Dates of the roadmap changes are April/May/July, not 4th, 5th and 7th May! ^^
Templar, Nak Muay, Wugushi, Chronomancer, Priest, Rangda
Linker, Dievdirbys, Oracle, Pied Piper, Plague Doctor, Enchanter
Appraiser, Alchesmist, Squire, Kabbalist, Pardoner, Corsair, Sapper
(keep in mind that Krivis and Pardoner have similar silhouettes)
As a reminder, these are candidates and not the classes that will become common. Also important to notice that Hunter was listed in the presentation but isnât in the picture.
Can someone briefly explain the upgrading vvr 4 process after the patch?
I still donât get it.
We can register vaivora into vaivora storage box and upgrade the vaivora from the storage?
Do we still need 8 copies of same vvr?
How about the material?
my guess is that it will work similarly to how arks are currently upgraded while sitting.
You will be able to choose one vaivora from the list and then see the materials required to upgrade it.
Could be that the transmutors will be used like nucle powder for arks to gain exp, and for a lv up you will need another vaivora weapon present of the same lv.
This is the most likely scenario if they donât want to change the materials required, since the system is existing and working already(and the new system will also host crafting & upgrading arks so it is even more likely) and has two levels of progression (gaining EXP and leveling up), it just needs a new UI to accommodate (the âequipment & ichor storageâ).
Since IMC will pay back transmutors and silver, we can be sure that transmutors will be required again to gain experience, but probably a lot less than currently, because they stated that they can be sold or used for upgrading other vaivoras, so the amount of materials will be a lot less than currently required to reach the same lv.
It could be that you need vaivoras (additional to the one being upgraded) to upgrade the lv after finishing to accumulate enough EXP, but for now we donât know.
It could be that you only need 1 vaivora (which would be reasonable if they plan to increase the vaivora lv later on) and the rest can be sold on the market so there will be more vaivoras for other players to build their storage.
It could be that you need an additional vaivora present to increase the lv.
Or it could be that you need to consume another vaivora as material.
I think the first option makes the most sense, there will probably be points in the upgrade chain where you need to consume another vaivora (probably lv 4 upgrade, lv 7 upgrade and lv 10 upgrade, this would fit their overall 20%/25% cost theme of the rework, 8 vaivoras turn into 2 vaivoras required) to decrease the number of vaivoras on the market, but it will likely be a lot less than currently is required and gives them leeway to put out vaivora lv cap increases as potential content updates.
We know that Corsair will become common,they changed his skills to be executable with all weapon types, there would be no reason to do this otherwise. Also,the Impale Dagger and Quick and Dead skills were replaced by hook skills so they fit into every build,even without a gun/dagger equipped.
Also looks very likely like my beloved wugushi will be common class. Itâs not tied down to any wep type already, provides final damage % increase and additional damage and has its own way of boosting its own skills damage. Wugushi (who should only be for archers) will be a common class.
Read the officially translated version here:
the translation is rather weird in the middle
Iâm looking forward to more QoL changes that make all of players (active, returnee, and new) feel comfortable enough to play in any time possible (long gameplay time, short, etc).
Itâs okay not to make gap between long active players and new/returnee players small enough (especially when itâs about PvP), but please do consider using RNG-based character growth system (such as Archstones, Vaivoras, etc) as minimum as possible. Keep the RNG only for cosmetics kind of things if possible, as players wouldnât mind to splurge bit of fortune to look fashionable. Also while weâre into fashion, please do reconsider to make hair dyes become accessible for all characters in the team.
I noticed that players rather left the game because they âarenât luckyâ enough and got bored because they got stuck behind the progression wall. EP 12 Dysnai equipment alongside with Vaivora ichor & set stats are good additions. Recent Event Ark is by far the best decision to encourage all players leaping up that progression wall and make them slowly making their way into high-end gear possession.
incomplete Karaliene set wouldâve been better in my opinion. While the ark does provide a notable jump in some cases, itâs by far the least amount of investment hindering progression, and only a real improvement in case the person in question did not get his quest ark first and put some resources into it for a stage boost.
And since the developers already knew that in about 4-5 months, arks will be heavily discounted to craft, it feels more like a lever to keep the people playing rather than a freebie with some lifetime to it.
[Event]Incomplete Karaliene(unable to advance into Karaliene) would have solved two problems:
- RNG and investment reliance to progress to Karaliene wouldâve been thwarted, it wouldâve become possible to save Tel Harshas scorched valuables for new players in case RNG isnât on their side but they wanted to increase their gear with something that isnât provided by NPCs via main quest
- accounted for long-time players who havenât built their accessories and instead built their arks and armors first;
The overall investment is similar, because it costs the same two Arch Stones, but it would have solved the problem of the power gap opened by the content and recent changes (for example the weekly boss raid defense boost from 160k to 520k on KTOS,soon to hit iTOS,the introduction of Giltine raid and Res Sacrae(hard) that needs Karaliene to even participate).
Something they should have done from the beginning on every itemâŚ
Ashaq Prison is back, together with Marnox. Cool. From the old Demon Lords, only Zaura is left behind now.
