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  • "DynamicPineapple2" started this thread

Posts: 108

Date of registration: 4. February 2016

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1

Tuesday, 2. August 2016, 03:30

Suggestions for Specialist Class

Sorcerers used to be found every where in last chaos and now they are few to count and most of them that are around are used as characters that buff other characters only and the reason for this is their evasion, attack damage, and damage resistance is not what it used to be

My suggestions for Specialist are the following:

1. Make Firewind Evocation give 50% Attack, 25% Hitrate, 10% Evasion, and 10% Damage Reduction

2. Make Earthsea Evocation give 10% Attack, 10% Hitrate, 25% Evasion, and 50% Damage Reduction

3. Make Fire Elemental's Blessing give 10% attack, 300% critical rate, and 10% hitrate

4. Make Water Elemental's Blessing give 10% evasion, 300% deadly rate, and 10% hitrate

I think that making the Evocations this way would make a specialist in to the hybrid type class it was supposed to be and also if it was possible maybe change up how the Evocations look, because they are pretty ugly

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  • "DjinnMahl" is male

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Date of registration: 12. January 2016

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2

Tuesday, 2. August 2016, 05:49

Sorcerers used to be found every where in last chaos and now they are few to count and most of them that are around are used as characters that buff other characters only and the reason for this is their evasion, attack damage, and damage resistance is not what it used to be
My suggestions for Specialist are the following:
1. Make Firewind Evocation give 50% Attack, 25% Hitrate, 10% Evasion, and 10% Damage Reduction
2. Make Earthsea Evocation give 10% Attack, 10% Hitrate, 25% Evasion, and 50% Damage Reduction
3. Make Fire Elemental's Blessing give 10% attack, 300% critical rate, and 10% hitrate
4. Make Water Elemental's Blessing give 10% evasion, 300% deadly rate, and 10% hitrate
I think that making the Evocations this way would make a specialist in to the hybrid type class it was supposed to be and also if it was possible maybe change up how the Evocations look, because they are pretty ugly
The Wind Elemental Blessing and Earth Elemental Blessing could also use a bit of modifying as well.
I use the Wind Elemental Blessing most mainly because of the attack speed increase and move speed increase from it.
As for the Earth Elemental Blessing I don't even use it, The bonus's to my magic defense, physical defense, and hp just seem irrelevant when I could instead get evasion and have the mob's/player's attacks miss, or get more damage/attack speed, and kill most targets before they get to me.
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Kecsoci

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3

Tuesday, 2. August 2016, 10:26

Would be nice!!!

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  • "DynamicPineapple2" started this thread

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4

Tuesday, 2. August 2016, 12:13

I was thinking for Wind Elemental's blessing to keep it the same but add in 150% deadly and for the Earth Elemental's Blessing add in 5% eva and 5% damage reduction also

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  • "DynamicPineapple2" started this thread

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5

Tuesday, 2. August 2016, 13:48

Or maybe have Earth Elemental's Blessing give 50% anti stun, stone, and silence instead of defense and health.

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Bran

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  • "Bran" is male

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6

Tuesday, 2. August 2016, 21:05

Ooooooooooooooooor maybe just leave everything as it is, and bring perma deadly hits back when Water Elemental Blessing was percent based, not fixed number as it is now. Just that... perma deadlies with Water Elemental Blessing buff on, I did tests with a friend in arena, his spec did 10k crits, since spec is a regular hits char with high attack speed, just deadlies brought back :S:S:S
We're not asking much. :|

Check what not innocent and cuddly one wrote:
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  • "DynamicPineapple2" started this thread

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7

Tuesday, 2. August 2016, 21:54

Yes, but their reg hit damage all over the place for example you hit 13,000 deadly one hit and then 6,000 deadly the next hit and you usually hit the lower form of the damage scale.

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  • "DynamicPineapple2" started this thread

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8

Thursday, 4. August 2016, 07:54

Another idea would be to make lightning shock an elemental def change skill and earthquake an elemental change attack skill.

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Death

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9

Thursday, 4. August 2016, 08:08

I guess thats why gamigo ordered /invented element-switch-scoll into the Item mall.
Some character had to rely on them and so does the specialist.Also as stated before, you can easily increase his attack speed and become an autohit DD. Thats the only way to improve this damage.
He is still strong against meele character such as Titan and Knight. RoyalKnight, Highlander and Archers are the 3 Character who are lacking in pvp. They really lost some dmg potential. I didnt meant to get OT. sry for that but i feel quite save with my spec.

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  • "DynamicPineapple2" started this thread

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10

Thursday, 4. August 2016, 13:56

elemental scrolls do not balance the game and melee characters aren't that easy to come by in pvp

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Death

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11

Thursday, 4. August 2016, 16:08

elemental scrolls do not balance the game and melee characters aren't that easy to come by in pvp

It doesnt balance the game I agree - I think its made so that gamigo can earn their coins. Therefore the Spec does not need to buy HP absorb potions since he can increase the duration of the bat buff. Its not the best compromise but still one perspective. If you made those scrolls cheaper, it would be at least a fair deal in pvp matter.


Why the melee classes aren't played much is OT but an important issue. I think it could become a lever for more balance if you made the 2 mentioned meele characters interesting in pvp.


BTT the Spec has some useless/outdated skills and it wouldnt be a disadvantage for me as a spec but i like these small challenges in PvP. The developers are also afraid of experiments and rebalancing in PvP as we all experience.

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Shylock

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12

Sunday, 30. October 2016, 18:13

I would like to know what's the purpose of Specialist having high Critical and Deadly stats if they still hit, for the most part, normal hits and the occasional crit/deadly?

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  • "DynamicPineapple2" started this thread

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13

Sunday, 30. October 2016, 19:47

yeah their regular hits are glitched for some reason, also when they hit deadlies they hit low deadlies instead of high deadlies
Example a spec max damage should hit 17k deadly, but he only hits 13k deadly

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