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BeforeMidnight

Forsaken Elite
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Everything posted by BeforeMidnight

  1. Tried everything before, damage boosting cards wont matter that much with Martyr's Reckoning. It would only be maximized if your HP is at its highest. The highest you can get. Sacrificing card slots for the dmg boosters themselves would only mean you sacrifice some HP amount, which basically would just deal either the same amount of damage, have you did the all HP, or deal even less. The skill itself is forced neutral as well, so GR and Rays counter it very well even if it ignores DEF. So, to deal more damage, just get more HP.
  2. Not gonna happen GM Danger. This is not Dance Dance Revolution or Guitar Hero where you only press the key to the corresponding fret or whateverthehell those things are called to make combos (for rankers). It's a class intended bonus. It's not even anything close to cast time or after cast delay. It's just what it is because the game said so.
  3. When did I ever mention anything about Kihop in my last post? I was talking about Danger's ridiculous idea of disabling the TaeKwon infinite spam of kicks.
  4. All three kicks boosted by the Blessed ring (Heel Drop, Roundhouse and Counter kick) now deal about the same damage [21k x 3 for each hit of 1 Kick] (I'm only buffed by blessing and falcon eyes). This is fine for me compared to the last one which had 21k x 3 for Heel Drop and then the other 2 kicks dealt only 10k x 3. I've also only done this test on my own. No parties so I don't know how much it does when Kihop is active. You can ask the other TK rankers though if they're fine with this now too. And I totally disagree on Danger's idea of disabling the infinite spam of kick for combos. You mean we should only rank to get that 3x HP and SP? Tamper with the RO system again because you think infinite combos is imbalanced. TK's already have 1 specific skill that's been completely disabled/nulled/FORSAKEN/trashed in PvP maps which is Leap. And now you're suggesting to disable the one best legit and totally intended and totally unique bonus TKs can have which is also inside a skill. This is beyond the game balancing thing already because you're gonna modify the class skill itself. TKs have had enough. Not that there's anything wrong with it but we can't even make any use of the attack bonus you get when you do the Sprint and Stop thing when you're unarmed because yeah, we now wear weapons. It's different from modifying skills through equipment such as the Rings or the Valk weapons because you have the option to wear or not to wear it. What you want is a complete shut down of the Taekwon class, and that's totally unforgivable.
  5. Oh my frickin god. You guys are unbelievable. "nobody forced you to rank" "no one forced you to be in top 1" How ignorant can you get, GM team? Are you even hearing what you're saying? You're passing the blame on us? Is this how you're supposed to treat your players? Ask them if they've been forced to do something and make it sound like "no one forced you to do that, so it's just fine if we change things mid-air just because we can". You're not even gonna consider and appreciate the fact that 'we did this on our own and no one forced us to fucking do this kind of thing because it feels awesome and because the TK rankings exist so we might as well go for it', but instead you'd say 'nobody forced you to rank'? Yes we did this on our free will, whenever we can do it. And I myself conquered the top spot and still going because those spots are all open for another ranker to claim. You can get dethroned any time and if you're in the Top 10 which is the point of having and losing the bonuses at the same time, you have no other choice but to find and secure a safe spot you think you can handle. We all want that bonus. Solely because that ranking system exists. It's awesome to be a part of it. You people in the GM team can not use this fact to belittle us, or reason at us because you didn't create the TK system. It exists in all Ragnarok servers! What's the point of it existing if no one's gonna be in this list? To try and achieve that one of a kind bonus? We're not even supposed to be talking about that thing because the issue here is the damage TKs dealt before the "update" (do I sound more civilized now because I didn't call it a nerf anymore?). Sure, they can easily deal that much damage, but as some of you already know, it is because we can adjust our weapon element to 7 different types. Earth, Wind, Water, Fire, Ghost, Shadow and Holy. Use the right element and poof, you're in for a ride. But unfortunately, elements enchanted by Mild Wind can be dispelled. Once we're not on any Mild Wind element enchantment, neutralized, we barely even hurt. Classes who can dispel us and players who wear Randgris cards on weapons are our nightmares. Randgris can easily dispel us, because we're melee hitters, even if the enemy doesn't hit us physically, in which case we would have the honors to do so, we'd activate any active cards such as the dispel from Randgris card given the enemy has any sort of reflect equipment. To prevent that from happening we can turn to our trusty GTB shield, which in turn leaves us even more vulnerable to attacks dealt to us. It's either we survive, but not deal damage, or deal damage, but not survive when we take the hits ourselves. TKs were never all just advantages. Not all just bonuses and benefits from some kind of special ranking system. Again, I'm fine with the HP decrease (IT'S VERY MUCH REASONABLE NOW SO PLEASE THERE'S NO NEED TO TWEAK IT ANYMORE). The damage, to be fair with you, okay fine, lower it a bit down BUT FOR GOODNESS' SAKE, NOT LIKE ITS CURRENT STATE. Like I said, Crit build Sinx deal way better damage than TKs right now. No one in here even mentioned that CritSinX are pretty much the same with TKs because they're also melee and they hit for a damage high enough that you'd also be gone in less than a second and reflect is also something that endangers their lives. But no one complained because people are used to it. All servers probably have it because it's a common class. Then we laid our eyes on the TKs who are quite new on the scene and are basically almost the same in terms of ways of killing opponents, but because we're not used to seeing them do it, we judge them. I just want this to be over with. The longer this goes, the more unhealthy arguments come out of it. P.S. Please don't ever use our spots in the Top 10 again to reason with us. Nobody ever should. Give us a fucking break. That seriously annoyed me. Excuse my language but I believe that any member of the GM team or Dev team should at least be sympathizing with the players first and foremost while explaining their side intelligently at the same time and not agitate them even more just to make us see it on their point of view. If you want us to respect you and your opinions, respect and appreciate your players opinions too. P.P.S. There should also be no excuse next time changes like this happen without any notices here in the forums. It might create drama, yes and blah blah blah but at least you guys told us and not left us blank and have no idea what in the world is happening because no one is confirming these updates. Especially these class specific updates regardless whether they're in beta or godknowswhat stage. How hard can it be to type in a few words and post it in the forums? You can observe something, get it coded and release it in the live game but you can't even type in a short memo on the forums about this kind of change? This is probably the only game I know who has done that so far where they release a fix/balancing/update first before the patch notes itself. In this case there isn't even gonna be a memo about it as soon as possible if my friends haven't made me aware of the thing done to TKs and me disappointingly asking about it in here.
