Creating another new theard wont get you anything...Cant you just f**** wait? they will get out probably next month before the update...god...Btw use your SEARCH BUTTON can be usefull.Who cares for meridian when we are not even on Lindvior
Creating another new theard wont get you anything...Cant you just f**** wait? they will get out probably next month before the update...god...Btw use your SEARCH BUTTON can be usefull.Who cares for meridian when we are not even on Lindvior
2 different subjects, and since when u turned moderator here? ;x
Healers nerfed significantly.
DPS classes buffed significantly.
Slight Tank Oly nerfs.
Edit:
Ebay Buff/Art of seduction become a mainstream buff.
6) “Art of Seduction” has been redesigned so that using this skill should become more convenient.:
- Casting time has been increased to 5 sec up from 3 sec.
- Cooldown time has been reduced to 5 minutes down from 40 minutes.
- Duration has been increased to 30 minutes up from 20 minutes.
- the “Mesmerized” debuff is no longer applied together with the positive spell effect.
22) A new item has been added – Divine Protection Elixir which bestows a beneficial effect similar to that of Art of Seduction.
- Divine Protection Elixir’s effect: for 30 minutes, increases max. HP/MP/CP and P./M.Def. by 30%, cannot be used in the Olympiad Arena, but can be used in the Ceremony of Chaos Arena and has a 5-minute cooldown.
- Divine Protection Elixir can be used by characters at level 85 and above, but not in the Olympiad Arena.
- The effect of Divine Protection Elixir fades out when “Art of Seduction” buff is applied
- There are two recipes teaching how to craft Divine Protection Elixirs. One of them is a Tyrr-Maestro-only recipe, whereas the other is available to all awakened characters
Can't be
A normal player up to 1~99 in 10 months, w/o bot or runa
So we need 40 months for full lvl?
OK NC will improved exp, but for me it's very very sh't idea
I don't want stay leveling my subs for take some skills, it's ridiculous
Creating another new theard wont get you anything...Cant you just f**** wait? they will get out probably next month before the update...god...Btw use your SEARCH BUTTON can be usefull.Who cares for meridian when we are not even on Lindvior
forgot to take your medz? if you want to wait fine, wait, some of us want to know like now, the update is around the corner and some people want to get some info to make some changing decisions, so shhhh and stop wasting bandwidth with your pointless raging
Can't be
A normal player up to 1~99 in 10 months, w/o bot or runa
So we need 40 months for full lvl?
OK NC will improved exp, but for me it's very very sh't idea
I don't want stay leveling my subs for take some skills, it's ridiculous
Supposed to be easier to exp in lindvior... also new places to level. 10 months even without any runes at all seems a far stretch. 7-8 months without runes sounds more reasonable for a semi-casual player. Someone with runes can do 1-99 playing 5-7 hours a day in 2 months or less. Also if someone was hardcore enough 99 and 0% --> 99 and 100% can be done in one month 10 hours a day.
Supposed to be easier to exp in lindvior... also new places to level. 10 months even without any runes at all seems a far stretch. 7-8 months without runes sounds more reasonable for a semi-casual player. Someone with runes can do 1-99 playing 5-7 hours a day in 2 months or less. Also if someone was hardcore enough 99 and 0% --> 99 and 100% can be done in one month 10 hours a day.
Well game is designed to be played in Korean internet caffe where players get various exp bonus. While we are getting lets say 100mil per mob w/o any wit, koreans get 150. Than add all vitality stuff on top and you can clearly see how it's easier to level in legit way in korea.
I believe NCsoft should take into account this when localizing a game so legit players wouldn't be let down. For botters it doesn't matter anyway. But oh well, wishful thinking.
Well game is designed to be played in Korean internet caffe where players get various exp bonus. While we are getting lets say 100mil per mob w/o any wit, koreans get 150. Than add all vitality stuff on top and you can clearly see how it's easier to level in legit way in korea.
I believe NCsoft should take into account this when localizing a game so legit players wouldn't be let down. For botters it doesn't matter anyway. But oh well, wishful thinking.
Even if our server was 2x exp people still would complain about leveling. Compared to early GoD/ pre God. it seems like 90% of the player base only knows how to do dailies.
ncwest also can add something like xp boost for 120hours per month.. i don't think that normal players xp more than 4 hours per day.. so 30*4 = 120. mb more mb less. but would be nice. and for bots... it's another story...
p.s. i think we get lindviro when they sell all race agations. so just in the end of may. maybe i'm wrong, i though they launch it in 1st may. but nobody knows ;)
This is precisely the problem. They need to bring open world content to the forefront again.