The only problem is that you canât complete episode 13-1 until youâre level 458, which is stupid, so perhaps remove that restriction first? Every other map allows taking quests that are 10 levels higherâŚ
Incomplete Karaline would act as a band-aid only, especially with people who have a lot of characters with different playstyle (physical vs magic vs healer vs summoner). Whilst Ark can be reused again and again even though later on you already got your choice of Ark with lv 10 as well. Also making Ark really depended on RNG or hell of grind/farm (I would say itâs around 1 month to get single Arch Stone?).
Itâs all about trial and error haha.
Prolly the best way is to keep the restriction there, because it would let players actually minding their level and their equipment in check before going on the end-game raids/contents. Although itâs a bit shame I cannot share Relic to my other characters below 458 lol
Thatâs the stage 3 event ark.
Ark isnât working much better here. In fact it is worse, since the value of the ark depends heavily on the build,rather than just the attack type. My build for example has the ark damage (Divine Retribution) set at about 1/10 to 1/15 of the total damage in WBR. Other builds that have lots of high SFR burst damage skills would probably be able to benefit much more from the same ark.
However, all physical builds benefit from the Karaliene Pyktis set.
You also tend to forget that there are far worse hurdles like random stats/ichors/weapon types, so people will mostly have split between physical and magic player anyway,meaning the choice of the type is overall less relevant than in the case of the ark. That said, not being able to progress the ark is far worse (looking at you,free Swift Ark) than not being able to progress a free incomplete Karaliene set because unlike the ark, incomplete Karaliene already has a decent chunk of progress in terms of base stats and set effects, reducing the lack of a Karaliene set to a mere inconvenience.
1 month is an understatement. Itâs closer to two months or more. 1-2 fragments per week (including the one you can buy from the silver you earn through CM/DS) is the sad reality. However, by the time you can graduate from the quest ark, you will already have a lot of resources to upgrade it to stage 5+, and +700 extra attack/magic attack is probably a lot more helpful than any amount of additional SFR triggers on a character with close to no attribute investment/arts investment.
To go back to the initial issue: I wonder how they will create more classes now, because with the current changes, Cleric will lose the most classes, thus requiring immediate focus to create new classes for the class tree prior to any other trees receiving any new classes for several years.
Rough translation of the ktest Enchanter changes.
New attribute: Magic Collection
-When attacking with Enchanter skills (other than Energy Absorption), gain [Magic Essence] buff at a chance. (Skills which deal multiple hits will only give 1 stack)
-[Magic Essence] can be stacked up to 3 times, max duration 40s.
Energy Absorption:
-20s cd, 1 OH
-Applies [Magic Absorption] debuff to 1 target.
-[Magic Absorption] deals damage at certain intervals.
-When dealing damage to the debuffed enemy, the caster receives [Magic Increase] buff.
-[Magic Increase] buff can be stacked up to 20 times, and each stack gives +1% final damage to Enchanter skills.
-Skill Factor 1111%+185*(skill level-1), 1 hit per second.
-[Magic Absorption] debuff duration = 5s
-[Magic Increase] buff duration = 30s
Enchant Bullet:
-35s cd, 1 OH
-Fires enchanted projectile in front. Additional projectiles are fired at 5 enemies near the target.
-Skill factor at lvl10 = 5115% x5
Energy Eruption:
-30s cd, 1 OH
-Attacks multiple targets by spewing magic energy in front.
-Skill Factor 2180%+362*(skill level-1), 3 hits.
-Target number = 12
Enchant Field:
-40s cd, 1OH
-Creates [Magic Field] in front of the player. Enemies inside take damage.
-Skill factor 2893%+482*(skill level-1).
-Deals 1 hit per 2s, 6s duration. Max targets = 8.
Fragility:
-35s cd, 1 OH
-When used, applies [Weakness] debuff to nearby targets. Targets with the debuff take damage at regular intervals.
-Skill factor 1927%+508*(skill level-1)
-Deals 1 hit per 1s, 10s duration.
Enchant Sharpness:
-0s cd, 1 OH. Can only be used once you have 3 stacks of [Magic Essence].
-Consumes the 3 stacks, and increases final critical damage of your and your alliesâ weapons.
-At level 5, increases final critical damage by 13%.
-Buff duration = 15s.
Enchant Rounds crafting attribute = deleted.
Fire Enchant Rounds crafting attribute = deleted.
Ice Enchant Rounds crafting attribute = deleted.
Lightng Hands = deleted, replaced by Energy Absorption.
Agility = deleted, replaced by Enchant Bullet.
Enchant Weapon = deleted, replaced by Energy Eruption.
Enchant Gloves = deleted, replaced by Enchant Field.
Enchant Earth = deleted, replaced by Fragility.
Over-reinforce = deleted, replaced by Enchant Sharpness.
Enchant Armor shop = stays the same? (Iâm not sure)
All info is from Bongâs recent video.
Also besides Enchant Sharpness and Enchant Bullet, I have no idea what is the max skill level of the other skills.