  6. Good thing we're referring to this as a nerf rather than balancing. Before the nerf, we can deal around 50k to 70k damage on Heel Drop boosted by the Bless ring. All 4 kicks contain 3 individual hits. So 70k x 3 210k. After the nerf, the highest i've done is 19 to 21k damage x 3. So that's 63k damage. The other 2 boosted kicks (Roundhouse and Counter Kick) deal 10 to 12k damage x 3 which gives you around 36k. It got so low that Crit build Sinx deal way better damage than TKs. Our time ranking was all made pointless if you guys choose to stand by your decision in making TK damage this low in which case we're better off making Crit Sinx. Jeezus. This is your opinion. Only yours. But that doesn't mean you can immediately change things just because you can. You shoulda listened more around you and not judge based only on what you think. I thought there was a GM team who you can talk to about these kind of stuff. Be one and listen to the community if you want the community to be happy.
  7. Let's see, TK kicks (for example: Heel Drop) consist of several individual kicks, so "one hit" is not the right way to call it. Yeah, if we look at it from another perspective, it looks like Taekwons can kick the soul out of you in just a second. But this is not entirely true in most cases because Taekwon kick combos, to become infinitely spammable, it REQUIRES you to be in the Taekwon Top 10 rankings (type the /taekwon command in-game). If you're not in that Top 10, you basically pause each time another kick stance procs, in which case you need to press the corresponding kick to continue dealing damage. Being able to spam all 4 kicks infinitely (as long as 1 kick is not repeated back to back), even with just 1 Stance active, is one of two luxuries a Taekwon can do once they reach and grab one of the spots in the Top 10. Another is having tripled Max HP and SP (mine used to reach 500k with 2x GEC, 2x Skolls, GR+Tao, and the Blessed ring. This is not the gear setting we use when we PvP but this is just to give people an example how high it can get. On PvP gear however, it goes around 400 to 420k HP). Non-ranking TKs roughly have 110k HP, geared. Again, these are the luxuries of making it to the Top 10 which is no easy feat. Kill 100 monsters to get 1 point. Note: Not all monsters the Taekwon mission assigns to you work. For example, the current mission it gave you is Poring. You go out there and kill porings, but then when you check your progress, it still shows as 0%. Yes, this happens. TK rankers out there know exactly what I'm talking about. Also, not all monsters that the Taekwon Mission gives you are doable in the shortest time possible. Sometimes it makes you want to kill MVPs such as Bacsojin, Atroce, or mini-MVPs like Deviling, or Ghostring. And so what we do is go ahead and spam Taekwon Mission again to hopefully get a favorable monster that works and makes progress when you kill one and has a big amount of it in one map. There is a 1% chance (One Percent) of you getting another mission while the current mission you have is at zero. At the time of writing this, the Rank 10 in the current Taekwon Rankings is at 306 points. Considering all that stuff I've mentioned above, that must took over a week for this guy to take that 10th spot unless he's been at it for only 3 days but has done missions non-stop. After this significant decrease in damage output, you can not blame us, TK rankers who have worked real hard to get these luxuries, if we complain about this nerf. I mean, seriously? The moment a very limited number of Taekwons become relevant in the PvP scene, you make them shitty again. There can only be 10 Taekwons who can enjoy this one-of-a-kind luxury. They're unique in their own way. Honestly, I can accept the not so small, not so high HP decrease, but the terrible decrease in the damage output is just ridiculous. Taekwons are a melee class. They hit hard. Then wear Orc Lord armors. Frigg's Shield has reflect too. How hard can it be to counter TKs? Every single class out there can wear these reflect equipment! No need for exclusive counter skills or counter classes because we already have them in cards and basic equipment. The harder melee hitters hit, the more reflect damage they get. And oh boy, it is hard to smash 5 keyboard buttons at the same time (4 kicks, and 1 for seed). Where were we when Gunslingers literally used about two rapid hits of Full Buster, yes, two rapid hits literally to kill almost every class. Wear a ring and the weapon that boosts it and press one ability button and click an enemy and there you go. People complained in the forums about it. And then we immediately shift our attention and look at TKs. For them to hit rapidly we need to get to that Top 10, wear a ring and the weapon. Sacrificed an amount of time, to achieve this potential and then decrease it by a ton just because they can 'one hit' an 800k HP pally who by the way have a built-in reflect ability. Again, the HP decrease, is reasonable, but the damage, you guys need to re-evaluate. I think the reason why no one in the forums complained about TKs is because most of the people understand that these TKs (less than 10, theres still a few names in the rankings who are already inactive and they were names from years ago) deserve these legitimate bonuses. Finally, I see this post as some kind of propaganda against TKs because you, the GMs yourselves are looking for people who would want to complain about TKs being "OP" which is right after you decrease their DPS. Why? To justify your decisions? Sue me if you think I'm being too straightforward but I'm sorry, this is the only way you guys, hopefully, can hear about the sentiments of us TKs who feel like we're being rendered useless after the countless hours of struggle.
  8. 2k16 Prediction: Maii's status below will be deleted too just like how mine got deleted after asking why TKs were nerfed without any announcements. *gets a screenshot of the status updates*

