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Rayray

Forsaken Nobel
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Everything posted by Rayray

  1. Every class can be unpredictable, a priest wearing ifrit rings does pretty much the same thing you want. Esma was just too powerful to begin with, that even Gravity itself decided not to let them be used on players. with that suggestion, it will involve source edits, which is something that is rarely done in servers. Countering predictability of your class comes with experience as a player. You know your class's counter, cover it up. That way you make the disadvantage an advantage. You can corner them with that. For example, anyone I fight on bio would normally go dual raydrics, some even went dual devs +gtb. Which is what I want anyway.
  2. Oh no, im not talking about making the hp of wiz on par with profs anymore, I just wanted a small increase to make it at least a little bit easier to gain 150k-180k hp without using too much vit. Regarding JT, I do see the problem with the pushback, but a good wizard would know what to do with that, and I do see it on a team battle situation, not one on one since profs will shine there.. I just want a variety, as selfish as it sounds. And to be honest, it is really easy to setup someone for JT, just that the damage isn't good at the moment so even me is not using it.
  3. Yeah i think the amplify boost is going overboard, so scratch that. Profs are indeed intended to be a little bit tankier than wiz. However, if you look at it in our server, profs has better pvp capabilities due to them having both offensive and defensive stuff compared to wizard. The difference is actually a bit too much. If wizards are intended to be the stronger one in damage, why is it that they fall behind profs regarding offense? Sure, wizards got better AOE, but that's about it. That is why I am suggesting to boost the offense (due to stave damage increase) and a little bit more hp, so that wizards will be a bit more viable for pvp like profs. I just thought of another suggestion so please comment on this one: A card that increases Jupitel Thunder damage(goes on acc). Kinda the same cookie on imp/siroma cards. JT was a staple skill for wizard before, but as we cannot freeze stuff, JT was normally used to push people. I would love to see it again as a main skill, wizards at the moment use imp/siroma but those cards do more for profs than for wiz.
  4. How about if amplify still has the cast time but it lasts for 2 skills? Thoughts about that? Wizards should have a higher stave damage than profs, period. Going with that, I don't see why we cannot have a voluspa type weapon + a card that increases stave damage. I suggested it to be put on acc so that the wizard will have to choose between a good damage bolt or a good damage stave.
  5. I have seen a baby hunter, baby super novice, and a baby assassin wearing valks. Why not the rest?
  6. We all know Wizard is not on par with Prof(regarding Items and pure burst damage) to the point that we disallowed FBH card to be used by profs and the wizards are just used as farmers. Even then, Profs still have the upper hand on burst damage(double bolt), even weirdly, their weapon(voluspa) increases Stave Crasher to the point that it outshines the original user of the skill, which is wizard. Therefore I am proposing a few changes. 1. Make the increase in damage of the skill Stave Crasher on the highness around the same on the voluspa. I just find it weird that prof stave damage is higher than wizard. Or provide a Wizard version of voluspa. 2.I don't know if this will be OP or not, but I suggest the removal of the cast time on the amplify skill, but with certain debuff as well The skill is used for a one-time burst that won't even kill anyone decent, unless you get lucky with waterball. I want a discussion on this since I might be a little bias. OR make the skill effect last for 2 casts. Realized amplify being no cast is too huge. How about making it last for 2 casts instead of 1? 3. Wizard HP is crap if you compare it to profs, which is absurd since profs have better defensive skills than the wizard. I am not asking for a huge increase in hp, just enough for wizard hp to be near prof hp. 4. Stave crasher increase card that can be put on acc and can only be used by the wizard class. To at least give the wizard the edge on that part over profs. Wizards were supposed to be a huge damage dealer. If we compare all magic classes, wizard would be third in terms of magic damage, it will be Prof, Biochemist(jrage increases bolt damage to the point that a lvl 5 bolt of a bio damages more than a lvl 10 bolt of a wiz) then wizard. 5. An accessory card that increases JT would help. OR 6. An accessory card that Increases Napalm Vulcan. This skill is supposed to be great(one of the only few ghost elemental magic). Not asking for a bolt type increase(siroma/firebolt) but just enough for it to be viable. Feel free to discuss, we don't see any wizard besides a scarce few that go fight decently in pvp when they are supposed to be decent, even with GTB around.