One thing is for sure, the âstacks internâ had a field day making this rework.
One thingâs for sure, IMC was faking a lot of things when they said Enchanter was becoming physical thus making it a fit with Scouts in Re:Build. The amount of times I saw Magic on these new Enchanter skills ⌠clearly Enchanter never lost its Wizard roots.
Heck, I just realized IMC havenât implemented Common Classes yet, right? Making Enchanter into a Magic class before it even leaves Scout, talk about counting your eggs before even getting the chicken ⌠JK this Magic wording is probably just a label and that the typing itself (Physical/Magic/Etc) changes according to how IMC wants Common Classes to work.
at a percentage as follow
Level 10 Skills = (10 + SkillLevel * 1.5)%
Level 15 Skills = (15 + SkillLevel * 1)%
One thing i will say⌠THEY HAVE WAAAAAY TOO LONG COOLDOWN
A test run of SR Ench Thau to test their dps roles. They all have maxed 30 arts
dont ask me why the translation sounds like its offending someone, ask google
- Basic Attack
- I think its enchant bullet or energy eruption
- Ceremony of Birth
- I think its enchant bullet or energy eruption
- Thau Field of Change
- Limacon Arts
- Energy Absorption
- Thau Sudden Change
- Energy Absorption again?
- Enchanter Field
is it just me or the skill set look really bad. Final crit damage buff come once every 20 seconds and only 13% at that, the skill have decent SFR but way too long CD, given how most skill these day have like 25 seconds CD max.
The skill set of every class affected by the changes looks pretty gruesome, I donât think these classes that have been changed so far will have any impact to be a viable option for new builds on other trees.
Itâs probably fun to play these classes together, but there wonât be any new meta rising from that anytime soon.
Weâll have to see what will happen with the next badge of classes (not the Clerics, but there are still some classes left in the pool like Alchemist,Squire,Sapper,Hunter,Nak Muay,Wugushi and Templar), at least in the case of Alchemist,Squire and Templar they can only become better overall.
The new class trees would look like this:
Swordsman: Highlander,Peltasta,Hoplite,Barbarian,Cataphract,Lancer,Hackapell,
Doppelsoeldner,Rodelero,Murmillo,Fencer,Dragoon,Matador,Retiarius,Blossom Blader (15)
Archer: Quarrel Shooter, Ranger, Fletcher, Falconer, Cannonier, Musketeer,
Mergen, Matross, Tiger Hunter, Arbalester, Arquebusier (11)
Scout: Assassin, Outlaw, Shinobi, Rogue, Schwarzer Reiter, Bullet Marker,
Ardito, Sheriff, Clown (9)
Wizard: Pyromancer,Cryomancer,Psychokino,Sorcerer,Necromancer,Elementalist,
Sage,Warlock,Featherfoot,Runecaster,Shadowmancer,Onmyouji,Taoist,Bokor,Terramancer (15)
Cleric: Miko,Chaplain,Paladin,Crusader,Exorcist,Inquisitor,Zealot,Monk,Krivis,
Druid,Sadhu (11)
Common: Dievdirbys,Plague Doctor,Priest,Pardoner,Kabbalist,Oracle,
Rangda,Thaumaturge,Corsair,Enchanter,Squire,Linker,Templar,Nak Muay,
Pied Piper, Appraiser,Hunter,Chronomancer (18)
playing new game every update IMC gives, nice
Yes, youâre right. Appraiser, Piper, Rangda, Enchanter, Thaum, Linker (maybe Chrono and Corsair too, Iâm not sure) now all take whichever attack is your highest as their attack type. Also the attack property of the classâ attacks depends on what weapon you have equipped. For example, they say that if your highest attack is subweapon and you are using a dagger, the Enchanter skills will all be Physical+Pierce type.
Now the question is, what happens if you use a staff. Makes me wonder if it will be Magic+Non-prop or something weird like Magic+strike lol. Of course, they are not common classes yet, so thereâs no way to test.
Thanks, I had not seen these percentages before. And yeah, I agree with the cooldowns being far too long for the damage they dealâŚ
As expected, these classes are weak, but this feels too weakâŚ
And some of these are just plain weird. Such as thaum dealing rng-based dmg thanks to its cooldown reset mechanic, or the linker skill which increases final dmg by 40%, with 10s duration 3min cooldown lol
Thaum and Enchanter are basically new classes with an old name, they barely kept any old skills. Now Iâm really curious to see what in the world they will do with the healer classes.
So⌠it seems that the bases of choosing the general classes is more like:
1- Shop classes: Oracle, Pardoner, Enchanter, Squire, Appraiser, Alchemist
2- Buff / Debuff oriented classes: Dievdirbys, Plague Doctor, Priest, Kabbalist, Rangda, Thaumaturge, Linker, Templar, Pied Piper, Hunter, Chronomancer
3- âGeneralist fighting styleâ i guess: Corsair, Nak Muay, Wugushi and Sapper.
Welp⌠some of those classes can not get worse than currentlyâŚ
Totally not a jinx.