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Skill Update Idea

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Posted

http://www.gamefaqs.com/computer/doswin/file/561051/35759

An Archer in Ragnarok Online can choose to evolve into a Hunter or a Bard/

Dancer. Bards must be males and Dancers have to be females. Hunters and Bard/

Dancers have several similarities, but are otherwise strikingly different. If

you want to be a powerhouse in damage, win MVPs, and terrorize PVP arenas,

Hunter is for you. Bard/Dancers are built for supporting, not for damage.

But Bards/Dancers are not the best supporters either. Compared to Priests

who can heal, cure, bless, buff, ress and protect, Bard/Dancer skills are at

best limited to few benefits.

http://iro.ragnarokonline.com/game/Jobclown.asp

If you've ever witnessed a miracle while listening to a song, you can bet that it's the work of a Minstrel. No matter how desperate the situation may seem, his songs will inspire you to achieve a miraculous victory.

Anyway I'm done discussing what the class was Made for :/ In respect to what this threads purpose really....

Posted

Enough of re-quoting on big letters, all of you. The fact that some people disagree on the functions of certain classes is not a valuable reason to shun their arguments. Some classes were geared to be for support, others for offense, some were made as a middle point between them. I do believe Gipsyes and clowns fall onto that category, why else would their songs be AoE?

Direct PvP is not the only focus a class should have, not because you can't pull the DPS a Sinx does, the class sucks nor does it need a buff. Just look at how people play FS HPs here, do they combat one-on-one? No. Do they wreck havoc in teamed battles? Sure as hell they do.

Kuyuti's statement is quite correct, IMO. Clowns/Gypsies do have the supportive advantage, that advantage is there. Not because people don't want to take those advantages that will we end up buffing their offensive skills.

Finally:

iRO=/=fRO

We're trying to balance classes out, not to reinvent RO; keep that in mind. While we do take your suggestions into consideration, and while we do take in mind your expertise in the class, we also keep in mind what Gravity developers intended to do when they made the class. Also, keep the "holier than thou" attitude to yourself, just because you've played a class more than someone else does not give you the right to dismiss other's arguments.

Keep the thread orderly and without the snide remarks.

Posted

Lol, Bards/gypsys are a pain, I have to out time theyre FCP while being almost naked to prevent them from breaking my stuff, most of them just cloack whenver you are close forcing me to sight (wich is bad for me actually >.<).

Bards/Gypsys are ok as for pvp thats all I have to say, I dont say they arent meant for pvp cuz they actually are (yes I had a clown at LR xP).

Posted

I was in school. I missed out on a lot.

Anyways, Clowns and Gypsies are clearly made for battle, purely for battle. Offensive classes do not become pure support classes in any manner. Arrow Vulcan is tremendously powerful in PvP, it requires no upgrade, no delay reduction, nothing. I've seen it at its best, it can certainly kill someone if the class is used right. Prime example of a good Gypsy, Ami. She's killed basically any class as her Gypsy, even Paladin during the server's peak of greatness, what saddens me here is that people want Arrow Vulcan upgraded(?). Why not then remove the HP sacrifice from Sacrifice, SP depletion from Asura Strike? Because the skills are powerful enough. We are trying to balance the classes out, not make classes Gods or Goddesses in PvP. Gypsy and Clown are good enough for PvP, every class has a disadvantage and every class has an advantage. If you increase the times AV hits and reduce the delay, we're looking at Gypsies and Clowns killing basically any class in a matter of seconds. Players are forced to wear GTB while battling a Gypsy or Clown thank you to Tarot Cards, since the enemy uses GTB, they receive full damage from Arrow Vulcan, if they choose to be rebellious they will die to Coma. I will not support a boost for Clown/Gypsy.