  7. Added High Wizard guide to the list
  8. It is not well known, but my very first character that I used to pvp with was a Wizard(I was a part of PsychoSamuraiz guild then). Wizards, while being cool and all, are shunned to the sides now as farmers due to the fact that Profs provide more burst damage than them due to double bolt, mystic amp having a cast time no matter what, and Profs even have higher stave damage than them(which I find weird). But nonetheless, they are still a viable PvP class, just that GTB and maya screw you a little and you are not a top-tier pvp class like champ and sniper. Wizards are great in team battles or WoE. This guide is meant for an all rounder, if you need it for WoE, just switch the cards to the ones that increase meteor damage and you should be fine. Gear Upper: depends on what you got. If you got Magic Eyes, Loli Hat, Halloween Hat or Kafra headband, those all work. If not, a plain fhelm should do fine. Kiels of course Mid: Butterfly or Emp aura. On Rare Cases, Skull Aura., put Kiels in them Lower: Ring, cape or eidelic wing. if you had 3 kiels already, put either maya p or fsoldier. if not, then kiels. you need 3 kiels at most. Just switch to an fsoldier headgear if you will be staving or if you are that good, just wear evil druid armor, put up safety wall and spam stave on the champs. Weapon: Highness, have two preferably. I don't use 4x kingring staffs though. Have one for a thana stave and the other for the normal setup. I use thana,phree, tg, valk rand and phree,tg,tg,valk Shield: have usakoring, gtb and maya shields Armor: the usual set, gr+tao, puppetring+tao and rsx+tao are essential armors for me. Cloak- Depends on you here. I for one can survive most asuras with just energy coat, highness and eidelic so I can opt out of a dual raydric cloak and have 1x skoll and 1x sinx card cloak default at all times. shoes: 2x fbh and a dragoon wiz+ amon ra. the dwiz shoes is mostly for support Acc- Urds, I use siroma cards on them. Mostly because I use deluge to waterball, so it would be a good idea to use cold bolt. Stats STR: around 50 should do while having the highness staff AGI: 195 aspd VIT: I only had around 160k hp with 2x skolls and eidelic. Around that much should be fine since energy coat reduces a lot. and against SB sinxes you should be spamming Storm Gusts and keep yourself in Safety wall anyway. INT: around 13k-14k matk is what I use(on fhelm and eidelic wing). so if you had ring and magic eyes or other stuff, you can increase that to 16k matk or just get 14k and put the other stat to vit DEX: 150 total LUK: none of course Strategy 1. You are a squishy class, stop being almighty and do not take on the whole for_fild and complain when they put GTB. 2. Put up Deluge, Amplify, WaterBall and Coldbolt. That is the most normal combo if you use siroma card. If you are using Imp, Volcano, Amplify, Meteor then firebolt. 3. Keep Sight Blaster on in serious pvp, this prevents you getting jumped on by SB sinx and gives you time to safety wall. also pushes people 4. In team pvp, very few classes can go gtb on you when the fight is on, do not use SG in this situations unless getting ganged. I go ice wall behind an enemy, spam Jupitel Thunder and call one of our LKs to bowling bash them. 5. Quagmire is annoying, use it. 6. I rarely use Storm Gust, People get annoyed by it. 7. Remember, safety wall. You are not tanky, you will die from one sb spam. 8. Hit and Run. No reason for you to be in the middle of the fight. 9. Sometimes, A frost diver is better than SG. 10. Instead of using Heavens drive against people that had maya, go hit them with stave crasher. Heaven's drive isn't as spammable as stave. 11. Support your team by stone cursing people that had ship captain, either by using puppetring armor or really stone cursing them
  9. 1. Emp HP- around 800-850m. My reasoning for this is simple, if 250m takes around a minute to break, it will take around 2-3 minutes to break 850m hp emp(if there are tons of people breaking it). that should be a decent amount i guess. 2. Castle Drop- i still say no to it, the castles rarely break as much now, so econ is higher. no need to increase the drops if the econ is high. 3. I like the 11pm suggestion. Day, I am not sure but any day works for me i guess. 4. No need for an alliance cap, it is the people's choice to do that cowardly thing about making deals and not attacking castles, it will die down soon enough when people start to become greedy again.
