Items: Blessed soulshot

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come on give it up^^ nukers get blessed spirit shots. there should be blessed soul shots as well. maybe it would level the pvp field a bit.



Added category to subject. - Mistryl
Problem:

Spiritshots are approximately +50% damage and casting speed. Blessed Spiritshots are approximately +100% damage and casting speed. Neither reduces spell recharge time.

How do you compare that to melee damage? I can actually see some good parallels with bows, since they have a cooldown timer, but for a sword?

So what would a "blessed soulshot" do? +200% damage (triple)? Wouldn't the cure be worse than the disease?
Perhaps...

+150% Damage
+15% attack speed (I believe that's Haste 1's rate? correct me if I'm wrong please)
+xx% chance of interrupt (not sure what would be fair here)
In effect, +187.5% damage, but at least it's a little creative :)

Edit: What if soulshots became +50% damage, +15% attack speed (total +72.5% damage) and these "blessed soulshots" were +100% damage, +25% attack speed (total +150% damage)? Closest approximation to spiritshots that I can come up with.

So what would a "blessed soulshot" do? +200% damage (triple)?


/signed

In effect, +187.5% damage, but at least it's a little creative :)



Often in PVP its not necessarily about how much damage I'm doing. Its about whether or not I can start swinging before I'm slept or they start to kite. The interrupt increase is to help counteract concentration.
Does anyone remember if they tried to provide any reasoning for introducing BSPS? I know it wasn't in Prelude but I don't recall if it was introduced to help mages in PVE or PVP (or both).


If the Blessed SS is meant to be a boon for fighters attempting to solo then I think 150% damage bonus + 30% of damage returned as HP would be a greater benefit.
(Someone will have to double check my math on that and make sure that vampiric return number isn't too high or too low. That % is right off the top of my head but you get the idea.)
30% VR is massive. Even 10% would be pretty significant.
The idea of shots with special properties would be cool - adding a bit more of a strategic element, even a small one, is always welcome.

The main problem is, of course, that archers also use SS. Then again, they need no fix, melees do.
No blessed soulshot! Kill blessed spiritshot so I can actually get to a nuker before I die!
So, they just dont make blessed soulshots work on bows, problem fixed?

Indeed, melees need something to balance all this stuff. It is kinda silly that Acumen and all those +% cast bonuses are way better than any of the melee attack speed +% are. No wonder health SA on duals is a popular one. Same for most weapons with haste/health option to be had. Haste SA is crap. Same for Tallum Heavy's +% for attack speed.

Perhaps with blessed soulshots that have the same dmg modifier and soulshots, but have say 20% added attack speed, it would be a bit more fair. Now all we see is a chain of fireballs/hurricanes/white glowy balls/splashes of water hitting our toons as the nuker goes into Super Sayan mode and starts hurling nukes faster than the animation completes.

If you're worried about archers getting overpowered...well they can make em melee-weapons only. So that people could only use them on weapons that have no shooting abilities ;)
Slightly off-topic, but I think the different between casting speed and attack speed that you mentioned is there for a reason. Increasing attack speed directly increases the number of times you hit with an attack, while increasing cast speed only fits half of the conditions for raising the number of times you can cast a spell--the other half being refresh time. So why not make it twice as effective? :eek:

Of course, I think Acumen decreases refresh time, for some obscure reason. Shots don't, thankfully.

Of course, I personally think the whole thing goes out the window, since mystics shouldn't just spam one spell anyway, and any change-up at all makes the refresh timer differences irrelevant.

But there you go.
look all im getting at is that nukers attacks are 3 times as powerfull as an attack by a melee, then they get 100% on to it. so what if melee got a 200% bonus on shots they still wouldnt be near the strength of a nuker with blessed. i have played both sides and i can lvl a nuker to lvl 40 in an 1/8 of the time it takes me to lvl a melee to that level just because of the difference in power. make the fighters stronger or the whole server is gonna end up being spell casters.
wouldnt mind an increase in pve its just sickening how slowly melee kill and 90% of the time they have more downtime than nukers (factoring in how many mobs can be killed in how little time)
or better yet. Change the acumen weapon sa to where its like btb sa on mage weapons. That would be something in itself.
Cast speed directly affects recovery speed. Every percent by which you increase cast speed, outside by that given by shots, increases recovery speed by the same amount.

You will also notice that most nukers (in fact, all of them) have several spells which they can chain to maintain a high damage output during recovery time - and in C4, new buffs were added that specifically reduce recovery time.

No blessed soulshot! Kill blessed spiritshot so I can actually get to a nuker before I die!



