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Pr0f

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Pr0f last won the day on July 22 2023

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About Pr0f

  • Birthday 10/13/2000

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    Sudan

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  1. Pr0f

    Class rating

    Hi it's me zora, the mage, I want to share my opinion about mage skills and talents, so it will be major rating, I will try be as fair as I can with rating I couldn't make accurate statement for the damage output scaling of the skills so I will just use the following 3 marks: Weak, OK and Strong. And will relay heavily on my personal opinion but i will try do my best Basic skills The damage from the skill is ok for spamable skill The special effect of refreshing blazing ground is useless, because blazing ground has long duration and low CD, Also the chance is low and blaze ground apply only once for each target The effect can be better if it can trigger overload, because overload is stackable Talent It's great talent, because it's not just a boost to mage solo dmg only but everyone else Teleporting is pretty much helpful and boost mage mobility and survivability and have good damage talnet: is is my favorite talent, having the barrier active without taking damage boost mage survivability by much This taknet is like having extra expert skills in my opinion The control duration is very short even with talent it's only 2.1 seconds Talnet With peak of reducing the damage by 10% it's very weak in my opinion This skill help skipping sticky situations and run away, also can use blazing ground skill after casting chains to slow enemies from coming back to you which buy you more time vs melee enemies but in pvp this skill isn't effective at all, can be heavily countered with resistance skills or ranged damage/control; so majorly it's flee skill This skills give decent amount of solidity if you have good amplify on your armor but the defense itself from skill isn't something to mention, very small amount of extra defense Expert Skills The skill allow detecting hidden enemies, it's very unique skill but still, it can be replaced with castle pots give 18% accuracy which is high amount Regen 7% (8% with talent) of max energy the truth is mana regen is no longer a thing to worry about after bracelets have been added to the game Talent consume only 2% of mana because you regen 8% from dragon eye 4/4; so that's a low amount, that that 15% extra damage is good talent to go for The damage is kinda strong because it's over time On 4/4 it stay for 6s on ground and last for extra 6s on target, which make it a total of 12sec duration and CD is 13sec The damage from the skill is very low. The range of the skill is very short The weakest skill that mage have and most useless If mage is in party this skill can kinda recover some of the low solo damage mage have because it increase his party solo dmg by 20% for each member, duration and CD don't allow it to be permanent unless you have 90% CD and can't be applied to more than 1 target. The stun has a very bad weakness which is it require 2 expert skills which mean that target has 1 second to react before landing frost bolt I never made this skill 4/4 because I needed skill points in other skills, but that 50% attack speed reduction looks strong (but I am afraid it's easy resisted) Idk what to say about this one, it just didn't impress me like other talents did The damage is ok for passive that's take no mana. But for expert skill I will say this is 2# weakest skill mage have after arua of fire In the past it used to cause damage with higher frequency, with blazing ground it almost immobilize the target but now it's weaker at that It increase the aoe damage only and not high amount too, dragon eye talent is better in my opinion because It increase solo dmg too It absorb even the strongest damage if it meet the right conditions, can give up to 50% damage reduction if the target hit 1 time every 2 seconds (like t5 ayvondil bosses) which make it very strong but the weakness of the skill is as big as it's strength and maybe even worse which is: it's easy to remove the barrier with just 1 attack, but still the skill can by you 1 or 2 seconds with 4 seconds CD Can be countered with bleeding specially if more than 4 stack is applied Also it's useless if you die before the skill activate (die to 1 hit) It's 1# surviving skill for mage, but the skill duration is short, it's 6 seconds that have 1 second activation animation (downside is can't move during that animation) I prefer having 6 sec of guaranteed resistance rather than having 10 sec of chanced resist In my opinion the talent can be better if it was 2 or 3 buffs each one of them allow you to resist 1 control and duration would be 12~15 sec Very strong skill (some ppl even call it OP) mage don't really have debuffs or strong buffs for pvp, mage have a this skill which remove buffs from enemies so it's 1# pvp skill for mage Those 3 talents you find them in branches taknet and can only choose 1 they all do almost the same thing but in different ways They increase the damage of mage The third one (pyromaniac), is more special than the others and also more situationally than the others, I tried to think how to use it, I think it will be excellent for t5 ayvondil, because with depth fury you can 1 shoot almost any mob there but idk if it will help with anything else General recover (over all rate) solo damage: low to medium Aoe damage: very strong damage over time Defensive stats: it's ok (4/10) Survivability: high because mage have anti burst skills which can buy you some seconds and good damage over time so with lifesteal can maintain HP but still not immortal and can be countered with stuns Performance in early game: very bad, mage don't have healing or shield skill and low damage (which lead to being very hard to quest) Performance in late game: mage have high sustainability and very good aoe damage Difficulty: mage is pretty much simple class but require tapping on skills on rate around 40~45 Tap per minute (very high) Cost: mage is high gear dependent so it's expensive class it's kinda like mage doesn't belong to spell caster classes because he doesn't have enough supporting skills or controls and doesn't belong to damager classes because of low solo solo dmg and ofc he isn't a tank because don't have aggro skill or tanking/damage reduction skills If you reached this point then I would like to say thanks for your time
