Seems interesting but can’t say for sure without proper translation. What gets me is the fact they’re changing onmyoji elements, the onmyodo is composed of metal, wood (both element that isn’t part of the property system but were kinda adapted), fire, earth and water (along yin and yang, as shadow and light) so why the hell they’re changing this dynamic?
Easier balance. And logic, even if it is far away from the more realistic POV.
“Elementalist”, a master of all four primordial elements, now only uses Fire, Ice and Lightning.
And why “Metal” cannot become “Non-property”? Like all the physical classes?
I know it is weird, but I am trying.
Metal is White Tiger, which is already non-property with bonus towards plant (reference to wood). They’re killing fire and water/ice (unless google is pulling a prank) with these changes.
They always do that, sacrificing soul for the sake of their idea of balance
Rip Runecaster giant form
An alternative to Paladin maybe?
Arquebusier
After Medzio Diena, the army of the Kingdom felt the need for snipers. The army reinforced its existing training process for snipers, which soon resulted in the wonderful creation of Arquebusier. Arquebusiers are excellent snipers which never fail to hit their target by firing with calm even in the harshest environments.
Arquebusier is a class that attacks a single target from a distance with a firearm, enabling use of both Muskets and Cannons.
The class has a number of skills that can attack enemies from a distance, with some skills that damage the first enemy in a straight line. This requires proper measuring of the distance and path towards the enemy in order to use the skill effectively. It can be very powerful.
In addition, Arquebusier skills have a mechanic to generate and consume the [Clean Hit] buff. Skills that consume the [Clean Hit] buff while it is activated become enhanced in specific ways compared to the default skill. Managing this buff is key.
Prediction
Look ahead to predict and prepare for the next battle.
For a short time, your Accuracy is increased and the [Clean Hit] buff gains 3 stacks.
[Arts] Prediction: Perfect Hit
Removes Prediction’s Accuracy increase effect, changing it to a final damage increase in proportion to your Accuracy while the buff is active.
Pinpoint Fire
Fire at the target, dealing damage.
Consumes 1 stack of [Clean Hit], increasing the Minimum Critical Chance of Pinpoint Fire.
Lucky Strike
Shoot your firearm forward, dealing damage to the first enemy in a line.
When an enemy is hit, gain 1 stack of [Clean Hit].
Lucky Strike: Long Range Shooting
Increases the damage of Lucky Strike the further away you are from the enemy.
Arquebus Barrage
Shoot your firearm, dealing damage to enemies in a radial range behind the target.
Consumes 2 stacks of [Clean Hit], increasing the number of hits of Arquebus Barrage by 1.
Dusty Salute
Fires a shot towards the sky that spreads out in the air, dealing damage to enemies within its range.
Consumes 1 stack of [Clean Hit] to inflict [Silence] on damaged enemies.
Dusty Salute: Ceremony
Enemies struck by Dusty Salute have their Evasion temporarily reduced for attacks received from the caster.
Desperate Defense
Builds a wall in the area around you and gives you the [Positioned Shooter] buff.
During this buff, the Movement Speed penalty of Sniper’s Serenity is negated, and the [Clean Hit] buff gains 1 stack when you basic attack.
When the leave the wall, it will immediately disappear and the [Positioned Shooter] buff is canceled.
During [Positioned Shooter], Lucky Strike and Pinpoint Fire will strike all enemies in the path toward your target.
▲ Lucky Strike is used after Desperate Defense.
Desperate Defense: Maintenance
Increases the duration of the wall with each attribute level.
[Arts] Desperate Defense: Courage
The effect of Desperate Defense is changed to a targeted party member buff skill.
When using the skill, the [Courage] buff is stacked on the specified party member in an amount equal to your current [Clean Hit] buff stacks. For the duration of [Courage], the party member takes less damage based on the number of stacks.
When the caster is near a character that has received the [Courage] buff, they will gain stacks of [Clean Hit] at regular intervals.
Precision Fire
Channels constant shots at a target, dealing damage over time. The first enemy in a straight line toward your target will be damaged.
Removes all stacks of [Clean Hit] to reduce the skill’s cooldown in proportion to the number of stacks consumed, and each time an enemy is hit with this skill, 1 stack of [Clean Hit] is gained.
Precision Fire: Ranged Fire
Increases the damage of Precision Fire the further away you are from the enemy.
Sniper’s Breathing
When using [Leap], you will no longer jump backwards but instead will take reduced damage for a short time.
It’s not like Scout was planned to have a buff nor was it their priority in this patch anyway, just be glad they are prioritizing Scouts and giving it attention. Who knows, maybe SFR buffs are what will save its damage. IMC stated in the past that they can’t buff SR too much due to their ease of use anyways, it’s going to go back to the SR vs Skill-spamming Scouts argument all over again, lol.