/signed

As playing a Bounty Hunter as my main class. I used to have to chase down mages to stun them and drop them. But once Blessed SPS came into existance I can't even get close enough to stun before im dropped. Even with +3 BO set all I see is:

SoAndSo hit you for 1900 damage.
SoAndSo hit you for 1900 damage.
SoAndSo hit you for 7600 damage. (crit)

Then my return to village button pops up... NOW with zerk giving -mdef its more like 2300 damage per attack and mages run faster than I do!? the run speed was a welcomed change, but Zerk in my opinion has NOTHING to do with magic. Name one time you've ever seen a mage in a game go into berserker mode and cast super fast and hit hard... NOT happening! I think that blessed could stay MAYBE but zerk needs to have NO EFFECT on matk/castspeed/mdef it makes NO SENSE to have those effects. Give a different buff like say.. Arcane Magic (same as zerk accept for mages) that will allow increased cast speed, more matk, less mdef. mages have mdef, so they should have to sacrifice it for the benefit. Melee's have pdef, and we have to sacrifice it for the benefit... don't make it so we get ONE buff that screws us over and gives archers/mages a super advantage that "berserker spirit" shouldn't actually have ANYTHING to do with in the first place...
The key to fixing nukers is not in fixing the blessed shot - Blessed Shots existed in C1, and nukers weren't as much of a problem back then.


No blessed soulshot! Kill blessed spiritshot so I can actually get to a nuker before I die!



/signed

As playing a Bounty Hunter as my main class. I used to have to chase down mages to stun them and drop them. But once Blessed SPS came into existance I can't even get close enough to stun before im dropped. Even with +3 BO set all I see is:

SoAndSo hit you for 1900 damage.
SoAndSo hit you for 1900 damage.
SoAndSo hit you for 7600 damage. (crit)

Then my return to village button pops up... NOW with zerk giving -mdef its more like 2300 damage per attack and mages run faster than I do!? the run speed was a welcomed change, but Zerk in my opinion has NOTHING to do with magic. Name one time you've ever seen a mage in a game go into berserker mode and cast super fast and hit hard... NOT happening! I think that blessed could stay MAYBE but zerk needs to have NO EFFECT on matk/castspeed/mdef it makes NO SENSE to have those effects. Give a different buff like say.. Arcane Magic (same as zerk accept for mages) that will allow increased cast speed, more matk, less mdef. mages have mdef, so they should have to sacrifice it for the benefit. Melee's have pdef, and we have to sacrifice it for the benefit... don't make it so we get ONE buff that screws us over and gives archers/mages a super advantage that "berserker spirit" shouldn't actually have ANYTHING to do with in the first place...



/Signed

I been scratching my head when they made blessed SPS but never a Blessed SS. That right there huge advantage, for allows mages to have huge success rates dispite jewelry or 5-10 lvl difference.

Every noticed or tried selling regular spirit shot and they never sell, i mean who wouldnt want to 1-2 shot mobs instead of 3-4 shot it.

Would say if they got rid of Blessed Spirit shot, would bring mana pots into the game. Game be more balanced and I wouldnt sweat giving mana pot to mage anymore.

Just a thought
Warcriers. BSPS doesn't double the damage of bleeds/poisons. It's great for the life drains but that's a very inefficient method of hunting and BSPS is too expensive to waste when you aren't getting double damage.

...I been scratching my head when they made blessed SPS but never a Blessed SS...

I always thought they made Blessed SPS because the mages complained that it wasn't fair how SS was 2x damage, and SPS was only 1.5x. At the time though, mages didn't seem to be as powerful as they are now.
I think that it would be a good thing to increase the cost of producing a blessed spiritshot...let say 4 or 5 times. (bspsB would cost 1200-1500 adenas).
Mages would start using them only in realy realy bad situation, and using them for pve would make them loose lots of adena.
But then....
THEN THE EVERYONES FORGOTTED SIMPLE SPIRITSHOTS would become popular. I mean noone is using them...Noone needs them.
In result mages would lvl much more slowely, like meeles or like archers atleast (its good).
And...devs could make bsps use addiotnal mp on spells.

Result of this thingie:
Mages would still use bsps on pvp, but not on pve atleast they...unless thay are ebuyers. Let them be strong on pvp, but atleast make them weak on pve...becouse now they own everything.

Also, im a SK and i would be glad to see those simple sps in market, becouse thay are good for my drains, i dont nees bsps on them...
**** i dont even know the prices of spsB/C/D...
First of all I do not really see the big inbalance as far as mages, the only class that I see is unbalnced, is necromanced, and maybe Dark Elf a little, and Dark Elf, becuase they got silence, thats the only reason for them being a little inbalanced, becuase Silence a sorccer, or Spell Slinger, and the Dark Elf, and Necromancer Win all the time, but that is besides the point...

