Quality of image is extremely bad. But I read similar things, so I think it is correct.
By zooming in 500% and using sharpen tool I still could not view it well.
Ignas items (from the new Astral Tower unique raid)
Entrance at Astral Tower 4f, at the NPC
Level 380 items
Potential: 13
Durability: 50
Notes:
-buff or effect names do not matter, they will assign an English name once it hits iTOS
-this is a dev blog and it mentions ‘items still in development and effects might change or get adjusted’
Example items shown:
Ignas gloves - cloth (red grade)
phys def 960
mag def 1920
INT +59
SPR +59
critical rate +62
effects: when you deal a critical hit, the [buff name] activates:
+250 magic critical attack damage, max 2 stacks, 10seconds duration
Ignas boots - leather (red grade)
phys def 960
magic def 960
STR +59
DEX +59
Movespeed +1
effects: ‘when equipped, gain the special effects of [buff name]’
when you dodge (evasion), the Ignas [buff name] activates:
-> critical rate increases by +(70 x [buff name] stacks), 10 seconds duration
Ignas pants - plate (red grade)
Phys def 2880
magic def 1440
STR +59
INT +59
CON +59
Block +52
effects: 'when equipped, gain the special effects of [buff name]
when you receive damage, gain a (5 x [buff name]-stacks)% chance to activate the Ignas [buff name]
-> Maximum attack +250, max 3 stacks, 10 seconds duration
I have been a Chrono since the beginning… I survived all the Update, I remained a humble Chrono against all, even when the game no longer wanted me or my skills.
And here, I learn that in addition to annihilating the logical continuity of my build (Enchanter) by offering it to the Scout, I get Quicken stolen by thauma (As if he needed it!) And Haste is deleted ? This is a joke !
What remains to me? Slow? Stop? These are pathetic crowd control spells totally overshadowed by other class that, furthermore have offensive capabilities.
Backmasking? Haha, this paid resurrection (at a stupid price), which is less efficient than a real resurrection that costs nothing and does not require ninja reflexes, which has been useful only once or twice in the life of a chrono?
Reincarnate? The clone x1 useless, always paying, does work most of the time ? When the Kabba can do up to 9 targets without paying?
Effects unnecessarily conditionned and complex, that one pays for strictly no reason and no result, how can one still propose that to the Chronomancer while there is a great opportunity to make a classe better.
I doubt that Pass fully justifies a class and I understand to not have offensive spells IF and only IF my class is a real support, but here we have nothing left except support, but near useless support. How to accept this state of the class, when other classes have devastating offensive spells while having more interesting support / control spells than ours? What am I compared to a Kino or even simple Cryo …? I mean, my crowd controls are weaker, do not hit and have limitations…
If the Wizard does not need a support class anymore, mercy kill us by placing us in the Scout tree … We’ll be more of an aberration anyway.
In conclusion, it’s a real disappointment. Still, I could always us it for Onmio / Elem … And again, if Quickcast remains as important as we know it now, nothing is less certain, since it becomes a chrono spell. It must become useless, that’s the tradition.
My sadness is at its height, I wonder why such relentlessness agains the Chrono, a class that had already almost disappeared from the game …
I don’t understand why they keep reincarnate on chrono since it doesn’t do ■■■■ any more…
can’t use on dg, can’t use on velc, can’t use on books, can’t use on anything except salus.
and you just get ONE SHARD on salus when it works, like once a week, it’s incredibly bad for what it really does, a complete waste of materials basically.
Wait for the infos of skill changes first. You don’t know what has changed in the chrono. Every skills may have changed in term of values, utility etc etc.
Chrono crowd controls may be different now and far stronger.
Some spells could have dots now so chrono class can do some damage.
Even pass could have a completely different use now.
Rebuild isn’t the tos that we know right now. They want to put stronger identities to each class. ^^
So either this week, either next week we’ll finally know what has changed (for now, cause it may change even more if chrono’s identity isn’t strong enough )
What if Chrono’s ‘time forward’ is a damaging skill for them? Maybe it ages enemies forward in order to deal damage to them over time or something.
