Sorry might’ve been wrong on the dust tornado pulling stuff, it seems to be just a frost cloud that can hit air targets
how about pheasant vs swash at pulling enemies?
Care to elaborate?

Im seeing the mob walk directly to the caster not to the center of hurricane
Edit: damn idk how to post gif XD
Yes I have been corrected on that in another thread and also already tried to correct myself a few seconds before your post, sorry about that lol.
Do they plan to at least give skills resets or nothing at all ?
2 weeks of resets for wizards, once a day and one voucher for shinobi. Not sure how many exactly, if it’s like per wizard or per team/per shinobi you have or per team.
Not really, it’s just not so necessary to follow such a strict build for clerics
it’s just not so necessary to follow such a strict build for clerics
I was thinking more along the lines of 30-40 seconds like what they’ve done in the latest patch.
So they’re going to have psychic pressure and gravity pole with enchant lightning? Ok cool. But what about enchant fire?
Is that one a day per account?
Separate discussion but I’m curious about the new linker damage skill, (I think) it says that you can only cast it on one target at a time and using it on a different target will cause the link with the previous one to break so does that imply that it’s a really low cd skill? It also has a c3 attribute that reduces target mdef and increases damage depending on how much higher the caster’s SPR is it might be a really nice staple skill to build on.
Yeah sorry that one I’m not exactly sure of. You can check the very bottom of the article, it’s stated there.
From what I understand, wizards are getting resets every day for two weeks and shinobi once. What I don’t know is if it’s 1 wizard per team per day or you can get for all your wizards per day. Same confusion with shinobi if you have multiple.
I’m hoping it’s a 0cd skill. It has enough penalties to warrant that
- can only work on 1 target
- has a duration
They buffed RC
faint
edit: can someone explain this
-Rune of Protection: Maintain Cast, a new attribute will be replacing the [Rune of Protection: Critical Resistance], while this attribute is active though the duration of the Rune of Protection is reduced.
what does this attribute do?
double-edit: from the google traslate: “also changes its name and function to casting retention” seems like a surespell to me. but who knows
they did a great work in this rebalance, open a lot of viable paths to wizzards, seriously, endlessly possibilities, also they give a new meaning for swordsman class
EDIT: the only thing they did wrong was add item cost to skills with some huge prices, but theyre also make sense, BUFF = SPR = item cost at cast, theyre logical
Neat! Okay, let’s see…
- Wizard
Some BIG changes here. This rework will turn everything upside down about many builds.
EQ looks very, very strong now.
Lethargy is even better now and will send Sorcerers back to the lab to rethink their builds. While Froster Lords users can settle with Wiz2 to enjoy the new magic specialty attribute, Marnox users will need to pick Wiz3 to boost their power with the strike specialty attribute.
[Sleep: Dreaming] looks sweet. Parties can coordinate combos with Sleep + Sadhu’s ABE on ET and Challenge Mode.
I’m worried about Magic Shield. If it’s maxed at lvl 5, it’ll be able to nullify all incoming damage. We need more info on that skill.
Surespell being a party buff is sweet. Linkers won’t be hated anymore when they use Physical Link if they have Surespell.
Magic Missile now being a circle 2 skill is good for Featherfoots. Looks like a good combo with Enervation.
- Pyromancer
Not exactly the kind of rework I was expecting, but looks good.
Flame Ground looks amazing.
Enchant Fire nerf will make Enchanters happy, now they’re going to sell more scrolls.
Fire Wall is very strong and those changes make it a little more difficult to use it. You’ll either need a Falc3 to help you with Aiming or to make bosses step on all Fire Wall tiles to receive full damage.
I expected more interesting changes to Fireball, but at least they have synergy with Flare now and are not pushed by Psychic Pressure. I wonder if you can still use Flare or PP on them during that lingering effect after they explode.
Fire Pillar size was okay already, but a CD reduction is more than welcome.
Hell Breath seems to be worse now. The block effect was really, really nice. Also, Pyrite will finally have an use, but I thought it would be for using Enchant Fire.
- Cryomancer
I have mixed feelings about this rework and wasn’t expecting them to rework Cryo. They should paint its icon red, since it’s pretty much a DPS class now.
Boohoo for removing Gust from the game. There goes my small damage with Gust on Ice Wall.
Ice Bolt without casting is good. Let’s see if it’ll be worth to put more than 1 point in this skill.
I don’t like Ice Pike changes at all. It was a perfect skill, why did they change it? Might be good if it hits multiple enemies since it has 100% freezing chance though.