  10. I think it was a bug, why would they allow only certain baby classes to wear the valks? seem a little unfair.
  11. It will be strong even at lvl 5, bios got lvl 5 bolts and you see them dropping people with it, esma is way stronger than lvl 5 bolts.
  12. Let us change the demihuman increase damage to medium size damage. you are gonna use 2x fbh anyway, so that part of the dagger will be wasted. I still do not like the auto cast esma, tanking magic + physical AT THE SAME TIME will be a little OP. considering you can element esma to ghost. The double attack is fine, the bash isn't, that one is already wasted on the super novice weapon and doesn't help much. The auto cast of kaupe and kaite is interesting, let us keep that. @Veracity A little bit of increase on tao gunka effect would be beneficial to all the builds of soul linker(and taekwons for that matter). But not too much that we get another super novice kind of HP, SL got auto-resu anyway. say make tao increase around 45%?
  13. There are two types of Soul Linkers already, Reflect and Magic type. Adding another one might not be bad, sure, but I have to agree with Edu here, it is a little hard to balance out TK classes in high rates. Regarding with people stuck on the same build: it isn't entirely the server's fault that happens. Gearing up a class on one solid build is far easier than doing the other ones to be honest. It all comes down to people wanting to use the class that is easier to kill with. Why are 90% of the champs on asura build and not TSS? Almost every biochem besides me and Airi are on full INT build even if Hybrid is far more superior than it. Almost every stalker I see is on reducts + triple blow even though there are tons of stuff you can copy. A lot of people are just unimaginative.
  14. Thanks guys, I dunno if Shane pmed one of you already about this.
  15. Welcome Back, I mostly remember you using your clown though :p.
  16. Just so that we are clear, I am not using Nightmare Zero now. My new bio name is Yoko Kurama. Had to put it out there so people stop randoming me and run when i start fighting back.

  17. You don't wanna own a castle using our generic poporing emblem?
  18. I thought a friend of yours is making us an emblem. O_O
  19. We should really be active in WoE shane
  20. Oh I like this one. Although I will still fight against the 250m HP emp. it shouldn't be that low.
  21. Guys, SL got as crappy hp as a wizard. You really plan on meleeing on that? Reflect SL works due to eAthena settings, Battle SL might deal good damage with warm wind and double attack skill, but the hp was too low to make that even worth it.
  22. Hold your orgasms, we are still setting up our guild. Let me assure you, in all the years I have been here: ALLIANCE FROM BIG GUILDS NEVER LAST. You think they would just sit around forever? Especially now that most of them pay tokens for salary? Give me a break, one of those guilds will breakout of the other one. This all happened before, and it never lasted. Prontera wasn't usually broken when Influence held it, most of the time they are left alone. We can do some tweaks here and there, but NEVER reverting back the 250m hp. That shit is so easy to break that all you need to do is get a guild full of sinx breakers and chances are you will get a castle. You call that WoE?
  23. SP adds damage on Asura, but it stops at a certain amount(5k sp is normally enough) and getting that SP isn't hard to achieve with cards(if full asura)
  24. The soul linker in question is probably just trying to strip, soul linker has too little HP and the skills it has is made for long ranged fighting, not getting up close. Unlike priests with its buffs and passive skills that increases mace damage, soul linker just do not have it.
  25. Case closed, as the statement is made by one of the only three WS that I consider really good. We should have a duel again, but then we will just get bored at wasting our seeds.
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