All the other healy,buffy, type classes got some type of fear Bishops have a fear for undead and peace..:/ Prophets have a word of fear....EE's have The serande thing...:/ SEs have nothing like that at all..:/ Arn't DE'S suposed to be scary and dark..? We should have the best fear....so... its very strange we dont have any at all...T.T
Back in the day I used to argue that SEs should get Silence and EEs Cancel, but I don't think that many people would support that now that healers have Inquisitor :P Maybe Fear would be a little easier to stomach.
I do think that SEs ought to get Banish Seraph and a nuke that works like Might of Heaven but for divine mobs (Might of the Abyss, Abyssal Smite, whatever you would want to call it). I've also wanted SEs to get Unholy Weapon and possibly Surrender to Darkness, but NC decided to give those skills to Kamael (Dark Weapon and Surrender to the Unholy).
SE if you remember the class change quest learn about both Einhassad and Shillien, so they kinda refuse to be dark at all and receive they heals ^^ Inquisitor is fine for them and holy weapon, it really gives more life to the story behind them :)
As for fear, I agree with that they should get it.
oh, and btw... kamaels are darker mwaah ha ha!! :cool:
One day someone will come up with a suggestion for a skill that doesn't already exist.
People also seem to forget that SEs got Bless the Blood along with Inquisitor.
But... If you come up with something original (like Unholy Surrender and Unholy Weapon), NCSoft will likely just create another race and class to give it to anyways.
Those Kamael skills were the biggest slap in the face to SEs, cause they had been asking for them for the longest time.
kamaels are darker, but they don't intimidate anyone so they can't fear like humans and orcs can. Ha ha ha!
Sorry to say this but Kamael SB have Dark Flame, which is a Dark based magic skill wich damages enemies and instantly makes them fear. Its so cool coz if it lands you don't have to wait like a necromancer's fear, but it is activated immediately ^^ And if doesn't land well, you hit them kinda hard too.
Spellsinger can do flame strike and you can't tell me that's not dark magic.
Yes it's fire but it's still from the Dark arts.
Where do you get this idea? It makes no more sense to call Flame Strike a "dark" spell than it does to call Frost Wall dark. It's just another elemental spell.
Spellsinger can do flame strike and you can't tell me that's not dark magic.
Yes it's fire but it's still from the Dark arts.
Even though this doesn't make sense (since Lineage II differentiates Elemental from Dark and Holy, even when all skills inspected are Detrimental Magic Attacks/Debuffs), thanks for somewhat agreeing with me.
Fire does not = Dark in Lineage II. That is akin to saying that all Nukers are dark nukers since they all get damage skills. Heal = Light and Nuke = Dark is the line of thinking you are going with and it doesn't apply in this game. In Lineage II Dark = Unholy and if the damage isn't mitigated by Unholy Resistance Buffs (U. Resistance, D. Prot, Song of Invoc., etc.) then it isn't Dark Magic. Plain and simple.
Flame Strike = Fire and it's not a Spellsinger skill. It's a template Wizard AOE skill that is shared by more than one race at D Grade. It is not a dark nuke like Corpse Burse, Death Spike, Shadow Flare, CDL, and Dark Vortex.
It is a fire AoE Wizard spell and the reason why Spellsingers don't advance this skill past D Grade is because they are attuned to Water. I don't even know why NCSoft created those template fire AoE spells when they could have easily created a D Grade Water AoE spell for this race (like the Spark Overhits, etc.).
Spellsinger can do flame strike and you can't tell me that's not dark magic.
Yes it's fire but it's still from the Dark arts.
Flame Strike=fire
Death Spike=dark
I know Flame Strike = Fire DUH
But a Flame Spell from what I read in D&D is Dark magic (or Dark Arts) period.
Just not in L2 it seams. :p
Fire spells in D&D are Elemental (Fire) spells. If you want "dark arts" sort of spells in D&D, you're looking for black necromancy, spells with the "Evil" descriptor, Corrupted spells, and so on. Of the spells with the potential to cause harm, death, and mayhem, it's usually only those that damage the life force and/or cause pain and suffering for the sake of it that qualify to be evil.
And yes, Spellsingers do technically have Flame Strike since all wizard characters learn it, but it's beside the point.
Well I'm re writing the Lore because it's Wrong after all Fire does cause harm, death, and mayhem :p
THE LORE
Elemental (Fire) spells are Part of the Dark Arts of Dark Magic
fire has many uses, without fire...there would be no such things as ....*gasp* fried chicken... *thunder and lightning*
but yea.... SPS are water and holy(with a wind and fire skill)
SORC are fire and tiny earth, and some where in their memory is dark( and of course wind-windstrike)
SH is wind and dark (with a fire skill)
No one told me that I had Solar Flare listed as a Dark Magic (I meant Shadow Flare, but mistyped - it's changed now :P).
Yes, Sorcerer = Fire
Necromancer = Dark
Spellhowler = Wind, Dark
Spellsinger = Water, Holy
Now...
Sorcerer Drops Vampiric Claw-line spells, as well as Body to mind in D Grade. They do not get upgrades to those types of skills in C grade or above.
Wind Strike is again a template Mystic spell and all classes get it. It is not a factor.
Decay is given an Earth element for resist reasons. Spellsingers get Surrender to Earth and I think that was put in for balance reasons. Like Sorcerer getting Surrender to Wind and SH getting Surrender to Poison (they actually have Poison skills, though).
Spellsinger drop flame strike in C Grade and get Aqua Splash later on, along with Frost Wall (Water Attribute). Sorcerer get Rain of Fire and Blazing Circle. SH gets Tempest and Poisonous Cloud. Necro gets Corpse Burst, Poisonous Cloud, and a myriad of AoE debuffs later on...
Flame Strike, Wind Strike, Shield 1, Concentration 1, Might 1, No Grade Heal/Battle Heal/Group Heal.... None of that matters. The nukers are pretty balanced within their elements in C Grade and beyond (where it matters because before then, you aren't even a Sorc/SH/SPS/Necro).
The only things that stand out are Curse Fear: every nuker gets it but that was expanded to them in a later update (wasn't that way on release) and the Surrender Skills. SPS and Sorc secondary surrenders are useless for all of their spells. SH Surrender to Poison is useful to them if they use Curse Poison/Poisonous Cloud...
Surrender spells are non-elemental debuffs, though. Curse Fear is traditionally a Hex/Curse, which would liken it to Dark magic.
Flame Strike = Non-Factor because it is not a Spellsinger, Sorceror, or Necromancer skill. It is a Wizard skill and at those levels the Wizards are not restricted to which element or school of magic they can use. That doesn't happen unil the 2nd class change at level 39 (or when you actually change at level 40).
funny... I thought that Shadow Flare, even though it looks like fire, is actually a dark elemental skill.
The reason I say this is because I got that skill as an augment and it describes it as "Unleashes a Dark Attack".
It works pretty hard against Angel type mob, so I truly think that even if it looks like fire it is actually dark elemental. I need to try it with resist fire and resist unholy buffs to prove it though, I'll let you know.