well, shield comes in one-handed weapon box, so I think they’re categorized as a secondary weapon.
but it would be too abusable … its cost way less to trans and for mounts its also the armor slot
the system will stay only for a few days once re build hits and is way to compensate players for the overhaul change, is not something permanent, so if some players wants to upgrade a shield so they can simple change later on and obtain some minor advantage of course they can is a minor advantage that can be taken from some of course but the main point of the entire system is that is made for uses who already have old weapons for months in game and are severely affected by the re build! and in the end the same can be said for users who trade one handed weapon in a two handed weapon, it also uses more shards! so the guy is taking advantage of the system to gain shards but then again is something acceptable for one time thing and for a huge changes like this one.
and remember everyone:
if a weapon have been traded 1x1 scenery after the patches hits, it loses the ability to be changed, and also only works one time per weapon as well and also the weapon need to be made before the patch hits live servers as well if i remember the korean dev blog correctly, so keep this in mind so there is no complains later about buying a “cheap” weapon and trying to reroll them and be taken by surprise that she was already “changed” or things like that!.
For all intents and purposes, shields are armor.
- In the past, the safe zone to upgrade was +3, just like other armors
- Marketplace has them under Armor
- Only 1 Partis Solution needed for the velcoffer set bonus, unlike weapons that take 4
Shield 9/12 pot -> bow 10/13 pot
love you very much sire!
So, if this is possible…
probably people will make Velcoffer Shields and put them to +11 (or more) & Trans 10 (since it requires a LOT less gems — 67 in total) and exchange it for any Velcoffer weapon on Re:build.
The question is (and I’ve made this question in another topic): are the chances of enhancement failure of Shields the same as the Weapons? Will it be that simple to put a shield to +11 in the scenario I described above?
yes, is possible but this is only possible if you do it now, once re build hits, any changes made on items make it impossible to be swapped ^^.
there is nothing against it if a player want to do it simple as that, is a temporary system not a permanent one, there is of course some penalty and buff as stated by imc conversion table, and this is it !.
Yep, I forgot to mention that part:
Even if the item is on your character before the Re:build, it will be ‘unexchangeble’ if you refine/enhance, transcend, socket, etc.
On Ktos there’s this part of the patch note confirming that — here:
2. 무기 계열 변경
- 계열 변경이 가능한 아이템에 변화가 생기는 경우(강화, 초월, 소켓, 아이커 장착&추출, 각성, 거래, 외형 변경) 계열 변경의 기회는 사라집니다.

its actually less then 67 blessed gems because of the event that reduces costs by 50% for every even trans/enhance
You missed this part:
Its been some time since ToS 2.0 went to kTest. So painful to watch Monk gameplay videos on Re:Build.
Palm Strike + Hand Knife is such a hard CC players only use Palm Strike and gimp damage.
Energy Blast makes monsters fly away so far they end up not using it.
One-Inch Punch is so weak no one bothers to even use it.
God Finger Flick … is God Finger Flick, nothing changed much on its usage. Would’ve been better if its debuff can spread like Appraiser’s Blindside.
Double Punch is so weak you wonder why you even take a single point in it other than reskinning auto-attack (at least make it change Monks into a bare-handed stance). Nak Muay AA and Demi-Wolf AA > Double Punch. Heck, you do faster auto-attacks with dagger sub-weapon spam WITHOUT Double Punch attack speed buff compared to using maxed Double Punch. Just something to think about.
Golden Bell Shield most of the time is spent using Palm Strike + Hand Knife, then wait 1-2 seconds for mobs to fly up and down, and repeat, only to have enough time to use Palm Strike + Hand Knife on mobs. Energy Blast cannot benefit from the full duration (at most 5 seconds, and repositioning usually takes 1-3 seconds). Moot skill other than on bosses.
Iron Skin does so little even with maxed out points you wonder why IMC don’t just make it a 1 pointer skill. At least give it a blue aura that persists so it can be a fashion skill, much better than the useless skill it is now. Also, Stone Skin > Iron Skin memes.
As I feared since ToS 2.0 just came out, Monk and Monk’s skill set is still just flawed, and on top of that, lacks significant damage compared to other DPS classes in the Cleric Tree. All I see on Monk gameplay as of now, is simply spam Inquisitor/Zealot/Chaplain/Paladin skills off cooldown, and using Smite + Palm Strike + Double Punch as filler due to the hard CC or other skills being that weak. Nothing much has changed since Monk got reworked in ToS 2.0 aside from less-than-decent damage buffs. All of Monk’s core damage skills are locked behind hard CC skills that are weaker than other classes, and also lack any utility of any sorts while other classes have better damage and better utility skills. In almost any circumstances, there is no reason to pick Monk over other classes as in any case where Monk is considered, there are easily other options that can do better than Monks.
In the end, Monks are better off before with Double Punching spamming without the stupid 0.05 seconds unnoticeable Hit Delay.The state of things are still the same, where R8 classes are better than R2 classes (heck, Exorcist-Inquisitor-Zealot is strong), and Monks overall (looking at the pros and cons, the big picture kinda thing) got nerfed yet again. As useless as Monk’s other skills were, at least Double Punch was strong enough to carry the class like how Rubric is for Exorcist, but the returns from sacrificing Double Punch is just far too much.
So much for “balance” (Yes, its another Monk rant from a Monk main)
On the bright side, there will be more (?) voices airing out this sentiment with ktosters (maybe?).

Monk desires aside, now would seem to be the time to ask “are melee scouts basically just displaced swordsmen due to them not relying AT ALL on aspd?”. The pistol scouts have a clear AA build, but melee scouts still rely on skill cycling (aka piano play) making them no different than a swordsman.
Watching ktest rebuild videos with monks in them is honestly depressing.
Sometimes it feels like monk is some kind of imc inside joke answer to the usefulness of monks in ragnarok.
IMHO IMC just doesn’t know how to differentiate monk from every other melee dps. Other than flavor or personal taste, why go monk? It fills no specific combat role (just your generic hit button = damage) nor does it do anything different from a swordsman (use weapon to smash).
They’ve had the opportunity to apply toy hammer mechanics to skills but they didn’t. They’ve had the opportunity to try auto casts (like falconer) but they didn’t.
If the dps is gonna stay low how about giving monks more healing then? How do you feel about a small mass heal-splosion on skill use? I dunno. Something other than dps because IMC clearly doesn’t want monk to have good dps.