It’s not like the patch is even out for you to pass judgement anyway, just be glad IMC noticed Scout’s troubles, wait patiently for the buffs before criticizing its usefulness, and stop flooding the thread with needless Scout whining when IMC is on the job and there are new and better things to discuss at the moment.
go go kimchi boys show us what omegalul op builds you will go now.
Clown
Only recently did a group known as Clowns began making their name in the history of the Kingdom. Despite living in the peaceful guise of a Clown, their daggers are without mercy in eliminating enemies. The clan became famous on the continent beginning with the genius master Yorick Shaw.
Clown is a dagger class that attacks targets by throwing daggers at a distance.
By using some skills to sprinkle [Pocket Knives] on the ground, you can then use other attack skills to send them towards enemies to inflict additional damage. This can also be useful in party play as a means to keep your opponents at bay with debuff effects that can help in battle.
Spinning Knife
Throw a dagger like a boomerang to damage enemies. When a [Pocket Knife] is on the ground, a random one of them will fly toward the target to deal damage.
[Arts] Spinning Knife: Juggling
Reduces the final damage of Spinning Knife, but Spinning Knife is triggered automatically at nearby enemies at regular intervals. (While this is activated, there is no cooldown on Spinning Knife.)
The activation conditions are as follows, and there is waiting time between each activation:
-There must be an enemy nearby
-SP is required to use for each active knife
-Will not activate during quest cutscenes
Replica
Throw multiple [Pocket Knives] into the sky. The knives will stay in the air for a while before falling down in an area around the caster, dealing damage to enemies in the location they fall.
The [Pocket Knives] will stay in their fallen location for a certain period of time.
[Arts] Replica: Theory
[Pocket Knives] will move forward in the air for a moment when thrown.
Climax
Throws multiple daggers at enemies consecutively, dealing damage. If a [Pocket Knife] is on the ground, one will fly to each target hit and deal damage.
Climax: Bleeding
Enemies hit by Climax will bleed.
Trick or Treat
Reach into your sleeve to drop a [Pocket Knife] on the ground around you, while giving a [Trick] debuff to nearby enemies or a [Treat] buff to yourself.
[Trick]: A portion of enemy defense is ignored for a short time.
[Treat]: Your Clown skills ignore a portion of enemy defense for a short time.
Clown Walk
While holding the key, nearby enemy characters are dazzled, inflicting the [Slow] debuff. (Monsters are inflicted with [Immobilize] instead of [Slow].)
Clown Walk: Cheating Box
While using Clown Walk, a box is periodically summoned, exploding at the end of Clown Walk to deal damage to nearby enemies. (The Skill Factor of the attribute is separate and scales with skill level of [Clown Walk].)
▲[Clown Walk] with [Clown Walk: Cheating Box] active
(Spotlight costume effect is a separate effect item)
Combining [Clown Walk] and the [Clown Walk: Cheating Box] attribute can cause damage while also interfering with enemy movement.
Fatal Roulette
While holding the key, rotate and throw daggers at nearby enemies. [Pocket Knives] will fall to the ground at regular intervals.
Fatal Roulette: Infinity
When a thrown dagger hits a target, it will bounce and damage other nearby enemies.
Bokor
Bokor is a dark attribute class that attacks opponents with buffs/debuffs such as [Dark Power], [Curse of Weakness], [Contamination], and [Corruption].
[Dark Power] stacks with the caster through Bokor skills while the debuffs of [Curse of Weakness] and [Corruption] are continuously debuffed on enemies.
Some skills will consume stacks of [Dark Power] to improve their effects.
Hexing → Curse of Weakness
The Hexing skill has been removed and replaced with Curse of Weakness.
Inflicts the [Curse of Weakness] on the target, reducing Magic Defense and dealing damage over time.
If you learn the new art [Curse of Weakness: Power of Darkness], you will gain a chance of receiving [Dark Power] upon using the skill instead of using [Dark Power] to inflict increased damage.
Effigy
Effigy has been changed to a skill that inflicts the [Contamination] debuff to enemies affected by [Curse of Weakness] for 30 seconds. Enemies affected by [Contamination] take damage over time.
Samediveve
Samediveve has been changed to instead inflict the [Corruption] debuff to enemies with a certain range of the curse.
Using [Samediveve: Enhanced Pattern] will increase final damage dealt to enemies affected by [Corruption].
Zombify
Creates a zombie for a period of time that does not attack, charging the caster’s [Dark Power] at regular intervals.
Only one zombie can be created, and different effects apply based on the attribute used.
Large Zombies inflict the [Corruption] debuff on nearby enemies, while Wheelchair Zombies inflict [Curse of Weakness].
Damballa
Damballa has been changed to a skill that damages enemies while consuming some of your [Dark Power].
In addition, the new Bokor Vaivora weapon will enhance the effects of both Damballa and [Dark Power].