    1. Show previous comments  4 more
    2. BeforeMidnight

      BeforeMidnight

      @Danger: What exactly should I be looking at in this link?

    3. Danger

      Danger

      Hello, the linked post explains that changes might be done to balance classes.

      "The effects may have minor changes if it's over powered or under powered."

      That's what GM Genesis mean when said announcement was made on June 3rd.

    4. Ares

      Ares

      Hi, we don't post an announcement yet since 1) it isn't a patch ready, and 2) everything is on beta and changes will be made to balance everything.

      We'll post as soon as we are set.

  9. Triggered. 4Head. SoBayed. DansGame.

  10. Yeah you're right. There shouldn't be any class that can completely disable one class. Because we can always find counters for classes with different gears. But that isn't the case for this one because we're talking about the Guardian ring itself, not the Gunslinger who uses it. Now the tables are turned apparently. It's the classes themselves who need to switch to counter a gear. And I'm not the one who said only Profs are the way to go for their spell breaking ability to disable this Guardian ring's impending doom.
  11. With all due respect, we're not even talking about the cast time here anymore. Sure we can use that on them while casting but what we're currently pointing out in here is the out of this world damage. Rayray was right, we used to only use gears to counter different class skills, but to counter this particular one you're gonna give us this answer? A spell breaker Prof? Doesn't that spell overpowered to you? How many classes are there in this game? It used to be something like classes are not exactly counters to each other, and that is because they are balanced. They all deal almost the same average damage. And no class overpowered specifically only one class, and no class specifically shut down another. 1 GUARDIAN RING, to nullify it, you need EXACTLY and not just ANOTHER class, but ONLY a Professor. Where's the respect in all the other classes? You can't say "oh this is fine now" just by watching and observing it one time in an event or two. Besides, like what you guys said, this is still in beta. So I guess this is one thing u need to research more on.
  12. ***Warning: Lengthy explanation of me trying to make a point and voting for the reduction of the overall damage of Tracking because it seems like it's not going to be lowered.*** With or without cast time the damage is still way over the roof. Let's see... Why are these skills made to be in a forced neutral state (can't be converted to any element): Asura Strike, Acid Bomb, Martyr's Reckoning, Final Strike etc. It's because they naturally deal a great amount of damage and thank goodness for Ghostring and Raydric (let's face it, you put these on as default most of the time because those skills above are usually what you face in the battlefield) we can deal with all these with ease. But then here comes the Gunslinger which with its presence alone will make you want to switch to "counter gear" even before it shoots a bullet. 650% damage increase to a skill that already deals great damage even without ring benefits, and you can convert to another element by using another bullet property is not balanced at all. Some examples of skills that can be converted to another element for it to deal actual damage against GR + Raydrics: Cart Termination Mammonite Sonic Blow Bowling Bash None of these skills are comparable to Guardian Tracking in terms of current damage. It completely overshadows all of those by a great, great, margin. Okay time for scenarios: TEAM FIGHT: You face against a party with a Champion, a Bio, a Paladin, a Ninja, a Sniper (meh) and whatnot. Ah, you can deal with this, with your own team because it's the usual. But then comes a Guardian Gunslinger and joins the opposing team. You be like "oh shit switch to your 'counter' gear or else you surely will die from the GS". Doing so leaves you very vulnerable to the other classes trying to kill you and hoorah, you're dead from Acid Bomb or a not-even-full Asura Strike. Okay let's use Pneuma then. But you get nudged by magnum break. "Hey, I'm a melee hitter but i need to stay in this Pneuma to keep me safe. And please cast a pneuma for me (because i don't want to bother getting or using an accessory that triggers it... or maybe i do but thats way too much of a hassle to prevent ONLY ONE CLASS from killing you with one shot) so i can walk around very slowly and very carefully until I get to my target who by the way is constantly moving away." Yeah I was right. The presence of the current Guardian Gunslinger alone can ruin the match already without even firing that bullet yet. The only way I can see this thing becoming balanced is having the cast time and a damage that