Would be much more fun.
I wish they included more minibosses instead of raids that spawn consistently. Would make things very interesting especially with people fighting over these spots. Make a lot of these minis too, that way the top clans can't be everywhere at once xD
which precisely what they do with lindvior update, new open xp spots that will give more xp then those lame instances..
also on the 2 new open xp spots there will be raids that drop pvp/pve stones and we will see much old style/ninja attempts pvp over those :)
now the real challenge will be here with those players that started play since F2P aka GoD start cause those have no clue whats it like to get xp outside a dumb instance/quest.. not that I'm going to be bothered by those as I really hate their narrow minded attitude so if those type of players quit well good riddance ;)
maybe the reason everyone is going in instances is because the xp spots are crap? sure thing many of the instances are once per day but for those with limited time of playing or common players with no stacked runes these instances or daily quests give more xp/hour than open field mobs.
in the beginning of god everyone was lvling in harnak/soa/gog/etc and i've been there every day but the truth is the xp wasnt as good as its now with dailies unless you were willing to spend many hours per day in those open field spots. i have spent time too in those lol xp spots before god were everyone was staying there for many hours. im not willing to do that again because if you look back you see that was a waste of time, it doesnt worth playing that much and the new players who didnt experience that will never even consider it
about those raids that drop pvp/pve stones dont bother. i have been at those raids on pts and i could kill everyone in that area without even going purple. if you are not in a strong clan there is no way you can do them.
maybe the reason everyone is going in instances is because the xp spots are crap? sure thing many of the instances are once per day but for those with limited time of playing or common players with no stacked runes these instances or daily quests give more xp/hour than open field mobs.
same with spezion and whatever whatever. you do 2~3 raids of these, each instance taking from 5 to 10 minutes then you log out. show me a spot where you can gain same xp in the same short amount of time. there is none.
ok we will see when it comes but i have my doubts too. so far i only tried the solo mobs in orc land and its same xp as lvl 95 spots. the group spot there in orc land is impossible for me to test because those mobs gives me between 40k and 90k damage and i havent seen a single player there to party with. maybe there are other spots too but no idea where to check. the vitality and xp is changed in a way that its the same xp with vitality as before (now on our servers) but more xp without vitality than it is now. this change would help the majority of noobs except those with runes (no improvement).
True. But we do not know when this will hit us so... BTW in Korea the Mentees Certificates are not tradable in Dimentional so maybe there will be some Exceptions for us aswell :)
Hey I can you guys tell me what changes will be for instances? I do not get the part. Honestly as i play alone (im tired of clans) i am usually douing some Kartia, daylies and bye bye :)
Supposed to be easier to exp in lindvior... also new places to level. 10 months even without any runes at all seems a far stretch. 7-8 months without runes sounds more reasonable for a semi-casual player. Someone with runes can do 1-99 playing 5-7 hours a day in 2 months or less. Also if someone was hardcore enough 99 and 0% --> 99 and 100% can be done in one month 10 hours a day.
I do 1.2~1.6%/day now, with 4 hours daily + 2 hours farming exp, and... i think this very very bored. I rly hate istancias, but if I stay 6 hours just farming exp in gf, hf or pagans, whatever, I don't will do 1.6% xp, and no drop, so = no adena
well, my ask remains... where is the official patch notes?
I want to plan my char good, wanna see the passive skills, the skills that will be removed, etc etc etc.
The problem is that the documentation that was sent to the overseas territories does not match the actual game files. That's the reason why there is no description of the new diversified class skills in the Innova EU patch notes: https://4gameforum.com/showthread.php?t=15801
NCTaiwan will probably delay the launch of Lindvior until June to gain a few weeks for figuring out what the game is supposed to do and what it is not supposed to do. They have put up a hand-made clan event for the players to pass the time until then: http://lineage2.plaync.com.tw/Event/event/130426/event.asp
What you can do is get on the Russian PTS and try things out for yourself. Here is a guide how to do this: http://boards.rochand.com/viewtopic.php?f=11&t=1041#p17837
If you want to know what skills will be removed, get on the Innova EU PTS before they update to Lindvior, make a character that corresponds to what you have right now on your live server and then diversify it after they update in May :)
Only if that open world content includes new areas with mobs that I can 1-2 shot again.
I am so sick of having to use 9+ spells to kill mobs even in solo areas. 1-2 spells was the sweet spot for maximizing hunting fun.