I’m curious about Snow Rolling going down to circle 2 and having its size increased. It brings me memories…
Really sad about Frost Pillar change, it lost its uniqueness. Well, whatever, this is going to be good for some of my builds. :3
- Psychokino
Great! They made Kino more viable in PvE. I wonder if you can cancel an enemy’s Raise with Heavy Gravity That would make PvP very interesting when there are Kinos on opposing teams.
- Linker
Finally some buffs to Linker!
Spiritual Chain increasing the party’s magic damage is great.
I wish they made Spirit Shock link deal damage to other enemies too. That would be really fun. You can improvise that with JP+SS, so that’s how it’s gonna be.
Lifeline is a very strong skill. I wonder if it’ll have 100% uptime now.
- Thaumaturge
So they’re bringing back Swell Right Arm nerfs, huh. Okay, that was expected. Thaum Necros on the rise with those attributes that apply buffs to your summons too. Swell Brain having a Quick Cast attribute is really interesting, but I don’t know if it’s needed, since they’re reducing or removing the casting time from many skills.
- Elementalist
Elecrocute was overbuffed IMO. 4 overheats? Really? They removed its attribute but they added +50% damage from lightning-based attacks against frozen enemies, so nothing was changed about Electrocute in that regard.
Stone Curse interaction with Psychokinesis-type damage looks interesting. Seems like they want to open an opportunity for Kino Elementalists and another cross-class synergy with Sadhus.
I expected Hail to be nerfed since it’s absurdly strong when there’s a Falconer in your party using Aiming, but they buffed it instead.
Prominece is another skill that deals pretty good damage with Aiming. Looks like it’ll be really, really strong with that new attribute.
Since they gave Frost Cloud on steroids to Cryomancers, finally they made an offensive Earth-type skills for Elementalists. Storm Dust looks pretty cool.
Boohoo for removing Rain from the game.
Meteor looks neat now, specially with the new attribute.
I already have a Cryo Elementalist, but with those changes I can see Pyro Elementalists on the rise too.
- Sorcerer
Huh, nothing about Desmodus or Evocation? And well, at least they didn’t nerf cat’s buffs. Using it will hurt in our pockets, but it provides many valuable effects.
- Chronomancer
I was expecting the nerf bat to hit Chrono harder, but those changes are kinda fair. Chrono players didn’t need any silver investment to be able to leech parties, so now they have a little silver sink with their skills. Also, full CON Chrono bullshit is finally over. I support the idea to push support characters to SPR-oriented builds. And thank god they reduced the silver cost to cast Backmasking. For my surprise, Pass wasn’t nerfed. Parties with multiple Chronos for Pass rotating needed to go away, so good riddance for them too.
- Rune Caster
So they really buffed RC… I’m very happy about those changes, some of them are exactly what I asked in this topic.
Rune of Protection is now a long duration Pain Barrier that can be shared via Spiritual Chain. Cool!
Rune of Destruction looks great too. It already deals a good amount of damage, so let’s see what the new numbers will look like. The new magic def debuff is welcome too.
Rune of Ice changes nerf CryoKinoRC a bit, but I get rewarded with them since I have a Wiz3Cryo3Elementalist3 I’m going to change to Wiz3Cryo3Ele2RC. :3
Rune of Giants getting specific skills would be better, but at least they’re allowing Rune Casters to use buff-type skills. I guess those Mario build players will be very happy with this.
Rune of Justice will simply destroy devil-type enemies, specially if they’re under Mastema debuff effect.
- Warlock
Pointless changes. Ghastly Trail and Drain will still suck. At least DT seems to be very stronger, specially with WL3 attribute.
- Enchanter
That new Enchant Lightning attribute looks interesting. Will anyone be interested in making a CryoKinoEnchanter to enjoy that effect?
Too bad they didn’t add a silver sink attribute for Enchanter. They should’ve toned down Lightning Hands scaling and added an Enhance attribute.
Agility is still bad…
- Sage
Yay~ More pulling action.
- Shadowmancer
Shadow Pool should’ve been like that from start. Dumb IMC.
Those are deep changes for the Wizard tree. I have mixed feelings about some choices there, but overall I’m satisfied and hyped. I just hope that Alchemist won’t be forgotten just like that and they address the class’ problems in the future.
why the hell did they nerf enchant fire? I don’t understand.
Enchanter attribute to change Psychokino skill. Because reasons
And nothing for Alchemists
But I like the Pyro changes… waiting to see it tested.
Cryo got a huge nerf in the utility, the only skill that drives to C3 honestly. Freezing is still a thing, but gathering monsters together is what make the class great. Linker3 might rise, am I wrong?
Why add so many reagents to use skills???
