You actually got your wish
6 months later than it shouldâve been but Iâll take it. And actually we wonât see this until August or September so 8-9 months later than should but Iâm glad to see this change rather than nerfing Hard Shield. The skill itself isnât the problem, weapon swap always was.
Iâll update mine too. Not my dream but two changes Iâll requestâŚ
- Lancer
Remove shield strip ability - Retiarius
Remove shield strip ability
Both of these classes have enough going on without shield strip. If only one of them can have it I vote Retiarius since it doesnât also have insane damage output.
Make Wugushi Crit and have a Attrib to by pass antidote.
Am still munching on your soul if it happens 
Alchemist is an important part of my Wizard, my very first character and main is a wizard because of Alchemist and I always wanted to be an Alchemist WizardâŚ
I survived through all the shit and changes and I plan to keep been a Wiz Psycho-Alchemist no matter how nonsensical it isâŚ
It would be the same with sadhu leaving cleric and Nya Kawaii leaving SwordsmanâŚ
I already cried a river when shinobi left and destroyed my 2h spear character and now am forced into fucking Lancer + Dragoon UGH!
Bring Telekinesis back, without bugs and grabbing multiple enemies if they are close. Higher duration for Raise on PvE.
Delete PP and GP since they are trash w/o Omnyoji, make a new skill that is as iconic for PK users as Telekinesis and not half-assed like Heavy Gravity visual/sound wise (before ToS release, when watching the game trailer, i thought Flesh Hoop was a Kino skill, since moving debris around your character seems really PK like for example).
âCRITICAL POISON HITâ
I like that 
I also wish they revert the Double Pay Earn which actually doubles loot and silver instead of Looting Chance. Other Looting Chance skills cost less skill point and gives more.
dievdierbs
Carve attak can use on statue to cause splinter and hurt close enemy
kabalist
Gevura CD reduzed to 20 second, effekt trigger on player use only
new attribut to enable partimember to use,too; CD +10 second when aktiv
Gevura;Minimum corection gets new effekt:
when use without Gematria/Notarikon, will cause random number between 3 an 9
when use with Gematria/Notarikon, will cause number or 3 (if number <3)
Sadhu
- Vashita Siddhi: lower cooldown, faster animation, guaranteed stun (or a higher chance)
- Prana: increased duration
- Possession: no overheats (yet to come), increased channeling time, increased area around 20% and center it around the player
- Prakriti - allow to hit flying mobs, an Enhancement attribute, a proper SFR scaling
- Astral Body Explosion: increased duration of DoT debuff + scaling with level
- Out of Body: attribute that allows the spirit to use Vashita and Possession (either duplicated, as the ABE attribute, or solely by the spirit). Attack Speed increased with level. True multi hit. Less hard coded buffs (buffs being more naturally applied)
Exorcist
- Merge Entity with Gregorate
- Bring back Magnus Exorcismus
Druid
- Make Transform/Shape Shifting desirable (besides aesthetics)
Peltasta
- Attribute that allows you to provoke Raid bosses with any aggro skill if you have Peltasta
- Guardian: increased duration
Fencer
- While Epee Garde is active, Sub Weapon will be displayed as if its sheathed (shield on the back, dagger on the side)
Matador
- Ole: overheat removed, increased duration
Corsair
- Merge Brutality with Jolly Roger
- Jolly Roger: significantly lower cooldown
- Pillaging: bring back item drop chance
- Double Weapon Assault: standard auto attack stance, like Ram Muay and Double Punch
Ardito
- Wider area for attack skills (like Corsair, who has wider areas for Hexen Dropper and Dust Devil if you compare with the actual animation)
- Taglio: increased duration
- Ritirarsi: faster animation
Thaumaturge
- Remove Quicken
- Increase area for Swell Body and Shrink Body (less dependant on Linker)
For Thaumaturge I would like to also say to devs to return to the concepts and inspirations, but this can also be said for other classes that I donât main. Some of the classes were lost in their concept and original inspirations, thus leaving a feeling of being misplaced and being incorrect, distant from their original inspiration.
Scout are like thieves in RO, so theâre more assassin/mercenary oriented than âintelâ oriented, so I still think alchemist doesnât fit, even when your look at alchemist as a magician changing ways to a more scientific way is correct, alchemist is still the maximum peak of magic, alchemy was the mix of magic and science after all.
