I’m still a lil skeptical about these changes, specially the ones regarding wizard itself. Therefore here are some interesting thoughts about what could be done with the classes (i’ll split between ranks and post as i can).
Side Note: If a skill is called by ‘Name’ it will be taking the old version, if ‘Name+’ it’s the updated one.
Edit: Added a list with skills on each cicle, absent skills can be taken as removed.
Mechanic Changes
Those are just quality of life changes.Elemental Properties
Change Elemental Properties to affect skills based on the compatibility, adding their value to skill factor if they match elements. Non matching elements will still be added to the end of damage as currently.
Ex:
MAtk: 1000
Fire Property Attack: 300
Meteor 10: 2335%
Current 1000 * 23.35 + 300 = 23 650
New (1000 + 300) * 23.35 = 29 055
Scroll Crafting
Disable scroll crafting if the crafting class doesn’t match the targeted skill circle.
Current: Barrier can be crafted as Pardoner 1.
New: Barrier requires Pardoner 3 to be crafted.
Scaling
Added a floor to all direct buffs skills (Enchant Fire/Lightining/Earth, Swell Left/Right Arm, Sacrament, Blessing, Gung Ho, Concentrate, etc)
Current: 0.X * lvl * (Stat ^ 0.Y)
New: 0.Z + 0.X * lvl * (Stat ^ 0.Y)
Two Time Skill
Some skills can be casted twice within cooldown timer applying a follow up effect, if the cooldown resets the second cast will be ignored (will be used later).
Wizard
New changes add some quality of life and makes C2 more interesting, tho it comes with the cost of C3 being uninteresting for most of the builds.
C1
- Enegy Bolt
- Sleep
- Lethargy
- Magic Shield
- Earthquake
C2
- Magic Missile
- Surespell (old Quickcast)
C3
- Overload
Removed
- Quickcast
[C1] Magic Shield+
• Shield efficiency based on lvl and INT
• 5% of mitigated damage as SP consumption per hit taken (Ex: 10 000 defense = 500 SP)
[C2] (New) Magic Shield : Reinforce
• Doubles SP consumption and shield efficiency.
• Dispells and Disables Magic Shield if SP is lower than 50%.
[C2] Surespell
Cast Time Reduction: 5 + 6 x lvl % (11%/35%/65% at 1/5/10)
• Shareable through Spiritual Chain (explained later)
[C3] (New) Overload [Toggle Buff] - Cast the same skill multiple times based on skill level and overheats. Only affects offensive skills that have overheat.
Multicast Limit: 1 + lvl
SP comsumption: 125% per cast
[C3] Overload : Condensed Magic - Changes multiple cast into multiple hits (Ex: Meteor hits 2x instead of cast 2x)
[C3] Overload : Extra Cast - Enables one extra cast, this effect doesn’t apply if under Multicast Limit. SP consumption increased to 150%.
Examples
1] Overload 1 + Energy Bolt 15
Casts Energy Bolt twice, one overheat left for 132 SP. Next cast will fire Energy Bolt once for 66 SP.
2] Overload 1 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt twice, one overheat left for 158 SP. Next cast will fire Energy Bolt twice for 158 SP also.
3] Overload 2 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt 3 times taking all overheats for 237 SP. No extra cast allowed.
4] Overload 5 + Energy Bolt 15
Casts Energy Bolt 3 times taking all overheats for 198 SP. No extra cast allowed.
5] Overload 5 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt 4 times taking all overheats for 316 SP. No extra cast allowed.
Pyromancer
Some options to recover some of the old DoT DPS that was drifted out since Fire Ball change, all those focus on the Burning aspect and have more synergy with Flare.
C1
- Enchant Fire
- Flame Ground
- Fire Wall
- Flare
C2
- Fire Pillar
C3
- Hell Breath
Removed
- Fireball
[C1] Enchant Fire
Burning Chance on Attacks X + Y x lvl %
• Burn damage based on Enchant Fire damage.
• Consume Pyrite.
[C1] Enchant Fire : Ablaze - Changes Energy Bolt, Magic Missile and Mud Wave (Elementarist) into Fire Property skills.
• Energy Bolt → Fire Ball - Spawns a Fire Ball on hit location, upon explosion it will spawn a Blaze.
• Magic Missile → Magic Fire - Spawns Blaze expiration.
• Mud Wave → Magma Wave - Applies burning to Petrified enemies.
[C1] Flame Ground
• Stacks flame up to X times. Flame damage increases with skill lvl and attribute.
• Still targetable.
[C1] Fire Wall+
Cells: 3.5 + 0.3 x lvl
• Applies Fire Wall Burning for 5s on hit, refreshes while inside it.
• Cells stay for full duration (don’t know if will be changed).
[C1] Fire Wall : Knockback
• Applies fear as well.
[C1] Flare+
• Each burning effect will activate one instance of Flare (could have damage nerfed and more overheat if needed).
[C3] Hell Breath+
• Additional damage based on amount of burnings.
• Doesn’t consume Pyrite.