can only deal around 150 - 180 - 200k damage at maximum potential (Ship Captain, Thana, Provoke, x2, whateverthehellelseyoucanusetoincreaseitsdamage). Yes, because you need an actual team to win in a team fight, not only a Gunslinger who stands in one spot casting Tracking (and/or maybe a Paladin as a life support... so seriously, where's the strategy and teamwork here?) that currently can deal all the damage (over 300k damage) you will ever need to kill people in the average 210 - 240k HP pool. You get hit by a 150 - 200k damage Tracking from a lone Gunslinger and you're alright, you can seed and tank that. But during a team fight, you can get hit by other attacks like asura, and acid bomb, then the 150 - 200k damage Tracking should serve as a finisher and I think that's how it should be. A finisher skill on opponents who have already lost about 1/4 of their HP from your allies' attacks. Guardian Gunslinger players: "So that's it? We can't kill anymore (OHKO) and we now only need a team to do that?" Give me a break... this is how we lead to the next scenario: 1 ON 1 FIGHT: Now I'll step on the Gunslinger shoes to be fair with you. So, let's fight one on one. I cast Tracking against you and I'm using the Guardian ring with it. BLAM. That was one massive damage but you don't die. What do I do to kill you? I can't spam this Tracking skill at all because it needs to cast. Here you go, use this another skill called FULL BUSTER. See it as Tracking (Team Fights - because you need some people to protect you and make the first wave of damage to them while casting) and Full Buster (1vs1 Fights - because it's fast and you can manage to kill on your own). There are 3 different kinds of rings now. And different weapons. And that means you can switch depending on the situation. And don't tell me "Not everyone has the tokens to get all those different rings and weapons". Well that is completely your choice. These Guardian rings are pricey due to the difficulty of producing them, and yet more and more people are starting to get them in a heartbeat. With the state of things I'm pretty sure every Gunslinger out there will just get the Guardian rings because of this crazy overkill potential. There's no need anymore to use other classes because in a PK server, it's all about PVP, and the best way to make mindless killing right now is going for Guardian Gunslinger. But know this: There can never be something that wipes any class instantly in a game in just one press of a button. If there is, then you have a broken game overall. And for heaven's sake, we can't just say "find a counter to it" all the time because there is no counter to a skill that can surely and instantly kill you, not even pneuma which requires you to stand in one spot. And not all classes have the Pneuma skill at their disposal, and there's only one card that gives you this benefit but only if it procs while youre being hit by physical attacks. What is there to proc if you're not even alive at all. Is there a headgear out there that can give you the ability to cast Pneuma? Well fill us in, but I'm pretty sure not everyone is gonna be able to have it (especially if it's from Activity Tokens...). All this struggle, just to counter ONE class... jeebus. Lastly, yes, everyone can go GS Guardian Tracking build. And so I welcome everyone to World War Gunslinger, the RO where only "Gunslinger Lives Matter". Rant over.
  13. You, sir, has just won the internet. Congratulations :O :th_heh:
  14. "By taking a little extra time to track the target, you can guarantee a very powerful single shot. Tracking has a fixed cast time which is not affected by DEX, skills or effects and is interruptible." - RMS Bottom-line is: Tracking's cast time being reduced by 50% on the guardian ring and being affected by card combos (which basically removes THE cast time) was a no-brainer. The high damage is the reason why RO itself put a fixed cast time in it, and it definitely should stay that way. Put back the fixed cast time (which is 3 seconds by default at Lvl 10) before it unleashes that deadly bullet. I can care less about the damage as long as it levels evenly with the cast time. And I sure hope it DOESN'T become a pattern though of increasing and increasing average damage while max HP pools barely even get increased. *always consider that when you 'balance' things thank you...*
  15. AWWWWWWWWWWWWWWWW SHY KYLE IS A THANG NAO
  16. Sure o.O TPBM checks on his/her phone every 5 or so minutes.
  17. Hi! If you want a friendly starter guild, you can visit me and my friends at Dewata! We'll look forward to meeting you there! :D
  18. Edited the matter, thank you very much :> As for the Thanatos card, we'll leave it up to them if they want to use it.