Even 3-4 shots would be pragmatic. (1-2 If your gear's above average)
They just need to diversify much more. It seems like once R&D reached S grade content, they just threw in the towel of creativity from there on in.:confused:
ok we will see when it comes but i have my doubts too. so far i only tried the solo mobs in orc land and its same xp as lvl 95 spots. the group spot there in orc land is impossible for me to test because those mobs gives me between 40k and 90k damage and i havent seen a single player there to party with. maybe there are other spots too but no idea where to check. the vitality and xp is changed in a way that its the same xp with vitality as before (now on our servers) but more xp without vitality than it is now. this change would help the majority of noobs except those with runes (no improvement).
I managed to solo one of the mobs on predator crossroad or w/e its called (the strong spot in orc village) and check out the xp: http://i.imgur.com/jKQ9Skp.jpg
Obviously this is not a solo area and took me over 5 minutes to kill it, but orc village is insanely better xp/hour with a full group than any other spot on the game.
I managed to solo one of the mobs on predator crossroad or w/e its called (the strong spot in orc village) and check out the xp: http://i.imgur.com/jKQ9Skp.jpg
Obviously this is not a solo area and took me over 5 minutes to kill it, but orc village is insanely better xp/hour with a full group than any other spot on the game.
oh quite nice. personally i went and face tank it with tyrr and summoner and i didnt bother to kite not like its possible, obviously you know what happened next. so it works with range if you kite like crazy and maybe half kills if works.
I managed to solo one of the mobs on predator crossroad or w/e its called (the strong spot in orc village) and check out the xp: http://i.imgur.com/jKQ9Skp.jpg
Obviously this is not a solo area and took me over 5 minutes to kill it, but orc village is insanely better xp/hour with a full group than any other spot on the game.
lots of bosses in instances are not affected by vitality only by rune
but the outside xp is better overall just not that much
Your assessment makes no sense.
How much better it is depends on how long that person spends XPing outside the instances, how they XP, what class they play (if soloing), and where they're XPing.
However, the average Nuker, Summoner, or Archer (and perhaps Tyrr) should be able to easily get as much XP as they do from daily quests on a daily basis. If they are a high playtime player (8+ hours a day), they should be able to blow the dailies out of the water with the increased XP rates (and several classes are being boosted so they'll kill faster/XP easier on top of that).
And in the screenshot above keep in mind the player has Vitality, so the number in parentheses is is closer to what you'd get if you were a high playtime player, since your Vit will probably be gone after a day or two..
no no thats not what im saying. better overall means they increased the xp to all mobs but not by much. if you spend the same times xping now as you did before, you get better xp now as you did before w/o vitality. vitality % gain is lowered but you get same xp now as before with vitality. they just increased the xp for those who xp w/o vitality outside and by lowering % of vitality its same xp for vitality users.
ps: before meaning our current update and now meaning lindvior
about that xp from orc village mobs, this is how we suppose to kill them fast http://www.youtube.com/watch?v=BXPIcvbeqY8
look at the chat log at how much xp they get so its real
problem is if you stay to get hit you get 1 shot
Are you sure we are getting those vit changes with lindvior and we didn't get them with GoD? Because I'm pretty sure since over a year ago vit has been giving a +100% exp bonus unlike innova where it seems the vit system was/is +200%, could you go kill something at SoS/Orbis/SoH to see if the exp is the same we have now?
same with spezion and whatever whatever. you do 2~3 raids of these, each instance taking from 5 to 10 minutes then you log out. show me a spot where you can gain same xp in the same short amount of time. there is none.
The time that it takes to put a party together and everyone get there and port in needs to be factored in as well. With runes and decent gear on a tyrr at 97+ you can make 12b an hour solo in a couple different spots (high dps summoner or yul could possibly do more in one of those spots) with runes. HF is almost comparable with the right party and willing tank. I do agree that currently spicula is the best exp possible if you join a party that is ready to port in.
Are you sure we are getting those vit changes with lindvior and we didn't get them with GoD? Because I'm pretty sure since over a year ago vit has been giving a +100% exp bonus unlike innova where it seems the vit system was/is +200%, could you go kill something at SoS/Orbis/SoH to see if the exp is the same we have now?
I am pretty sure that Korea's vit wasn't changed at GoD release like ours was.
The time that it takes to put a party together and everyone get there and port in needs to be factored in as well. With runes and decent gear on a tyrr at 97+ you can make 12b an hour solo in a couple different spots (high dps summoner or yul could possibly do more in one of those spots) with runes. HF is almost comparable with the right party and willing tank. I do agree that currently spicula is the best exp possible if you join a party that is ready to port in.
