Binatio buff time is 30sec. and CD 60sec. are you kidding me? rly?
I’m disappoint
Datamining.
Costumes [Devil’s Temptation]

Wing

Pet [Dalmation]

Buff: +500 Attack against Medium-sized Targets Offsetting
New Hair and Dyes


Effect

Weapon Skins

Hair Accessories

Leticia Card

No stats, cannot be equipped. It’s a legendary card that is fodder for other legendary cards.
Pretty great changes to Chaplain, huge damage increase.
Just cant understand: they changed Paraclitus Time to 22~40s duration and 40s CD, Visible Talent to single-level (40s CD) and then Binatio, which was 40s CD (sync with others), they changed into 60s CD??? Just does not make any sense
Instead of increasing cooldown 40s > 60s, they could have decreased duration 30s > 20s (same 50% uptime, but with same cooldown as visible and paraclitus)
is that skeleton shield upside down??
No, it’s just Hauberk’s knuckles.

RIP my beloved chaplain

about time new head costumes with face slots like black kitteh!!! that backpack though unnnnngh~!
It is ironic that the skill [>double<] punch can now hit up to 24 times lol
I mean, why not delete the skill and just give the hokuto hyakuretsu ken already? Make the character shout ora ora ora or ta ta ta to go along with it.
This reminds me that rag monk class is like a wonder and the same guy involved on rag created a monk class completely the opposite of wonder…
My worst fears are realized, the Monk-Chaplain patch was never about Monk, it was about Chaplain and half-heartedly dealing with the falling out of Monk after breaking the pair off, thus introducing new problems and not fixing important issues for Monk. Chaplain is still a little bit off somewhat, but its undeniably better than before at least, but I have a ton of frustrating things to crap about Monk changes (Golden Bell Shield, New Energy Blast, starved from skill points and more).
Then again, IMC just shoehorns Skill Factor into classes they say can’t be fixed via increasing Skill Factor alone as always.
IMC class designers/programmers don’t really know how to balance and compare other class builds. For example, SR is an AA range class, what makes SR a viable AA class because it is range and mobile. At least 1 skill in the Monk or Chaplain skill could have been a mobile AA skill with a wide hitbox. Just look at ARDITO Taglio skill, it is mobile, channeling, and has a decent hitbox with high SFR(3991%) with skill gem and LVL 30 ARTS. The skill buffs duration too sucks, stupid IMC really wants all the class gameplay to be like a piano.
Example of balancing a class: based on equal gears of each class doing a weekly boss record content. How it will be done, equip the same equal gears to two different classes, and do WBR for 7 mins. If the two different classes and build don’t match total damage for 7 minutes, then adjust the skills, etc. to have an even total amount of damage for 7 minutes. The main objective here is to reach an equal total amount of damage to a boss with the same/identical gears but with two different classes and builds. That way, two different players who have been working hard to reach certain gears and builds and end up having the same result but different play styles. The so-called META is spread out to other classes that way. It also minimizes the number of players leaving the game because of fail theory crafting and ending up with a weak and trash build after all the time and resources you have invested in a certain class. Press heart if you agree.
SR only works because it uses direct targeting and has a noticeable SFR attached to it as well, and also has skills that complement the AA playstyle.
Surely, but that’s more directed cloned skills (not that it matters at this point). For Monk it would be really awkward to have a punch and walk animation, and i don’t think they’d go as far as adding a brand new combo fighting animation.
The real issue here is that the game became skill rotation oriented as the tool value of skills became irrelevant, which forces AA into a terrible spot unless they add up a lot of special features to level the ground.
I’ll repeat this until the game dies or IMC does something about it. What kills classes isn’t balancing, but rather the low class identity value, which is further aggravated by the lack the simplistic combat state. That’s also why the only thing that we ever get is higher SFR or skills being dumbed down.
The other game that was mentioned a couple of replies ago has 16 classes and almost every single one of them has an unique aspect that NONE of the other classes can do (or need to take a huge detour to access it), and you also have options to build that aren’t forced into that aspect either. There’s also overlapping there but the few skills that you get extra from picking one over the other can create different combat approaches (until you unlock the godlike skill and only use it everywhere as it is just to good in every single scenario and has little to no downside). I say this but that game has as many flaws if not more, but most them are related to being an old MMO.
Seeing how Monk rework goes, I believe Monk will have nothing to do on Chaplain build anymore. They put Monk to be viable with Inquisitor - Zealot instead of making it become AA type class.
But again, it sucks damn hard how they put more skill level hunger onto those Monk skills. Hand Knife become 10 skill lv when Double Punch is still full 15 skill lv? Welp dropping Double Punch and never using it again even with Dahlia armor set equipped.