  2. To craft bracelet level10 need 4 bronze fiber, 3 silverite and 2 student's pin Dissemble should give materials like above that's what used to happens with other crafts I haven't tested other crafts after update, sorry but lazy
  3. Exactly Yeah, BM's summon AI is alot better, letterly next lvl
  4. Sorry the bar color is blue XD Yeah I mean stuffs for questing
  5. Sorry but that's not what I meant When dogs attack mobs around the map, charmer get in combat states (you can't loot) idk what its call in this game but I call it loot, the yellow bar that fill over time while you try to pick something, dogs interrupt it Yeah like that I tried to avoid mentioning beastmaster lol
  6. I didn't get it, how it tank? Does this new summon has aggro? I mean, when you summon one yeah maybe it out damage you, but it will vanish after a while and you summon new 1, the aggro points the summon has will be reset, correct me if I am wrong please
  7. It's simple While looting (picking items from the ground or chests...etc), Dogs should not run and attack any far mob, unless mobs comes very close (touch) dogs. End of the story I noticed that while questing as charmer if you place a dog, you need to clear the whole zone before picking up anything from the ground, it will be great if the dogs just don't run to far targets and start attacking, just want them to sit there passively and let me loot what I want without attracting unwanted mobs I hope I see this in-game
  8. Worst talent I have ever seen, it's a nerf for charmer better not have it In my opinion, this talent should replace the dogs not the bird, because dogs useless with staff, this talent need rework
  9. This talent make you summon gloom + bird or replace the bird?
  10. RIP, it's impossible because his critical chance is so high and so high CD (almost permanent eye) If don't know that critical chance is maximum 50% i would say his crit chance is 80% lol
  11. I have a question for you guys Do you remember before update if the eye talent used to buff time warp and shattered stone damage or not? From my experience i remember it didn't used to do that
  12. Not just those, i am sure there are more places, for example horror dg The mobs was linked together in Pattern of 5, i used to aggro 2 waves together (10 mobs) and kill them all together but now it won't work even if i don't die from damage it will consume more time, i know lab is easy but that place also contains many mobs, especially the bosses places (example medusa) Nerf is nerf sooner or later you will feel it Lol op
  13. Hi everyone i just want to give my opinion about the update, i will start with the passive for whole choosen classes Spirituality Now the skill increases the maximum health by 4%, physical and magical strength by 2% for the character. This is actually better than the old one. I am not going to give my opinion about all skills because many of them are just have new damage calculation formula like this below:- So there are more interesting changes to talk about like the dragon eye rebalance Dragon Eye Reduced the cooldown of the skill from 30 sec. to 25 sec. The skill can now only be used on yourself or party members. skill no longer increases the “Attack Speed” parameter of the character. The duration of the effect has been increased: from 10 \ 12 \ 14 \ 16 sec., to 24 \ 26 \ 28 \ 30 sec. Now the chance of detecting the enemy decreases depending on the distance to the target: the further the target, the lower the chance Permanent dragon eye, this is something i always wanted to see, attack get remove but i am not intrested in it, so it's win win, i didn't try the invisibility part more than 1 time but it look like the one, also i noticed that dragon eye talent (excess energy) now buff the damage of shattered stone and time warp now; i believe it didn't do before. Next is ennoble Ennoblement Skill effect no longer removes DOT-damage effects from the target. This is lethal but....ok And ethereal barrier get a buff Ethereal Barrier Adjusted the damage accumulation time for activating the protective barrier: from 2 sec. to 3 sec. Reduced the amount of damage required to activate the protective barrier: from 25 \ 20 \ 15 \ 10% of maximum health, to 20 \ 16 \ 12 \ 8%. Increased the duration of the protective barrier: from 0.25 \ 0.35 \ 0.45 \ 0.55 sec., now 0.3 \ 0.4 \ 0.5 \ 0.6 sec. Now it's easier to tigger....kinda not big difference but least now it's good if 3/4 And finally i want to mention this line:- Added limit for maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. This.....have been addded to all aoe skills This is alot, it's a massive nerf, it will make huge impact on pve mage potentials, as long you don't fight more than 6 mobs you will be alright; but from infinity number of mobs to just 6 for basic skills and 8 for expert skills You can spend your skill points on them but this will make you very vulnerable to death (you will lose your control skills = chains, and survivability skills = sun armor / ennoble / ethereal barrier) I disagree with this massive nerf for pve, mage damage on single target is very low, not even 1/3 of the physical classes, mage is specialist in aoe dmg so this is a massive nerf
  14. Btw i think Death knight skills need to be fixed, The protection he gain from skills is calculated in bad way, let me explain:- When you use dark shield + blood protection, the dark shield work first let's say the hit was 1000, and player had 10.000 def, dark sheild absorb 450 of the hit lowering it to 550, then the blood protection skill work on the 550 that's left, lowering it to 275 (50% protection from skill) I think it should work the opposite way, blood protection first (500 damage left) then dark sheild work second to absorb 450 (now 50 damage left instead 275). Thanks
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