Posted

um why would someone wear gtb for tarot?, the death card pierces gtb, the Priest card pierce gtb as well.

to fight a clown its a need to fight using full reductions bfore they can get a chance to spam AV on you (if you are a palading then use a Sacred mission by any means [indestructible])

Posted
um why would someone wear gtb for tarot?, the death card pierces gtb, the Priest card pierce gtb as well.

to fight a clown its a need to fight using full reductions bfore they can get a chance to spam AV on you (if you are a palading then use a Sacred mission by any means [indestructible])

Uhm, GTB blocks coma tarot. D: Paladins are really easy to kill on gypsies/clowns, and the most fun. Dispell+AV spam works wonders, lol.

Posted
um why would someone wear gtb for tarot?, the death card pierces gtb, the Priest card pierce gtb as well.

to fight a clown its a need to fight using full reductions bfore they can get a chance to spam AV on you (if you are a palading then use a Sacred mission by any means [indestructible])

Death card does not pierce GTB.

The card that drains SP does pierce GTB.

Wear GTB to avoid dying by Tarot Cards, thus you will receive full damage.

Wear Usakoring Card and you will die by Coma from a friggen distance.

Posted

Dazzler I agree with.

Arrow Vulcan No.

Posted
Sniper/Hunter

---

Phantasmic Arrow

Launches an arrow of illusion from your bow. It has 150% ATK, and if it hits the enemy, it pushes them back 3 cells. You can use this skill even if you have no Arrows equipped.

Upgrade : Push enemies away from Pneuma

Purpose : Pneuma > Sniper/Hunter, give them a chance

I've been waiting for this for like 10 months now. Also, another suggestion

Ankle Snare

If you step on it, chance of you to get broken ankles? or should I say, get joint beat effect?

Posted
I've been waiting for this for like 10 months now. Also, another suggestion

Ankle Snare

If you step on it, chance of you to get broken ankles? or should I say, get joint beat effect?

Nah. Bad enough they step on it and snipers could push-back, continue trapping and snipe from a long distance.

Posted

Still a nice idea though imo.

Posted

I actually think the Ankle Snare idea is a prime idea. It's bad enough people can wear RSX vs them. If they can get pnuema up also. Even if they do wear double Tao Gunka classes have certain set skills to get to a sniper easily.

So I wouldn't mind it. Just as long as it's the low version of Joint Break. Not the highest.

Posted

I think the boosts for Snipers above were great. And good enough. I mean this is a highrate and trap stacking builds are useless lol that is why I am not too concerned about all the boosts traps should have. but trap stacking is always fun :D

Posted

I just wish the immunity cap for statuses was risen a little bit to maybe 150 Vit or something.

Posted

you still get status effects anyways, it can't be 100% unless yuou actually get the card that gives immunity straight up.

clowns/gypsies shouldn't be buff. end of argument

Posted
clowns/gypsies shouldn't be buff. end of argument

The king has spoken. End of argument.

Uh no. While I somewhat agree on not buffing AV ( I was just throwing in suggestions, y'know ), I absolutely disagree on not buffing Dazzler. 3 am now. I'll write a super-long-so-annoying-to-read-paragraph once I wake up or on monday or whenever I feel like it or not. :D.

Posted

If Gypsies get Dazzler upgraded, then they should have Please Don't Forget Me absolutely removed.

Not only does it slow the enemy, but it pierces GTB, reduces Agility and ASPD to top it all off, reduces movement speed. There has to be a sacrifice created then in order to have the class balanced without being overpowered.

Posted

Stalker-

Backstab- Powerful attack that can only be used from behind the enemy. Cannot miss and will turn the target to face the caster, thus preventing repeated use. Damage is 320%+40%*SkillLV ATK (halved if used with a bow type weapon).

Upgrade- at level 10 the Power of this is 700%, which this is a lot and can be alot this is a high rate and this class lacks a lot of advantages :/ Imo change that 700% to 1200%-1400%

Purpose- Give this Class a chance lol >.> I'm tired of seeing Intimidate builds :/ lol

Posted
Stalker-

Backstab- Powerful attack that can only be used from behind the enemy. Cannot miss and will turn the target to face the caster, thus preventing repeated use. Damage is 320%+40%*SkillLV ATK (halved if used with a bow type weapon).

