is indeed 120?
I also love how everyone might be able to have all of the masteries..light/fire/ice...I am sure int users will love this as it gives them more protection and more firepower.
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Wed Dec 07, 2011 9:27 am
Regular Member
Joined: Dec 2007 Posts: 286 Location: Middle East, Europe, Whichever I am posted
OUCH. This does not bode well for those who like using 1hand and axe as their main play skills, or the rogue.. Sigh.. This build gets mauled by a blader who has both mag and phy att, and mag and phy def, now it is just gonna get worst. 1hand should have the highest def in Euro .. but def as compared to a chin blader -- lol 1hand sucked since 10d... now they are going to make it more imbalanced in favor of the Chin Blader.
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Wed Dec 07, 2011 2:21 pm
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Joined: Aug 2006 Posts: 5985 Location: ...
BuDo wrote:
I noticed from Dutchy's first post that the mastery is reduced to 240....and now only 2 main trees: imbue + weapon....Could this 240 mastery mean that the final cap is indeed 120?
I also love how everyone might be able to have all of the masteries..light/fire/ice...I am sure int users will love this as it gives them more protection and more firepower.
No, they will raise the max mastery lvl with cap raise as they have done before. BTW there are news about the 130 cap mobs. The exp requirements go up to 140 atm, but probably will go up to 150 finally as there should be 15 degrees. Considering the final cap is 150, there would have been 16 degrees altogether if 8 0cap were to come with a new degree.
BuDo wrote:
I also love how everyone might be able to have all of the masteries..light/fire/ice...I am sure int users will love this as it gives them more protection and more firepower.
I don't like everyone being almost the same build.
Why do they have to change stuff that doesn't need a change? They should have only edited the Euro stuff as it is in KSRO and increase Grass Walk's speed and i would be happy with my force build, even without those new force skills. I don't want to be a support build. Force atm, is for fun, you can own with it. It sucks that they put those masteries together(at least they could change the name of it so we don't have two Forces >.>). And for me - no imbue, no fun.
Once again, JM have done too much. Too much effort fcks it up.
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Wed Dec 07, 2011 11:49 pm
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Joined: May 2008 Posts: 7150 Location: uefa2012
maybe they are trying to have Chin str be able to do dmg w/o imbues with that 10% dmg increase? Aswell as the debuffs, think weapon/force wouldnt be that bad, would be like those str healing builds like back whenever. A glaiver would be like a, 2H Warlock Cleric o.O
Why did they lower the dmg of wizards though? Should have just lowered there defense or something imo..
Imagine a Pure int S/S fire/light/cold... Fire imbue, fire nuke+light nukes, phy/mag attk buff, phy/mag def. buffs, grasswalk/phantom, and 70% snowshield.. (i'm guessing thats the max snowshield this cap)
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Thu Dec 08, 2011 12:10 am
Senior Member
Joined: Dec 2008 Posts: 4714 Location:
UnbeatableDevil wrote:
Imagine a Pure int S/S fire/light/cold... Fire imbue, fire nuke+light nukes, phy/mag attk buff, phy/mag def. buffs, grasswalk/phantom, and 70% snowshield.. (i'm guessing thats the max snowshield this cap)
I think people like Goseki who love their pure int SS are just jizzing in their pants over this...
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Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Thu Dec 08, 2011 2:20 pm
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Joined: Feb 2010 Posts: 1124 Location:
Trololololol now all the Euros are complaining cause because chinese will dominate 1v1 pvp like they were meant to. A full chinese party will do decent now but still no where as close to a euro one.
There is several new Camps in grinding areea's for the lower lvl's as far as i could tell up to lvl 90 wich npc's out in the field having quests there are also new NPC's in the town selling Sun items for "Token's" i'm guesing these new quests in the field besides EXP give these Tokens giving the chance to lower level players to get Sos/Som/Sun items. Great improvement for newer players i'l post screenshots later.
Post subject: Re: Silkroad "R" Test Server 120 cap
Posted: Thu Dec 08, 2011 8:40 pm
Elite Member
Joined: Aug 2006 Posts: 5985 Location: ...
iztupido wrote:
Dian Jie wrote:
Why don't they just delete Euro?
Best idea ever.
Although i like oldschool, i wouldn't like ISRO without Euros. They should just be balanced. But i don't like pservers with Euro usually, but not that bad when the cap is lower.
_Dutchy_ wrote:
There is several new Camps in grinding areea's for the lower lvl's as far as i could tell up to lvl 90 wich npc's out in the field having quests there are also new NPC's in the town selling Sun items for "Token's" i'm guesing these new quests in the field besides EXP give these Tokens giving the chance to lower level players to get Sos/Som/Sun items. Great improvement for newer players i'l post screenshots later.
Oh, something decent aswell. Cool. I hope the level design improvement is better than this skill "improvement".
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