Well, it is almost the time. The end of CBT2
Since it is a test, so I shall do my duty to feedback for the gaming experience 
— Class —
I only focus on Mage, which my main is Pyro2-Thau3, i suggest few valid builds that consider solo well and sync well.
- Old School Mage : Wiz3 > Elem3
Pros: QuickCast with +50% dmg attribute is awesomely powerful with Elementalist Skill
Cons: Lack of bread n butter skills to leveling and Elem CD is too long, I suggest lightning skill to set to 15s CD with 2 charges as a bread and skill. - Fire Mage : Wiz1 > Pyro2 > Elem3
Pros: The cookie cutter build i suppose, good in everything but you need more Con to solo because you have no chance to cast elem skill in aggressive map.
Cons: Lack of reliable fire skill to maximize the fire attribute which enemy died with fire will explode, which made this path not so signature. - Summoner Mage : Wiz1 > Pyro1 > Link2 > Sorc1 > Nacro1
Pros: Link monsters and let your summon kill for you.
Cons: You find it boring spend time running around to wait your summon to kill. - Giant Mage : Wiz1 > Pyro2 > Thau3
Pros: Funniest, shining mob fun, cutest, and self-buffed pretty strong consider +535matk and (135int*2)=+270matk total +805matk, instantly make your fireball = 1000dmgx10hitsx2balls by default, and firewall = 800dmgx12hitsx6tiles by default. Which change your useless skill become great skill with self-buffed. Even I solo many bosses in <2min with routine fireballx2>flameground>firewall>fireballx2>flameground.
Cons: Be ready to farm lot of money to maximize attribute, boring leveling fireball>flameground.
- Didn’t mention Cryo and Psycho? Well the CD is too long to be friendly, and additional Cryo damage too low and iceball cast time is unnecessary, not to mention useless skills. The rest of builds need a party to carry honestly, and supporting player easily stuck because of gameflow mentioned below.
— Gameflow —
The game has a weird flow in a routine “Quest > Grind > Spam Cards > Dungeon > …”, which is quite momentum breaking basically, especially with the weird unusual roller coaster exp table cycle. This is what separate players actually, players who break the roller coaster point will sky fly to dumb low level friend, while friend struggling to grind alone and as a >20level friend unable to help/carry them is very demotivating, you don’t find many pure support in high level, most of them are closely stick to friend. This is why full support is not as fun as full support in RO.
What RO addictive is it has a straight flow of grinding, and grinding is very chaotic to be fun (spam pots and skills, but i admit it is a bad design), anyway, most importantly the level range is 15, which also give % rewards to kill higher level monsters, and don’t have a roller coaster point to dumb friend easily.
The party system and exp table need to rework to be more friendly for bigger range, and player who done quest to help player who haven’t done quest doesn’t have any reward.
I can’t imagine what happen in release when there is normal rate and 0 grinding spot other than demon prison 1 & 2.
— Music & Artwork —
Artwork
I like the artwork, it is a eye-refreshing and sustainable compare to heavy 3D graphiced game, which is a relax factor for those who busy for jobs and come back to seek for a stress-less game.
I think the color contrast is not sharp enough to give a unique/eye-cacthing feeling, however i respect if it is the tune of Lithuania and fulfill theme of the game.
Music
Music is 1 of the best in recent games, however I don’t think it succeeded or even on par with RO.
The Klaipeda theme is not signature enough, while Fedimian is soso.
All songs are quite western and string based, violin/piano, all sounds alike same style, after long time of playing in open map I feel there is no different and I wouldn’t really want to know the name of the bgm.
I hope there will be more different theme for different area, and different elements, like eastern, arabian, and etc, wind-based / percussion-based / unique string-based (but not piano again O.o), better use for different culture elements.
— Equipments & Items —
There seriously lack of vary for higher rank classes.
I suggest each rank the Job Master sell a purple recipe while players have to collect to craft a decent weapon/headgear that is class-supported, upgrade-able when circle is goes up.
The stats provided by equipment doesn’t relevant, in this game level/damage/hp is the king.
Even upgraded damage doesn’t really made significant change
Gems are boring and irrelevant in high level, i hope the gems could be more RO cards like provide wide range of effects beside monster gems which only add certain skill by 1.
Conclusion, the game is good form, i give it a pass for its state as a CBT2, it still hook me for quite some time despite quite busy in life.
Which I usually quit in 2-3 days for other MMORPG obt.
I think there are many changes in kCBT3 and I look forward for next international step.