About Chaplain rework, I believe they want to combine with Druid instead and Priest perhaps (AA Magic type LOL). You put Chrotasmata with Healing Garden ARTS then start smacking enemies into oblivion, while they made Paraclitus Time become uptime skill because of it just stands up and hitting enemies without get knockdown/knockback.
So, I guess Chaplain-Druid gonna be the build for it. While Monk strengthen itself for Inqui-Zealot build.
Maybe if they put that Dagger Attribute skill into Chaplain passive skill so the damage given might be not too bad.
New chaplain sounds kinda nice. I can finally SMASH things properly with something like Chaplain Paladin Inquisitor.
what happen to monk feels like what happen to alchemist
they are overshadowed by how amazing the experience of playing monk/alchemist class in ro
thus people who experienced it expecting tos monk/alch to be as great as ro monk/alchemist
especially when hakkyu kim involved
just accept it, they are different.
tos monk concept was even a mistake to begin with
monk is a non weapon welder, at least they wear knuckles.why would you expect it to be even greater than ro monk if its already fail at the core concept.
they even refuse to hide monk weapon in dp stance.
honestly chaplain now is closer to ro monk instead tos monk itself
they shouldve change double punch name cause its just awkward now
make it have a nice area and cool animation of multiple punches
golden bell shield energy blast skill point is reduced dudes. especially iron skin from 15 to 5.
that saves 19 skill points if you put them all at max previously.
the only increase is handknife from 1 to 10
yeah dude, i hope this is somewhat typo and its actually 30 minute.
and i hate that cappella nerf. i know when someone said they will tweak it a week ago, it must be a nerf. sorry i dont trust your sh*tty 10% rate and ignore defense crap to compensate it. beside how much defense? like 100%? lol
and i still cant believe they still keep paraclitus time to be skill point hoarder.
also lets say im magic cleric build and and want to use magic chap
the thing is other magic cleric classes in my build are mostly use quickie dps skill and chap aa will be sort of filler, not the main dish
right now ppl pick chap for capella and aspergillum arts and the rest of skill are almost useless, even paraclitus-hoarder-time to me
what you should do to make it works for magic instead of nerfing capella are
- make the effect of additional holy property attack work for skill, not only basic
- turn another chaplain skill into dps skill like aspergillum arts
- return capella holy dmg boost for holy magic user
Honestly, i like the 30s duration 60s cooldown.
It lets you have burst periods with strong enhanced basic attacks, but leaves downtime for doing other things without feeling like youre gimping yourself by not basic attacking.
Not every buff should be 100% uptime and i think its appropriate here. Its kinda like old nak muay, except with more damage than that meme.
huh, what are you talking about dudeeeeeeeee
Double punch is completely skipped as hell LOL (you guys only use God Finger Flick for damage increase right?)
its only good if its just filler
but if its the main dish where you also invest you accessories and arks for basic attack boosting you will want it to be 100% uptime
you wouldnt want your investment on those go to waste because you just aa half the way
if its really 30 sec, they should ve make an arts to make it 100% uptime with the reduced dmg so ppl who just want focusing on aa and use the rest 2 class to boosting chap as main become optimal
read.
i never said the changes will make you able to grab all the skill cause no class can do that.
what i said is all those skill points hoarder especially iron skin is getting reduced thus saved more skill point.
lets say they dont reduce iron skin, gbs, and eb then you are even more fkd up.
After playing around with new Chaplain and Monk in kTest (may change as kTest stuff can change. Also, long wall of text incoming, skip if you’re not interested in Chaplain and Monk) …
New Chaplain is actually quite decent. The biggest problem Chaplain had was how little power it had in the whole auto-attack formula due to almost all its damage contributions are not on the first auto-attack damage line while Saint Oath only buffs the first line. New Binatio’s damage is basically Paladin’s Conviction skill animation, an auto-attack on the first auto-attack line thus finally being able to benefit from Saint Oath. It is also a true 2 multihit auto-attack (hits twice per sec regardless of 1H/2H-Mace), thus proc’ing auto-attack buffs like Aspergillum and Last Rites twice. Due to that, Swift Ark will duplicate each Binatio hit with separate chances. Some skill’s max level got changed for the better, I can max all skills and leave Last Rites at 4 points. Had a lot of fun using Crusader-Chaplain-Paladin and Inquisitor-Chaplain-Paladin for the lols,
My thoughts of Chaplain buffs (or melee auto-attack in general) was to increase its damage, range and making a mechanic to allow storing auto-attack damage when not auto-attacking, and releasing that damage on the next auto-attack. IMC went all in and more on increasing its damage instead to make up for the lack of range and the assumption that you can’t auto-attack all the time, so if there’s a situation where you can auto-attack for the full 30 seconds (especially with Swift Ark), Chaplain can really hurt. Aside from the usual melee auto-attack flaws, my main gripe about new Chaplain is that I would prefer Binatio’s uptime and downtime to be re-adjusted, like instead of 30s uptime and 60s downtime, something along the lines of 10/15/20s uptime and 20/30/40s downtime (I do like 100% uptime, but IMC is unable to balance such things). Chaplain Vaivora becomes decent now IF you can get 50,000 additional damage for maximizing its effect.