Mackangdal
Mackangdal provides an effect that reduces the damage you take, and its duration increases based on your total number of [Dark Power] stacks.
Bwa Kayiman
When using the new version of Bwa Kayiman, it will summon a magic circle that lasts for a period of time, consuming your [Dark Power] stacks.
This circle removes [Curse of Weakness], [Contamination], [Corruption], and your remaining [Dark Power] stacks to deal damage to enemies within the circle in proportion to everything removed. In addition, allies within the circle will gain increased Physical and Magic Defense.
Well seems like a fun class
I guess they should change Bokor’s class icon color, it really hasn’t got much to do with summons anymore. Seems a nice change, though.
Those changes to the wizard tree… dayum
look at the change of possesion
it doesnt even have spirit-y animation vibe like the old one
its like a cheap reusage of lightning/divine punishment ark effect
damn i hate it already
Taoist
The biggest change to Taoist is the change of the skill Lightning Charm that previously duplicated the damage of all attacks regardless of attribute, hitting them with the Lightning attribute.
Upper Level → Flame Level
The Upper Level skill has been removed and replaced with Flame Level.
Throws a flame talisman to a designated area, creating a fire magic circle for a brief period of time, dealing fire damage to enemies within range.
The ability for magic circles to hit enemies in the air is inherited by the new attribute [Flame Level: Ascending Current].
Begone Demon → Destruction
The Begone Demon skill has been removed and replaced with Destruction.
Destruction is a skill that deals damage by burning flame talismans and radiating flames forward from them.
Storm Calling → Snow Storm
The Storm Calling skill has been removed and replaced with Snow Storm.
Snow Storm creates a cold wind, inflicting Ice property damage to enemies.
Lightning Charm → Reinforcement
The Lightning Charm skill has been removed and replaced with Reinforcement.
Reiforcement has a chance to inflict additional damage to enemies when Fire, Ice, or Lightning damage is dealt while the buff is active. The extra damage dealt is the same property as the damage that triggers the effect.
Creeping Death Charm
Attack property changed to [Ice].
Eradication
The required class level to learn the skill is changed from 31 to 16, and the maximum skill level has been changed to 10.
Eradication: Transfer has been changed to increase final damage instead of reducing the skill’s overheats. Crevox Note: I think they might have mixed this up with Divine Punishment?
Thanks for all your work Crevox!
hes not done yet
btw arent we supposd to get 4 new classes? or they cut it down to 2?
hypocrisy in its entirety are you the one who ALWAYS complains about anything minimally related to physical clerics with huge texts always comparing and speaking rubish of some magic class why are you so worried about him?
you literally did what you always do a few posts ago … complain based on a photo or gif.
Sadhu
Sadhu is a Holy property magic damage class that can use the [Sadhu Soul] buff to grant additional effects to Sadhu skills.
The more stacks of [Sadhu Soul] you have, the stronger the additional effects are on skills. By using skills that create stacks of [Sadhu Soul] evenly with skills that use them, you can manage stacks of [Sadhu Soul] effectively according to the combat situation. Managing them is key.
[Arts] Cloth Mastery: Communion → Holy Soul (tentative name)
The effect of the art has changed.
Regardless of your armor equipped, your Minimum Critical Chance is increased when attacking with the Holy attribute.
Spirit Blow
A new skill.
Cast for a period of time, dealing damage to enemies in front, and charge 1 [Sadhu Soul] into the caster.
Damage and SP cost is increased for each [Sadhu Soul].
Out of Body
The skill effect has been changed.
Summon your own spirit to follow you. The spirit periodically provides 1 stack of [Sadhu Soul].
Astral Body Explosion
The skill effect has been changed.
Consumes all stacks of [Sadhu Soul] to damage enemies within a certain range. The damage increases for each [Sadhu Soul] stack consumed.
Prakriti
The skill effect has been changed.
Generates a magic circle that lasts for a certain period of time by consuming a portion of your [Sadhu Soul] stacks. Standing in the magic circle increases the damage of Sadhu skills.
Possession
The skill effect has been changed.
Channels to inflict damage to your target while consuming all stacks of [Sadhu Soul]. The damage increases for each [Sadhu Soul] stack consumed.
▲ Using Possession
Vashita Siddhi
The skill effect has been changed.
Consumes all stacks of [Sadhu Soul] to damage and stun enemies within a certain range. The damage and duration of the stun increases for each [Sadhu Soul] stack consumed.
Prana
An effect has been added to the skill.
Creates 5 [Sadhu Souls].
Yes, one or a few posts compared to a long spam of posts spanning way over 100 posts. At least I complain about Physical Clerics during Physical Cleric patches (heck, I stopped for quite some time and kept it to a few posts with how little IMC addresses things), imagine complaining about Scouts when there’s no Scout changes yet to discuss and when IMC said they were going to buff Scouts.
Sadhu true Stand user class now .