  19. I. Introduction II. Equipment III. Stats IV. Skills V. Notes I. Introduction Moving on to another Paladin guide, this time we’ll have more about the offensive capabilities of the pally. This is the second Paladin guide I’ve done so far because hell yeah, class mastery, and there really is more to it than just badass defense. And there isn’t a guide for it at all so here it is. Again, second to the series, who knows, I might make another for another type. Here’s me giving you the hint. To you and your pals, read on and thank you for reading my guides. II. Equipment Headgear Top Valkyrie Helm / Valkyrie Expansion Hats / Limited Edition Headgears – Limited Edition Headgears because on this type of pally, we value those stats like it ain’t always enough.Card/s Kiel + Maya Purple/Forsaken Soldier/GeminiMid LHZ / Rune of Power / Lovely Ribbon Aurora – These have the same effects, just different looks. Emperium Aurora – Useful for more stats. Card/s KielLower Paladin Ring of the DivineCard/s KielArmor Forsaken King ArmorCard/s Ghostring + Tao Gunka – Default Ghostring + RSX – Anti Knockbacks like Arrow Repel. Ghostring + Orc Lord – Reflect. Yes. Still. Ghostring + Puppetring OR Puppetring + Puppetring – I don’t know why I’ve put this in here. It’s really not that necessary but I guess for the sake of trying the Paladin in different heights. You’re still considered as a wall no matter what the build so considering that, it would still take a few more extra hits to take you down. During that ordeal, this might just work for whatever reason you think it’s for. Cloak Forsaken King CloakCard/s 2x Skoll – Still my default even on this mode. 2x Deviling – This + GTB shield is sometimes enough to counteract against Biochemist Acid Bomb and Bolts. 2x Raydrics – In all honesty, I’ve never ever used this on any of my Paladins. But sure let’s add it in here. Shoes Forsaken King BootsCard/s 2x Fallen Bishop – On the previous Paladin Guide I’ve made, I’ve advised against using 2x FBH on the Paladin because it’s not a STR built Paladin anyway. It’s more of a HP/Reflect type and that was our priority. But for this, don’t be afraid to go 2x FBH because you just have more than average HP, you are pretty much easier to kill, so you’re going to have to spam an awful lot of seeds in faster speeds anyway to stay alive. It seems balanced now so make sure you’re making use of your SP too. Take out your shield and Rapid Smite people. Dragoon Wizard + General Egnigem Cenia – Wear this while chasing hit-and-run players. Whenever you’re in range of them to attack, switch to 2x FBH. If that’s too much of a hassle, then use it only for casual defending, and Martyr’s Reckoning. Weapon Legendary Paladin Spear Odin’s Avenger Card/s 2x Turtle General, Valkyrie Randgris, Skeleton Worker, Mao Guai – 2x TGs and a Valkyrie Randgris is mandatory. It’s up to you to choose between Mao Guai (Inflict 20% more damage on Ghost Property) and Skeleton Worker (Increase damage inflicted on medium sized monster by 15%, ATK + 15) on which you will use to compound onto your main spear. Metaling Card, Dragoon Warlord Card, Lord of the Dead Card, Valkyrie Randgris Card – These go to your utility spear. A Legendary Paladin Spear is enough to do the job. Strip + Coma + Dispel all in one. But of course it’s up to you if you prefer having more than 1 LoD card in there or more DW or Metaling. Shield Frigg’s King Shield +10 Cross Shield – Refine to +10. Dropped by Incarnation of Morroc (Mob ID: 1919). This shield increases Rapid Smiting and Shield Boomerang damage by 30% (Frigg’s King Shield only does 15%, and to top it off, the Cross Shield weighs 50 points more than the Frigg’s), however, it also increases the SP consumption of skills by 10%. Use this only for going all out on attack. Watch around you and switch to Frigg’s immediately when necessary. Card/s Usakoring Golden Thief Bug Maya Accessory STR Belts VIT Belts Loki’s Seal with STR Runes (Rapid Smiting and Holy Cross) Asgard’s Essence with VIT Runes (Martyr’s Reckoning) Ring of Resonance (Blue Ifrit Ring) (Just-in-case Ring?) III. Stats There’s a pattern to follow when it comes to this certain build’s stat. What I am talking about is what or which offensive skill you’re going more of into. For example, I am more into using the Rapid Smiting skill for my STR Pally. Then what I’m going to do is wear my Valkyrie Helm/LTD Helm and adjust my stats according to that to get to the ‘divisible by 10’ thing bonus when adding stats. On the other hand, if I prefer to use more Holy Cross, I’d use the specialized helm such as the Angel of Ghost helm here so I’ll wear it; adjust my stats again until it is divisible by 10. Lastly, if I was going for a Martyr’s Reckoning pally, I’d wear the Halloween helms which boost my HP, and adjust my stats again accordingly. These three patterns depend on these 3 headgears because yes, their stats and bonuses vary. Whichever of these you might use, the two others