Well, yeah. One of the reasons PD are clerics, is because they were doctors, âreal life healersâ , so having them in the cleric tree doesnât seem misplaced. Thatâs the thing after all, Cleric is not just a âreligious themedâ class tree, clerics are also healers in any sense of the word, same with alchemist, wizards are not only mages, but also magic scholars, so they not only practiced magic, they studied it, so like you said, the same reason applies for Alchemist, they studied magic and science to find the bases of everything, so itâs not bad to think of them as magicians, thatâs why enchanter was a good choice for the mage class tree in the beginning, but TOS transformed them into a âmagic adepted-close range fighterâ, but even then it kinda fitted the thematic. Changing Alchemist or even PD would be a misplace or their âidentityâ
The name of the skill even has the word âExorcismusâ, it needs to be an Exorcist skill, itâs what they do ⌠Katadikazo is awful, just give us Magnus, or remove Entity and make it an attribute to Gregorate, and put Magnus to replace it
Make Ardito heal a real heal (is useless now) or change it to a âremove debuffâ skill, scout (and archers) need a way to save againt some OP debuff (Like warlock 20 sec DoTs or smash bullet <_<)
Bring back deleted skills.
Long stride, make the knockdown pull enemies towards impact center
Mordschlag, but bring it back improved and an option to remove kd.
Improve shield throw, maybe an in-place knockdown to the air
Targetting for frenzied slash
Squire rope needs to be more useful, maybe like linker gather but without the extra dmg. Silence bosses for a few seconds
Dragoon bias:
Add vaulting atk/maneuver skills to 2h non-mounted spear users
Targetting for gae bulg
Serpentine, last hit should vault a small area into the sky and temp change them to flying type - sounds pretty much like blandir cadena but to combo with dragon soar. Or just faster animation with 2oh
Change dragon fear to any other debuff that actually works with other classes, we donât need a selfish debuff that only works for one class. Or make it into a buff, or idk anything!
Dragoon helmet should affect all spear skills, but lesser impact, no timer, same sp increase per usage. The lightweight style will be the default and only style.
Dragon fall, make the charging time actually do something extra
I sorely miss shinobi clone + dragoontooth combo ⌠IMC, stop making us fall in love with combos/skills and then removing them afterwards >:< Make shinobi a dual class (sw and scout) that works with the old skills again.
This same logic can be used to sway away Linker, Thaumaturge and Enchanter, even on the thief level it doesnât make sense. I know some people love the idea of the spell caster thief and iâm ok with that, but taking it consistently Alchemist has the same thematic cohesion than any of the other three. Knowledge is indeed a major element into wizardâs sphere but the same can be said about Scouts (as assassins/mercenaries) as they need to develop tools to survive and do their job, most players would expect poison to be present in the tree as well (being reasonable for Wugushi to stay in Archer considering theme and how bad the tree was hit in Re:Build). We already have drugs and explosives being used in Scout so it wouldnât be weird to have a whole class dedicated to it in this same tree. Heck, ROâs Alchemists were merchants and no one complained about it not being a pure magical class, which in this sense Cleric does allow hybrids to exist and also is the one covering healing/medicine as a whole (now being part of Alchemist).
I canât say much on the practical side of Plague Doctor but it doesnât seem like the class achieves much in a tree that has a lot of healing and cure tools, the latter element being a great aid for Scout as debuff removal is rare outside cleric.
My whole issue with this side thematic links those classes have is that it doesnât make much sense for science to be developed for those that have access to magic and divine power, the logical development is for those without these tools to do it (which wouldnât be the case if they used each other to amplify the outcome, but that is either poorly communicated or doesnât happen at all).
All that said i donât think itâs misfitting to have Alchemist on wizard nor Plague Doctor in cleric, but rather that they could fit as well in scout and, perhaps, even achieve more (such as explosives and more irresponsible medical practices), yet for that be consistent both need to be moved together (ideally with Wugushi so it can enable a true pandemic scientist build).
Is better if give Cleric the skill Exorcise [lacks magic dmg skill] and make upgrade attribute into Magnus Exorzismus for Exorcist than deleting other skillâŚ
Make BMâs bloodoverdrive apply basic atks, and scale with atk spd as well.
Swordsman:
Move the new Liberate aggro spell to Peltasta.
Barbarian:
Move Frenzy to Swordsman, at a 10 lvl cap, creating variety in the new Swordsman balance. Forcing pure PvE DPS players to lose out on Bear and Pain barrier.
Cryomancer:
Bring back old Ice Wall Blast.
Increase ice blast target limit from 8 to 10
Remove Frost Pillarâs 12 second freeze, add new mechanic: Skills like Ice Bolt, Ice Pike, Hail⌠become 100% freeze chance on enemies debuffed by the âgustâ effect of frost pillar.
Make heal is real healing skill. It should able to use on others than only party member or yourself.
Linker and Enchanter, name is like you are a magician. Why move to Scout?
Agree⌠they dumbfied cleric too muchâŚ