Cryomancer
Since IMC is taking some of the support potential of it (for some reason) it would be interesting to explore possibilities that make the class expand to it’s identity instead of going for the DPS route.
C1
- Ice Bolt
- Ice Pike
- Ice Wall
- Ice Blast
C2
- Subzero Shield
- Snow Rolling
C3
- Frost Pillar
Removed
- Gust
[C1] Ice Bolt
Cast Time 0 to 2 s
• Cast time only affects Freezing chance (X + Y x time %)
[C1] Ice Pike
• Hitbox changed to cone, angle increases with level.
[C1] Ice Wall
• Pellets fired based on hit angle.
[C1] (New) Ice Blast : Ice Shatter - Destroys Ice Wall cells instantly dealing 3 hits of Ice Blast.
[C2] Subzero Shield
• Consume Cryorite.
• Shareable through Spiritual Chain (explained later)
[C3] Frost Pillar+
• Freezes all enemies every 1s
• Only deals damage to enemies that aren’t frozen.
• Frozen enemies touching other enemies will have their hitbox and AoE Defense Ratio combined as one unit (similar to Joint Penalty).
• Doesn’t consume Cryorite.
Examples
Soon… Can’t be properly explained without drawings.
Psychokino
This is one of the few odd balls, it’s under offensive category but it doesn’t have enough skills to follow it and as a control class it has to compete with Cryomancer. The main focus here is to fix both the damage side of it and add a consistent form of control, disruption.
C1
- Psychic Pressure
- Teleportation
- Magnetic Force
- Telekinesis
C2
- Heavy Gravity
C3
- Raise
- (New) Force Burst
Removed
- Swap
- Gravity Pole
[C1] Psychic Pressure
• Lenght increased by level
[C3] Psychic Pressure : Gravity Pull - Slowly pulls mobs to the center of the hitbox.
[C1] Teleportation
Targets: 1 lvl (Teleportation : Swap)
• Changed to target location
• Animation cast halved.
[C1] (New) Teleportation : Swap - Enables swap with enemies.
[C3] (New) Teleportation : Panic - Changes teleportation to random location within range (same as current). If Teleportation : Swap is active the closest enemies will be teleported to the initial location.
[C3] (New) Telekinesis : Collect : Each time Telekinesis hits the ground it will snatch an enemy hit (limited to Telekinesis targeting).
[C2] Heavy Gravity
• Deals additional damage to flying enemies (1 hit only).
[C3] (New) Force Push - Push enemies away from caster dealing damage on hit, enemies take further damage on collision.
• Pulls all enemies to the end of hitbox.
• Hitbox increases with skill lvl.
[C3] (New) Force Burst : Pull - Changes the direction to drag enemies towards the caster.
Linker
This is a rather sad case of a class with a great concept that couldn’t deliver all it could do, not only that but it’s being nerfed several times to the point that it feels lackluster in every single rank and relies on two basic skills most of the time. Along with that there’s a poor skill point distribution that doesn’t give you back the investment…
C1
- Joint Penalty
- Physical Link
- Spiritual Chain
- Hangman’s Knot
- Unbind
C2
- Spiritual Shock
C3
- Lifeline
[C1] Joint Penalty
Hit Count 10 + 2 x lvl
[C1] Joint Penalty : Elemental Weakness ← Joint Penalty : Lightning/Poison/Earth - Increases elemental damage by 5% per attribute level.
[C1] Physical Link
Damage Reduction 5 + 1 x lvl%
• Split damage proportional to allies max HP (not sure if they did it already)
• Removed link limit, only applies to party.
• Change color to green.
[C1] Physical Link : Defense ← Physical Link : Endurance - Increases AoE Defense Ratio by 1 per attribute level.
[C2] Physical Link : Strong Bond - Grants Immunity to Joint Penalty while Physical Link is active.
[C3] (New) Physical Link : Life Saver - If any party member receives mortal damage from Physical Link the skill will Unbind and all linked allies will have their HP set to same proportional value.
[C1] Spiritual Chain
Duration: 60s
Cooldown: 30s
Shared Buff lvl: 1 x lvl
• Added more buffs to be copied including stanced buffs, these will be dispelled (as default) if requirements aren’t met.
• Skills with demerits won’t be shareable.
• Follow the same rule as scrolls.
• Caster will still get the obtained level regardless of Spiritual Chain.
• Change color to blue.
[C2] (New) Spiritual Chain : Guidance - Enable some buffs with detriments to have only their positive effects copied while Spiritual Chain is active.
[C2] Spiritual Shock
• Color changed to purple (or red).
[C3] Lifeline
HP Threshold 90 - 8 x lvl % (only for Physical Link)
SP Threshold 90 - 8 x lvl % (only for Spiritual Chain)
SP drain: X + Y x lvl per s
• Changed to Toggle.
• Disables if the caster hits the threshold.
• Enables use through Physical Link.
• Rearrange HP to proportional value (both on use and cancelation).
[C3] (New) Lifeline : Regenerate - Decrease the HP regen interval by 1 per attribute level.
We know that the chances are almost null, still it’s fun to do it.