will just have to follow and adjust according to your chosen path. After wearing your main headgear, put stats in this order: STR (until you decide where to stop around 290+), DEX (until you have a total of 150), AGI (until you have a total of 195 ASPD, unbuffed), VIT (until the rest of your stat points run out). STR - 290+ AGI - (until you have 195 ASPD) VIT - (the rest of stats) INT - 1 DEX - 150 total LUK - 1 IV. Skills Offensive: Rapid Smiting – Primary offensive skill. Works especially well when you’re using a +10 Cross Shield with it. Holy Cross – This very much hurts given the right circumstances. The frequency of how much you can use this skill depends on how high your ASPD is. So that’s one of the reasons why we need 195 ASPD in this build. Martyr’s Reckoning – I don’t even have to explain. But just a note, according to my research department, Martyr’s Reckoning favors more HP than more ATK to deal more damage. If you ever wondered if using 2x Loki’s Seals is better when using Martyr’s Reckoning, then let me tell you that it is best to use 2x Asgard’s Essences instead. Shield Boomerang – You can get the most out of this skill when you’re linked. It’s a 2nd to Rapid Smiting kind of thing. Standard Defensive Skills: Endure – You’ll barely enjoy the non-stun-lock luxury time but hey, better be there than not at all! Guard – Basically, all kinds of Paladin have to at least shrug and guard off some attacks. Shrink – The use of this skill is useful when you’re not interested in fighting back. But if you’re in for the fight, I recommend you just turn it off. We don’t want to chase people while pushing them away at the same time. Shield Reflect – Basically, all kinds of Paladin have to at least reflect something back. Defending Aura – Very useful in the current meta, as of the time of writing of this guide. Shots fired. Pun very much intended. I’m sorry. Battle Chant – Still meant to bring x2s to your mates. And to remove strip statuses and stuff. Supportive/Utility Skills: Magnum Break – Useful for the bonus ATK and HIT. Primer for your Spear and Shield. Gloria Domini – Deals a fixed 2000 damage as well as taking away up to 40% SP for each hit. Spear Quicken – This is a build where we actually need to have 195 ASPD so one might think this isn’t really that important. But sometimes changing your headgears might have a direct effect on how much ASPD you’ll have on a certain situation. For example, my Rapid Smiting headgear needs to be replaced with the Angel of Ghost helm for some reason, and so by doing so, my ASPD drops from 195 to 192. To keep it short, just use it. Smite – Can knock back enemies 9 football fields away. Berserk – Let your HP drop down below 25% and be granted with a LVL10 Provoke on yourself. Provoke – Provoke might increase somebody’s ATK, but don’t forget it also decreases their defense whoever you fancy casting it upon. I’m sure it makes at least a bit of difference to your DPS. Otherwise, prepare for some spankin’. V. Notes Show up in fights wearing your HP gear. I mean wear your Halloween headgear (this is the only thing that shows but still…), your GEC boots, and your Asgards. Having the illusion of you having much, much more HP is often enough to tell them you’re not as easy to kill like the others. Not even counting the defensive buffs you can have anytime. This way, they’ll hesitate, and choose other people to hit instead. If that works, switch to your offensive setup, kill, and good luck explaining. I don’t have that much notes so I’ll just state and recap some of the obvious. Correct me if I'm wrong in any of them. In this guide I’ve shown you that a STR pally can have 3 (or maybe more) types of Headgear to use. So, if you know how to use it, the Battle Mode, put them in one of your skill bars according to how you like them in order. Easy switching, easy killing. Rapid Smiting is forced to stay as a Neutral property skill. Martyr’s Reckoning will always be Neutral. Holy Cross will always be Holy. You are able to carry up to 550 seeds in one go compared to our VIT Paladin that can hold 370 to 400, just to show you the difference. P.S. There have been a few edits and additions to the Full Devotion guide (Down below is my signature and one of the links there lead to the Full Devotion / Reflect guide, click on it to check it out). Everything I’ve changed will be listed so you can find them faster. ***Acknowledgments*** - LittleGirlNamedArya - Kyle (Yatogami#) for the Cross Shield introduction - Lu for pvp testing. Thanks to you as always. - Jake too for pvp testing. #jakehelpfulman2k16andimnotevenbluffingorami? - And of course a special mention to the rest of Rubicon for cheering on and believing the fact that Paladins aren’t wussies and are just for defending!
  20. In the process of making another Paladin guide, this time, it's for the STR build. :D