Chrono gets quick cast now as well as still having pass, so I suppose their niche in the wizard tree is now to provide fast casting and cooldown removal to support other wizard skills rather than being powerhouses on their own. It’s still not very satisfying but it’s a niche I guess.
They’re literally rebuilding the whole class system and trying to make classes better as a whole so there is no “low rank” classes anymore
And that includes shifting some skills and deleting some others
For example they already said that quickcast will be gone from wiz but wiz classes won’t suffer as much from it because they do realize that in the current state of the game quickcast is a important skill, but perhaps the new casting times won’t be so long that we’ll need it in every build etc…
So at least wait till the patch comes out to cry your rivers
The more characters you have, the less the chance that you actually Pass at the optimum time frame to have everyone at least benefit a little bit. From my experience, I can tell you that whenever there was a Chronomancer in my party, it didn’t make a difference for my skillset.
My skills were either already off CD or had so few seconds left that it didn’t make a difference anyway.
The greatest weakness of Pass is that it is aimed at high CD time skills, but there are very few of them in the game, the most of them actually have a medium or low CD time.
It also is counter-intuitive since skill combos are not really taken into account for the skill (e.g. you have one skill already used,are ready to use the one with the higher CD that has an interaction with it but then you receive Pass before you can use the next skill), so more often than not a reset CD time doesn’t do much if you have to wait for the other skill to have the effect you want.
Pass could’ve been good if the player actually had a choice how much time he wants to Pass with skillevel.
Imagine e.g. that not only the Pass Duration, but also the Pass cooldown time would differ from level to level, with the CD time always being double the time passed (e.g. if passed time is 10 seconds at level 2, then CD time would be 20 seconds,
if passed time is 15 seconds at level 3, then CD time would be 30 seconds and so on).
With such a flexible skill, the gains could’ve been much greater, depending on build focus.
And with the high costs on the item, the increased utility would also come with a higher cost,
which counters the increased utility a little.
All in all, Pass had an ill design, similarly to how Double Chance and Gevura of Kabbalist behave, it’s good for soloing, but incredibly bad to time in party content, unless you time it via TS or Discord or RaidCall.
And Kabbalist still has the advantage that Gematria and Notarikon can be used to signal your teammates that you’re about to multiply, though chances are high that they just keep on attacking anyway because TOS ultimately is dumbed down to that attacking>facetanking>healing/potion chugging>attacking formula.
Oracle is probably in a much better position now.
No more Gender Shop, you get full Oracle C3 which is straight down-to-earth in its build structure, and since Cleric lost Safety Zone, there will be use for your Foretell and Foresight and Counter Spell in the actual game.
The same goes for Dievdirbys, these Classes are now at their height because they are now extremely effective if you invest 1 Class choice into them, and probably more so if the developers will ever allow us to choose one additional Class, since there are only so few skill slots on your game pad/keyboard that can be utilized without a hassle.
If the chance arises to take another Class, I’ll definitely take either Oracle or Dievdirbys into my build, even when it results in screwing over my stats even more, simply because of their high utility and easy “cast and go”-play style.
I just hope they do the right balancing on Death Sentence[so you don’t die anymore since there is no Safety Zone to protect you anymore] and Prophecy [since the skill has a hit count, the effect duration should be increased to 300 seconds like all other buffs; skill duration can always be changed for PVP on PVP maps after all].
It’s Rune of Stone, at least the gem says it’s named that way.
Probably, since the Priest buff spells [aside of Stone Skin] will not be moved.
Imo it would’ve been better to exchange the debuff skill[Discerning Evil] of Pardoner for these buffs of Priest [Aspersion,Sacrament,Blessing], cap Oblation and Spell Shop and Simony at level 1 and keep the other Pardoner Skills.
From Oracle we know it’s not impossible to have 11 skills in total if some are only level 1.
Then, all Priest and Pardoner buff skills should cap at level 10 with new scaling so you can max all 4 of them + Simony+Spell Shop + Oblation & have 2 utility points left over for whatever skills are left.
That way, a buff shop would only require 1 Class, so it’s still viable for active game participation with the open choices for Class 3&4.