(Also, you can’t use Binatio while in Demi-Lycan form for some reason)
Monk … is a mixed bag of bad and good.
Iron Skin got buffed for the better, with a Pain barrier effect and 5 points only for 15% physical damage reduction. With a Monk Mace and Iron Skin gem, you can get Iron Skin to level 8 and get 24% physical damage reduction. With that said, Monks now basically have a new skill point sink to put points into that they could’ve ignored before (1 point or max), for better or worse.
Double Punch got its channeling conversion (basically Double Punch animation for 3.5 seconds), does great damage, and is probably your go-to skill for getting Golden Bell Shield stacks (since IMC finally made Double Punch a true multihit for 24 individual Monk hits). However, its 30s cooldown really sucks, and screams for Laima buff (Monk Dievdirbys but all full supports have Dievdirbys so … ) and Dahlia set to lower its cooldown. Double Punch having 30s cooldown and Golden Bell Shield being 30s uptime 60s downtime really feels dumb, and still needs 15 points to max, a huge skill point sink. While Double Punch is one of Monk’s strongest damage skills now, if I compare Double Punch and other channeling skills like Pouncing and Marching Fire, Double Punch really looks lackluster for a 15 point skill (I blame Breaking Wheel for this for no reason).
Palm Strike is changed to 3 Overheats while maintaining its initial DPS before the patch AKA little has changed. However, Palm Strike being 3 Overheats brings up an interesting point for using Palm Strike Art with Laima buff around. Laima buff (with 10+ levels) reduces Palm Strike’s cooldown according to its default cooldown whether the Art is turned ON or OFF and the Art reduces the skill’s cooldown by a fixed 5 seconds. With Laima buff, Palm Strike without Art does 3 Overheats for 15 seconds and Palm Strike with Art does 2 Overheats for 10 seconds AKA no DPS loss using Palm Strike Art other than Palm Strike Art not being affected by attack speed for God knows why. Palm Strike, despite being one of your weaker damage skills now, still requires 15 points to max, and to be honest, you get more DPS putting 10 of those points into One-Inch Punch instead of strong textPalm Strike.
Hand Knife got a huge damage buff and is now arguably Monk’s best DPS skill. With that said, the huge drawback for this is Hand Knife turning from a 1-pointer skill into a 10-pointer skill in a class that is really starved for skill points before this. Hand Knife still requires Palm Strike to activate too.
One Inch Punch and God Finger Flick got minor damage buffs, but with Monks being more skill-point-starved than before, there’s little leeway for Monks to max or even get these skills without sacrificing skill points from other skills. God Finger Flick is a weak DPS skill and I don’t see adding more than 1 point in it for the damage buff, but One Inch Punch at level 10 does roughly the same DPS as Palm Strike at level 15. With that said, One Inch Punch is also Monk’s CC silence skill that Monks usually keep for interrupting opponents, and is not usually used as a DPS skill to spam off-cooldown. Both skills require 10 skill points each to max.
Energy Blast … IMC went cheeky on this one. Monks can now no longer move or even change directions while charging Energy Blast (heck, even Wizards could at least change the direction they’re facing while using cast-time skills). You can no longer reposition nor jump-cancel charging the skill, and letting the skill go mid-charge leaves you shooting out a subpar Energy Blast while being vulnerable. I have no idea why IMC left this part out of the patch notes, but its an annoying and irritating change. Its damage got buffed a bit, and Monks only need 5 points to max the skill now as opposed to 10 points.
Golden Bell Shield stayed the same, though IMC reduced the max skill point for the skill from 5 to 1. IMC forgot that Golden Bell Shield needed 20 Monk hits to stack and use Golden Bell Shield Liberation buff, so Monks will either use Double Punch, or use the entire Monk skill set outside Double Punch (including Nirvana) to get 20 hits. While Double Punch + Dahlia is Monk’s strongest skill, its also the best skill to stack Golden Bell Shield. If you miss hitting Double Punch, that’s 30 seconds of sadness before stacking again, so be careful.
All Monk skills are important enough that 1 point in each of them is needed, and IMO I’ll use all extra points on Monk, take points out of Palm Strike and leave it that and God Finger Flick at 1 to max everything else (feels awkward to use CC skill as DPS skill). Iron Skin and Double Punch, 2 skills that previously no one added points (1 point in DP), suddenly became skill point sinks along with Hand Knife, so skill points are quite starved here and there. Really wished they ditched Golden Bell Shield’s stacking with how Double Punch isn’t an auto-attack anymore. Dievdirbys feels very tempting for a Monk now, but every full support under the sun has a Dievdirbys … choices, choices.
Still experimenting around with new Monk, maybe my thoughts will change after some time.
can I sue IMC for this? that sucks hard lol.
so it becomes an old Highlander Cartar Stroke then? HAHAHAHA I’m ■■■■■■
I already thought the skill distribution would be like this, with perhaps full skill lv on Hand Knife and dropping Palm Strike to 13 skill lv instead.
But again, I dont know if taking Double Punch would be worthy.