  21. *. Update Notes I. Introduction II. Equipment III. Stats IV. Skills V. Notes *. Update Notes Added High Orc card as a Shield section card recommendation. Emphasized the LHZ Aura (and all auras with similar effects) effectiveness in boosting more HP than Emperium Auroras. Had a little change in the 2x Raydrics description section. Yes it's pretty much for all around use but only against neutral property attacks. Fixed various typos. Added Mini Strello's nice tip in the Notes section. And added a couple more final notes in the Notes section. Various changes. I. Introduction The Paladin (a.k.a. Pally) build I'm about to share with you is the one build you make to go into the front lines and gladly welcome a truckload of punishment. The epitome of defense, this Paladin can have an HP pool so high that it can never be compared to other classes, while taking advantage at the same time an array of skills that center on keeping the Paladin well fortified at all times. I've been a Paladin player for about almost a year and along the way, I've learned and experienced most of the things to know and keep in mind when manning a Pally. This guide is made for the Defense-is-the-best-offense Paladin, and not the STR type, all-out-attack Paladin. II. Equipment Top Headgear Basics Forsaken Knight Helm, Vote Valkyrie Helm, Valkyrie Helm, Valkyrie Expansion HatEarly choices. Goal Halloween Headgear [Evil Marcher Hat, Midas Whisper, Minstrel Song Hat, Magic Stone Hat, Skull Cap, Skull Hood]These further boost your Paladin's HP pool by 15%. 2 slots. Middle Headgear Basics Legendary Auroras, Vote Fallen GhostQuesting for the Legendary Auras is worth the time (they have a variety of styles and designs too, so you pick your poison). Voting for 50 credits and purchasing the Fallen Ghost is worth the time. These Middle Headgears give +20 stats and 1 free slot. Goal LHZ Aurora, Rune of Power, Lovely Ribbon, Mythical Flame, Skull Aurora; or if your budget can handle it, Emperium Auras (All stats +25, Max HP + 5%, Increase damage to Demi-Humans by 4%). - For this build we actually need the one which gives us more HP. So in my opinion, it's best to stick with the LHZ Auroras and the ones with effects alike. Save your Emperium Auroras for another type of Paladin, or better yet, another class, I guess.* LHZ / Rune of Power / Lovely Ribbon Aurora - Increase damage on demihumans by 10%, Max HP + 8% All stats + 20, 1 slot ** Mythical Flame Aurora - Max HP + 3%, All Stats + 20, Reflect 4% of all Physical Melee Damage, Reduce damage taken from Neutral property by 7%, Add a 10% resistance against Water, Fire, Wind, and Earth properties. 1 slot *** Skull Aurora - All stats + 20, Reduce damage taken from Holy, Poison, Shadow, and Ghost properties by 10%, Reduce damage taken from Neutral property by 7%. Reflect 4% of physical damage taken. 1 slot Lower Headgear Basics Start off with the Freebie Adventurer's Backpack (All stats + 10, Max HP + 10%, Max SP + 10%), then work your way to getting either the Legendary Balloons (All stats + 10%, Max HP + 7%, 1 slot) and/or voting for the Vote Infernal Paladin Cape (Walking speed + 10% Reduce damage taken from Demihumans by 5% Attack + 10%, Reflect + 7%, Str + 10, Vit + 10, 1 slot) in the Control Panel.Goal Paladin Ring of the Divine (Walking Speed + 15%, Reduce damage taken from demi-humans by 5%, Reduce VIT def by 10%, HP + 20%, SP + 5%, VIT + 35, Reflect + 15%, 1 slot)Headgear Cards: Orc Hero Maya Purple Forsaken Soldier Your best bets for your headies are Orc Hero cards for the +3 VIT extra. Compound 2 Orc Hero cards into your chosen Top Headgear. Another Orc Hero (for more HP) and/or Maya Purple (for True Sight) for the Middle or Lower Headgear slots. Forsaken Soldier card is optional but is very useful. You are very vulnerable when stoned. Use Gemini cards as substitute if you're on a tight budget. Armor Basics Forsaken Knight Armor, Vote Forsaken King ArmorGoal Forsaken King ArmorCards: Ghostring/Tao Gunka - Serves as my default. Ghostring/RSX - If you're not FCPd and you don't want your armors breaking and to prevent people from pushing you around. Ghostring/Orc Lord - For melee reflecting purposes. I'm not a fan of a Pally killing a Champ from reflect but dies at the same time because his reduction is not enough to spare him a few HP to live. What I do instead is switch to a non-Usakoring shield [GTB?] if the Champ is able to tank the punishment you currently offer using this armor. Cloak Basics Forsaken Knight Cloak, Vote Forsaken King CloakGoal Forsaken King Cloak, +10 Valkyrian ManteauCards: 2x Skoll - Serves as my default; completely shuts down Memory of Thanatos card bonus damage to characters with High VIT Defense while also increasing your Maximum HP pool by a total of 12%. 2x Deviling - Occasionally used to shrug off most of the Neutral element skill damage like Asura Strike (that is if you are kind enough to not just kill them with reflect) , Acid Demonstration (Acid Bomb) , etc. 2x Raydric - Serves as the all-around-cloak-of-NEUTRAL-damage-reduction in PVP but also invites almost instant death against Thanatos card users, but as you know, when it comes to melee-with-thana opponents, you should welcome the damage because you'll just be giving it right back. *Put either a Deviling or Skoll or Raydric in the +10 Valkyrian Manteau. This cloak enhances reflect but leaves you vulnerable to freezing (you need to have a complete King/Knight set to be immune to Freeze). Shoes Basics Forsaken Knight Boots, Vote Forsaken King BootsGoal Forsaken King BootsCards: Dragoon Wizard/General Egnigem Cenia - Serves as my default. Annoying. 