Upgrade- at level 10 the Power of this is 700%, which this is a lot and can be alot this is a high rate and this class lacks a lot of advantages :/ Imo change that 700% to 1200%-1400%

Purpose- Give this Class a chance lol >.> I'm tired of seeing Intimidate builds :/ lol

I agree, will add.

Posted

Taekwon:

Counter Kick:When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target with a 100% success and cause 190%+30*SkillLV% damage. Has a 20% chance to happen when you use a standard attack.

7|400%

Upgrade: 800%

Purpose if no weapon has been proposed or a stat adjustment for ranker class this skill should be updated for sure.

Taekwon Master

Union(Soul Link Skill)-Effect: The power of this skill is unleashed when linked to a Soul Linker using the Star Gladiator Spirit (if not linked, the SP is wasted and nothing happens). When linked, your movement speed is increased and all your attacks never miss and ignore DEF, but you loose 2% of your HP every time you attack a monster and 8% HP every time you attack a player, also if you attack a player when you only have 20% HP left, you will be killed instantly afterwards.

Upgrade: Take of the HP loss deal if possible.

Purpose: 195 Aspd ? -8% hp each hit -.- ya right >.>

Stalker:

Tunnel Drive: Upgrades the Hide skill to allow slow movement while hiding. Not restricted to walls like the Assassins Cloaking Skill.

10|50% Movement

Upgrade: 100% movement.

Purpose: This can't hurt and it will definately help with BS builds ect. so meh

WhiteSmith:

Weaponry Mastery:

Increases character's HIT by +2 per SkillLV, ATK by +2 per SkillLV and weapon forging success rate by +1% per SkillLV. The damage applies even on a missed attack and is affected by elemental properties and card modifiers. Contrary to some rumor, this skill DOES NOT improve upgrading chances at an Upgrade NPC.

10|+ 20 ATK/HIT, +10% Forging

Upgrade: +300 Atk/ +50 Hit? Maybe?

Purpose: do I need to explain?

Upgrade

Posted
Taekwon:

Counter Kick:When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target with a 100% success and cause 190%+30*SkillLV% damage. Has a 20% chance to happen when you use a standard attack.

7|400%

Upgrade: 800%

Purpose if no weapon has been proposed or a stat adjustment for ranker class this skill should be updated for sure.

Taekwon Master

Union(Soul Link Skill)-Effect: The power of this skill is unleashed when linked to a Soul Linker using the Star Gladiator Spirit (if not linked, the SP is wasted and nothing happens). When linked, your movement speed is increased and all your attacks never miss and ignore DEF, but you loose 2% of your HP every time you attack a monster and 8% HP every time you attack a player, also if you attack a player when you only have 20% HP left, you will be killed instantly afterwards.

Upgrade: Take of the HP loss deal if possible.

Purpose: 195 Aspd ? -8% hp each hit -.- ya right >.>

Stalker:

Tunnel Drive: Upgrades the Hide skill to allow slow movement while hiding. Not restricted to walls like the Assassins Cloaking Skill.

10|50% Movement

Upgrade: 100% movement.

Purpose: This can't hurt and it will definately help with BS builds ect. so meh

WhiteSmith:

Weaponry Mastery:

Increases character's HIT by +2 per SkillLV, ATK by +2 per SkillLV and weapon forging success rate by +1% per SkillLV. The damage applies even on a missed attack and is affected by elemental properties and card modifiers. Contrary to some rumor, this skill DOES NOT improve upgrading chances at an Upgrade NPC.

10|+ 20 ATK/HIT, +10% Forging

Upgrade: +300 Atk/ +50 Hit? Maybe?

Purpose: do I need to explain?

Upgrade

Taekwon's abilities are used for Taekwon Master, as soon as they hit Taekwon Master they still have offensives.

Union was said to have already removed the HP penalty

Whitesmith are powerful enough

Thread Updated!

Posted

Why no to the Stalker Compared to its Sister class I think a stalker is no where near to what it should it be :/

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