Mages are Squishy, they Die very easy when it comes to melee Vs Mage, Now the reason mages are stronger, is because Mages are suppose to be stronger, because they have lower P.Def than a warrior, Mages really aren't inbalanced in PVE, mages have a lot of down time waiting for MP, and while a Melee clan just hit a healing potion, and heal up, a mage is actually waiting for mp, Known as down time....

What if an archer had Bleesed Soul Shots, Now think about it, An archer would first of all, #1 Over power the mage big times, because the archer could run away, they would Stun Shout the mage, and then finish the mage off very easy...

The reason that Mages get Blessed Spirit Shots, is because they can get interupted, can a melee get interupted using a skill when hit with a normal spell, Can an Archer get interupted? No, they can't, thats why us mages get them, and you dont...

Imagine this if this game existed in real life, and you were wearing metal Iron armor, and then I was the mystic, and I shot a big huge FireBall on you, What would happen? That fireball would burn your body so much, that you would die in real life, now think about the game, and why do mages do more damage? Now think about spell slinger, Spell slinger's down their prey in water, while the player is wearing heavy armor compared to robes, the player wearing to heavies armor gets downed in water, compared to those that wear a robe... Curses, are Evil, they do great damage, as in all the old myths and stories about them...

My way of looking at mystics...

#1 Humans Mystic's Burn The skin off other players, thats why they do damage, They are balanced...

#2 Elf's down their prey They are fast casting, but do low damage...

#3 Dark Elfs use dark magic to damage players, Known as the most powerfull, but their weakness is casting speed...

#4 Am I wrong again???
4. You're wrong again.

First off, Necromancer, Spellhowler, Spellsinger and Sorceror are the nuker classes. No Dark Elf or Spell slingers out there >.> Silence, yet again affects only nuker vs nuker pvp, it has nothing to do with nuker vs melee or nuker vs archer. Leave the poor skill alone, it's like you have a hatred towards it, like you did have towards the dwarves.

Secondly, you're just rambling on, you dont give any valid points at all, and you fail to use any punctuations. Mages are squishy you say...hmmm, last time I checked, I had to swing a way too many times at those squishy nukers before they died. Necromancer can actually "tank" while it has Transfer Pain on...Squishy indeed. "Mages are supposed to be stronger, because they have lower pdef than warriors" -OMG, Healers are supposed to be stronger!=#=!#! Give us a break will ya, that just makes no sence. About downtime, SH/Sorc/Necro(forgot if it has BTM or not) can all transfer their hp to mp so there's no need for downtime there. Just drink a hp pot and continue nuking OR get a recharger. For Spellsingers(dont really feel sorry for them) there is always the option of getting a recharger into duo, or actually partying up, like the melees do >.>

Using healing potions at higher lvls would make a soloing melee very poor quickly since SS spamming and pot spamming would cause you to lose lots of money instead of making it. Nukers on the other hand can use BTM(SPS cant :p ), use a health pot to get hp back or regen hp back while still nuking. Less down time, cheaper and always faster killing.

Archers and archers... Make the blessed shots not work on bows, simple as that, problem fixed. Btw, stun shot aint 100% land rate and most of the time stun breaks when you're hit again. You can also cancel the stun shot by sleeping the archer in the middle of the skill(granted, sleep doesnt always land).

Yes, melees can get interrupted when using skills. Stun them, paralyze them, anchor them or sleep them. All of those interrupt their skills. Also, getting interrupted is not a reason for you to have bsps since fully buffed the chance of getting interrupted is already minimal.

Real life, this will be fun, Imagine this TimeCop:

IN REAL LIFE THERE IS NO MAGIC, NO FIREBALLS, NO SPLASHES OF WATER, NO HURRICANES THAT YOU SUMMON OR SOME **** BONE SPIKES YOU SHOOT AT OTHERS. Also, in real life, getting hit by a sword that is bigger than a human usually results in swift and unpreventable death. In real life, you can also dodge various things, like arrows or for example imaginary balls of fire that fly in a straight line. Side step anyone?

Down, you mean drown? Anyway, I've had enough with this so I'm gonna give you an advise: Play the game for 6 months more, read what others have found out, check the community(not just this forum which doesnt show all that the community has to offer or knows) and what they think on matters. Go out and really get to know how the game works, then come back and post stuff.