This is like the worst mechanic of MMO’s ever. It looks like IMC is desperate to add a silver sink to anything they can. These changes seem interesting, but adding this annoying restriction ruined it entirely for me.
Honestly I was waiting to see some use for pyrites and cryorites ever since closed beta, remember when breaking icewalls made cryrites drop? Glad to see some use for those, but chrono and thaum skills were greatly affected and I can see it being worse for them than it is on priests/chaplains and taoists with how much they need to use their skills.
*Looks at linker skills… *
stop stealing Sadhu spot
Ok… This got me quite triggered but let’s do this.
Catalysts/Reagent/Fees
Quite pointless, from my understanding they either work to make skills sellable (which wasn’t added to Enchanter) and for few special skills that have some major power element (Backmasking and Breaking Wheel), it just makes it feels clunky. I can understand the case of some top tier buffs like Swell, still it’s quite odd.
Wizard
- Magic Shield - I’m quite confused, does it reduce damage by 100% at lvl 5? What’s the max lvl? Does it still affects all party members? (could be translation problem)
- Sleep : Dreaming - Interesting, would rather have Psychokinesis to ignore the threshold tho.
- Surespell - I personally despise this skill, can IMC stop trying to make it a thing and just add it to Quick Cast (also bring it to C2) instead? This change is interesting but it’s very likely that most of people get the minimal amount of points (or use as dump), also does it still has 10 lvls cause that would be pointless.
Going a lil off the tracks they added a toggle self buff to C3 that makes all overheat of skills fire at the first cast for the total SP cost of and some additional amount (+25%?), perhaps with a +1 OH per lvl (ex: lvl 2 = 3 OH release). Sounds way more interesting that going C3 for Quick Cast…
Pyromancer
- Flame Ground, Fire Wall - Personally i dislike, can be good tho.
- Enchant Fire - Terrible idea, it makes less desirable in general… Non wizards won’t be able to get it (since there’s no Enchanter buff shop) and if they buy scrolls (super expensive due stupid formula) they won’t get any bonus due their conflicting stat distribution, aside that only the few AA wizards will have any benefit from it. It feels like the only reason they changed it was to make Spiritual Chain useful.
- Fireball - Still miss the old one, tho this new combo is great. I’d love to see it with Creeping Death as well.
Cryomancer
- Ice Pike - Need more info on this, seems too strong.
- Frost Pillar - Can’t complain.
Psycokino
Sounds good overall, i’m a lil disappointed that they didn’t added a damage combo with Raise -> Heavy Gravity.
Linker
- Spiritual Chain : Magic Power - Terrible idea, sounds like a cheap way to make the skill better without fixing it…
- Spirit Shock - I like the idea but i don’t think it should be at C2, would be better to take it as a basic skill so players have points to distribute.
- Lifeline - Need more info.
It gets me really pissed that they didn’t increased the hit count for Joint Penalty, after all the nerfs it wouldn’t hurt to buff it just a bit (1.5~2x hits).
Elementarist
- Stone Curse - Doesn’t feel like it will hit the mark…
- Hail - My only complaint is that due the random nature they could make the hitbox slightly larger.
- Meteor : Flame Ground - I’d rather have the current Flame Ground spawning on Meteor landing location, can’t deny it’s interesting.
Chronomancer
- Reincarnate - Just dumb, the skill had one purpose and IMC already killed it by change dungeon and mission to prevent extra cubes. It could be reasonable if it had better aiming, more targets and/or lower cooldown. If they want SPR to be that useful for it just make it increase reincarnation rate…
- Quicken - I’m not sure if it’s a fair change, Attack Speed is the kind of stat that is already taken for characters that need, feels like a bad deal honestly. They could make it give Evasion, Critical Attack or Critical Rate based on SPR instead.
- Haste - It may be fair but i’d rather have it as a Quicken Attribute for C2, at least it makes it feel like a good investment.
All that was done and Slow that could be an interesting skill to add more effects was skipped, a simple SPR evasion debuff could be enough to push it up, also why not change the Critical Resistance attribute to a Quicken+Slow interaction giving higher crit chance when attacking enemies inside the circle.
Rune Caster
- Rune of Protection - Seems super strong… However is the duration fixed at 150s?
- Rune of Giants - Not sure if it’s enough…
Enchanter
- Enchant Lightning - Seems quite troublesome to make the item…
It’s rather sad to see that neither Empowering and Agility had any change since both are terrible skills (Empowering still has some niche use) and can now be skippable with C2.
I still hope they’ll take Alchemist later on (perhaps in one or two weeks), they might have to do something more complex so who knows.