10% chance of Auto Level 10 Kyrie Eleison + a total of 15% Max HP and SP 2x Am Mut - This one is for reflect damage boost against the melee types according to Él Cholo. "The more damage you receive, the more reflect damage you give". Weapon Basics Legendary Paladin Spear [4]Goal Odin's Avenger [4]Cards: Fabre x4 Metaling, Dragoon Warlord, Valkyrie Randgris, Lord of the Dead - Best stripper. Use it for the effects of the cards and not for damage. Strip, Dispell, and Coma (or the various other debuffs) ... if it ever works. Shield Basics Forsaken Knight Shield, Vote Forsaken King ShieldGoal Frigg's King ShieldCards: Usakoring - Serves as my default. Golden Thief Bug - Serves as secondary default for some reason. Maya - If we prefer of course to reflect single target magical damage too. And according to Misdemeanor, you can try putting this one in the "Orleans' Server" shield, which I agreed that it is a fairly legal, basic strat. High Orc - For what it's worth, this card adds another 5% physical damage reflect back to the enemy that inflicted it. Since we're all for reflect on this one then we might as well add this. Accessory Basics 2x Legendary VIT Gauntlets, 2x Forsaken VIT BeltsGoal 2x Asgard's Essence [1 slot] (with a VIT Rune)Cards: No cards to recommend. Stick with the VIT Runes.*As an addition to your goals, make sure to get 2 or more of each Forsaken King set piece (and even extra Top Headgears to easily switch from 2x Orc Hero to 2x Kiel and vice versa) to accommodate all cards I've listed and use them as your "switching gears" to adjust according to your current situation. III. Stats STR: I have no other recommendations as to how many you should put here because mine sits at 165 base STR. If you opted not to use the 300 VIT build, then you can put a little more in here for the sake of ATK damage and carrying a little bit more seeds. I can carry around 420 seeds on 165 base STR. AGI: Leftover stats. I'm currently at 61+53 AGI and my ASPD is 178 unbuffed. Its peak is 190 while buffed with Concentration Potion, Awakening Potion, Berserk Potion, Increase AGI, Blessing, and Spear Quicken. VIT: 280 or 290 or 300 - I maxed mine out at 300. Advantage is more HP, Disadvantage is less stat points to make up for either STR to carry more seeds and higher ATK damage or for AGI to reach the 195 max ASPD. INT: 1 DEX: Total of 150 without the Blessing buff. No more, no less. This is mostly just to remove the casting for Devotion. My current DEX shows as 122+28 (assuming you have a complete gear) LUK: 1 IV. Skills Defense skills to always use: Battle Chant - If you're alone and not in a party to give mates the double attack damage bonus and many other benefits, use it to remove most nasty debuffs like being stripped or slowed. Endure - Anti-flinching. Guard - Your built in Kyrie Eleison skill. Shrink - Only useful while the Guard skill is active as it pushes enemies away from you by a certain chance of the Auto Guard procs. This is a Platinum Skill and you can get it from the Forsaken Kafra. Shield Reflect - Reflects melee damage only! Defending Aura - Best counter second to Pneuma against ranged assaults regardless whether it's skill or physical long-ranged damage. Supportive Skills: Devotion - Become a full time masochist and save up to 5 mates in your party from taking up too much damage. We welcome damage, we don't reject it. Spear Quicken - For ASPD. Useful for Martyr's Reckoning and/or while in a stripper spear. Berserk - Barely matters sometimes but we need all the help we can get. Applies LVL10 Provoke on you once your HP goes below 25%. Could be useful for a sudden, hopefully-not-your-final burst of damage. Provoke - The middle finger for Ecallers in WoE. Offensive Skills: Martyr's Reckoning - Higher HP + Card bonuses + it ignores defense (as if it really matters) = 1 hell of a punishment. Magnum Break - Half Supportive, Half Offensive skill. Boosts damage blah blah to this and to that and it helps nudge people out of hiding. Gloria Domini - I find this gem-of-a-skill interesting as it can instantly flush 40% of an opponents SP down the drain while dealing a pure but puny 2000 damage. V. Notes The secret of being a great Paladin is to make your mates rely and trust their lives on to you. Seriously. Make them worry about how to kill the opponents as fast and as effectively as possible and not about if they will survive the firefight. They're the swords and you are the shield. You take care of survival while they go full nuts and put everything they have on attack. Waste your seeds, don't get overwhelmed by all the damage you might take. Keep your Defensive Skills active. Don't get caught off guard. Pun intended. Keep all the upgradeable gear on +0. Your awesome defensive buffs can not be dispelled as long as you have your GTB shield on. Watch out for Clowns and Gypsies as they can dispel your buffs (and even break your equipment) with the simple use of Tarot Cards of Fate even on GTB. Creds to Mini Strello for this. Always keep your @storage on one of your hotkeys to conveniently grab more seeds when you go low. By the time of this update, I have already completed the STR Paladin guide so you might wanna check out how that one works and differs from here. ***** Acknowledgements ***** - Él Cholo "Bloody Bill Anderson" for introducing the Paladin class to me and helping me understand and build it up. - Lu and a bunch of all her chars as punching bag to test how hard i hit and for some helpful tips against other classes. - And of course, the rest of my mates in Rubicon, the "just for the LOLs", fashion, and chatty-chat-chat guild (now on Facebunk and Skarpe too!). - This guide could be updated in the future.
  22. BibleThump Kappa this Kappa that SoBayed

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