Mages are Squishy, they Die very easy when it comes to melee Vs Mage



The [censored] is that meele CANT get into meele range then fighting mage, thats's the problem see?
the mages sleep/nuke meele and thats it...dead
Somewhere i read that SK got sleped by a 10 lvl lover mage 37 times out of 50, and this wanst becouse of the bad accessories, this was becouse of inbalance in this game.
I don't know how stupid mage should be to let meele get close to him...
1. Sleep should be weaken
2. Sleeping period should be shorted to 5-10 seconds :)

Mages are overpowered, and the ppl who denie it never tryed a meele vs mage 1vs1 or at mass pvp....whatever.

p.s SK can kill a mage is he fails to sleep him 2 times in a row while SK is casting a sucsessfull lightning strike on him, lol.

First of all I do not really see the big inbalance as far as mages, the only class that I see is unbalnced, is necromanced, and maybe Dark Elf a little, and Dark Elf, becuase they got silence, thats the only reason for them being a little inbalanced, becuase Silence a sorccer, or Spell Slinger, and the Dark Elf, and Necromancer Win all the time, but that is besides the point...

Mages are Squishy, they Die very easy when it comes to melee Vs Mage, Now the reason mages are stronger, is because Mages are suppose to be stronger, because they have lower P.Def than a warrior, Mages really aren't inbalanced in PVE, mages have a lot of down time waiting for MP, and while a Melee clan just hit a healing potion, and heal up, a mage is actually waiting for mp, Known as down time....

What if an archer had Bleesed Soul Shots, Now think about it, An archer would first of all, #1 Over power the mage big times, because the archer could run away, they would Stun Shout the mage, and then finish the mage off very easy...

The reason that Mages get Blessed Spirit Shots, is because they can get interupted, can a melee get interupted using a skill when hit with a normal spell, Can an Archer get interupted? No, they can't, thats why us mages get them, and you dont...

Imagine this if this game existed in real life, and you were wearing metal Iron armor, and then I was the mystic, and I shot a big huge FireBall on you, What would happen? That fireball would burn your body so much, that you would die in real life, now think about the game, and why do mages do more damage? Now think about spell slinger, Spell slinger's down their prey in water, while the player is wearing heavy armor compared to robes, the player wearing to heavies armor gets downed in water, compared to those that wear a robe... Curses, are Evil, they do great damage, as in all the old myths and stories about them...

My way of looking at mystics...

#1 Humans Mystic's Burn The skin off other players, thats why they do damage, They are balanced...

#2 Elf's down their prey They are fast casting, but do low damage...

#3 Dark Elfs use dark magic to damage players, Known as the most powerfull, but their weakness is casting speed...

#4 Am I wrong again???



I am going to go ahead and ignore the structure of this comment in order to address the content. As has been stated, one of the main problems is melee catching up to nukers.

Another problem, sleep lands a lot more often than stun. The reason for this? Well, nukers can nerf their str and + their con which gives em more stun resist. Also, a SPS or SH can sleep me 4 times in the time it takes for me to get up and launch 1 stun attack, and more than that if they have slowed me. My class has no ranged attacks, and so I pretty much have to just keep trucking at the nuker. After 4 attempts with BSPS I am usually slept. After that its pretty much “PM me when I’m dead, I’ll be rearranging my inventory”

Again I make my case. Kill BSPS. It causes an enormous jump in land rate of sleep/para/cancel/etc or make it hugely expensive so nukers cant spam it indifferently.

Give melee a chance to catch up to the ranged classes! We can only do our damage at (gasp) melee range. Cant do much if we cant get there…

First of all I

There goes the neighborhood...and any hope of this thread having anything useful or insightful from this point onward :p


First of all I

There goes the neighborhood...and any hope of this thread having anything useful or insightful from this point onward :p



/signed
personally, i craft all the d, c, and b shots (not high enough for a grade recipes yet) .. and i wait until someone asks for what they need. same thing with jewelry, that way the mats are available for what ever i may need them for. and i think my prices are reasonable. with the opportunity to expand my craft books now i'l;l be able to craft more items. thing is .. if you don't ask for what you want, then it won't get crafted.

Now the reason mages are stronger, is because Mages are suppose to be stronger, because they have lower P.Def than a warrior, Mages really aren't inbalanced in PVE, mages have a lot of down time waiting for MP, and while a Melee clan just hit a healing potion, and heal up, a mage is actually waiting for mp, Known as down time....



the logics.. its killing me.. so a mage is supposed to be stronger because he has lower Pdef.. hm ok. im gonna go and asume he means they hit harder to compensate for the low pdef.

first of all their Pdef aint THAT low. secondly melee cant come close..

and offcourse the logics in a fireball "killing" people directly, but a archer aiming for your heart, or a sword chopping away at your neck would keep you standing for atleast 10 swings :/