With the current model, it might be even gruesome to level the thing up, given you’ll be Cleric>Priest>Pardoner and then probably Kabbalist or Oracle or whatever to get another high SPR modifier…
Oracle don’t worth more than C1 now, don’t know how it will worth 1 class pick on the new system if they don’t change anything.
Foretell is terrible to use. Maybe if they fix its position, or allow some sort of control, like cast it around you and follow your movement. Otherwise is not a great skill. Death Sentence is also terrible to use, it is not a reliable DPS even for a support class. Twist of Fate has a very nice concept, but it doesn’t have a practical use because the backlash can be a thing.
In the end, only what you get from actual C1 is useful, the rest is a burden to deal during party play. It is not hard to fix IMO, and I hope they do something for the class to find its place.
Diev has pretty much the same thing going on today (C1 being almost the best you can get from it), but the whole kit is also way way better than Oracle’s.
Foretell is pretty useful for boss invincibility phases,e.g. Demon Lord Zaura casting his AoE invincibility where you can just safely escape from by utilizing Foretell, or when Mirtis casts her Lightning Ropes, or Blut his puddles.
I didn’t test it in Velcoffer vs Ground Upheaval, but there it will probably also be useful, or for luring the mobs towards the stone statue there.
Counterspell is always good to have, especially if it’s level 15 so you have a lot of CD time discount as it prevents magic damage and removes status ailments on top of ground target magic.
Prophecy is nice to have, since it prevents pesky status ailments reliably, and a high level is always better than a low level.
Death Sentence is probably suicide now, so I’d not take it for other things than reducing the movement speed of mobs (lvl 1 is enough).
Arcane Energy will probably be one of the most useful skills in the game since it actively improves your max Stamina (everyone can sprint now) and natural SP recovery, since the SP recovery is based on your maximum SP now (3% of it, 3,6% if Cleric or Wizard),and given IMC said they want to boost the power of buff skills, this one will probably now also scale with an attribute and/or SPR.
To be able to scroll and use that skill will become pretty beneficial I guess
With Safety Zone gone, World Tree and Ausrine have little competition.
And thanks to the new SP cost & recovery formulas, even Zeymyna is going to be useful (as long as they keep the current effect; maybe it’s gonna get reworked anyway).
The best thing about Dievdirbys is mostly the ability to set up the statues every once in a while and then focus on doing other things, meaning you can just put them in the seconds skill roster and switch over to replace the statues if needed.
With skills of 4 Classes actively competing over your skill slots, it’s going to be tough to have the perfect set-up. Every skill that can be sent right to the 2nd roster without having to fret over it is a huge win for me.
Scout is not sword main hand -_-
Are people translating this right? from what i got Scout will start the game with a sword. But only have a few skills that can be used with Sword. You gotta change your main weapon as you level up.
My speculations are: It is very likely that almost every scout class will have an attribute that let us use either dagger or pistol as main hand. Some classes like Thauma, Enchanter and linker prob won’t have weapon requirement to use… idk.
Most Classes do that. Wizards change from rod to staff, Archers from bow/crossbow to cannon/musket/bow, Clerics from mace to rod/sword/two-handed mace and Swordsmen from sword to two-handed sword/spear/lance/rapier.
I know, Foretell has a lot of potential, is just how it actually work that is not good, cause it obligates you to move around, and this can potentially lead you to where you don’t want to go, making it inconvenient. It easily loose in usability for Sterea Trofh, that is from a DPS class, not even another support class.
And the C1 skills are useful already. It is just that, if only Prophecy and Counter Spell (and maybe Forecast and Arcane Energy) can be considered as useful, it might keep on loosing the run for an overall useful class. It is not that these things you cannot do with more stable classes, like Plague Doctor for debuffs control.
It does say that. But the announcement also says that the Scout tree will focus on offhand weapons, so besides it will be holding a sword with the main hand, the offhand will be the focus. We can expect more stuff for daggers and pistols, rather than a sword requirement.
Also, Schwarzer Reiter Master will make sense now, with that sword that he has.