If you are talking about Pagans, Yul is far more better than summoner for me at this spot :/
The time that it takes to put a party together and everyone get there and port in needs to be factored in as well. With runes and decent gear on a tyrr at 97+ you can make 12b an hour solo in a couple different spots (high dps summoner or yul could possibly do more in one of those spots) with runes. HF is almost comparable with the right party and willing tank. I do agree that currently spicula is the best exp possible if you join a party that is ready to port in.
if you compare solo with groups i agree but takes the same amount of time if you make a party for outside xp or dailies. usually you find more people willing to do all the 93/95/97 dailies in bulk. from what i tested on ru PTS a summoner does not outdps a mage or archer or tyrr in solo grind.
about that xp from orc village mobs, this is how we suppose to kill them fast http://www.youtube.com/watch?v=BXPIcvbeqY8
look at the chat log at how much xp they get so its real
problem is if you stay to get hit you get 1 shot
that video shows either a really bad class balance or a well deserved nerf to archers should be coming soon if ppl think it's ok to have only archers as DD's..
could be just this vid but I've seen many pvp/epic raid vids from Korea since they have Lindvior to notice how almost all DD's in them are archers with the occasional mage and that's it..
that video shows either a really bad class balance or a well deserved nerf to archers should be coming soon if ppl think it's ok to have only archers as DD's..
could be just this vid but I've seen many pvp/epic raid vids from Korea since they have Lindvior to notice how almost all DD's in them are archers with the occasional mage and that's it..
actually i went again after i've seen the above picture with 400mil xp and tried one of those mobs with a mage. i killed about 1/4 of its hp but i went too far and the mob reset. used air raider on cooldown, blink forward and back, applied slow every time (used water stance), used both single target and mass fear on cooldown, double casting for stuns. i didnt use unleash hell fear because of its 1.7k mp but all those debuffs worked on those mobs. these mobs have quite some speed but with all the above skills, the mob couldnt catch me. you just need room to get away and not too far from mob spawn point either, dont interrupt your attacks either or they reset. considering it took me about 2-3 minutes to get 1/4 f its hp i dont see how only archers can do it, iss+healer and 5 mages can do it too. mages dont have half kills but they do considerable more dps now and its above summoners imo. btw a summoner cant blink there or do what archers/mages can do, they use summoner to sacrifice their tank pets.
another strategy i see is a bunch of daggers timing their slows and a tank running in circles using aggression. one mistake and you are 1 shot. probably the tank is 2 shots, no idea but mobs hit for around 90k-100k on light armor or robe.
that video shows either a really bad class balance or a well deserved nerf to archers should be coming soon if ppl think it's ok to have only archers as DD's..
could be just this vid but I've seen many pvp/epic raid vids from Korea since they have Lindvior to notice how almost all DD's in them are archers with the occasional mage and that's it..
That's just a normal archer XP party. Notice how they don't have a tank, so they have to take ranged DDs. For ranged XP groups archers are a lot better than mages/summoner due to traps, slow shot, half-kill, stun, recoil shot, etc.
I saw another video from orc village XP with a full mixed group (tank, iss, healer, warrior, dagger, archer and necro) and they were killing much faster than this group.
Also watch the epic istina/tauti video from his channel and you'll notice like 80% of DDs are summoners.
That's just a normal archer XP party. Notice how they don't have a tank, so they have to take ranged DDs. For ranged XP groups archers are a lot better than mages/summoner due to traps, slow shot, half-kill, stun, recoil shot, etc.
I saw another video from orc village XP with a full mixed group (tank, iss, healer, warrior, dagger, archer and necro) and they were killing much faster than this group.
Also watch the epic istina/tauti video from his channel and you'll notice like 80% of DDs are summoners.
archers have good damage and lethals but mages have better control skills and the damage is quite high too because of devils curse, increased power of skills, more passive m.atk and reduced cooldowns for some skills. if i alone can control one mob, 2 mages can probably perma fear these mobs and one with water (slow) and one with wind (push) helps too. then from 2 to 7 you fill the party with whatever...
that video shows either a really bad class balance or a well deserved nerf to archers should be coming soon if ppl think it's ok to have only archers as DD's..
could be just this vid but I've seen many pvp/epic raid vids from Korea since they have Lindvior to notice how almost all DD's in them are archers with the occasional mage and that's it..
Why's it not ok to have an archer only party? This game has never required you to have a mix of dd's ever. (thanks god). Archer groups in pytan, IT, mos w/e was fun. Same with titan/dread groups in HB.
actually i went again after i've seen the above picture with 400mil xp and tried one of those mobs with a mage. i killed about 1/4 of its hp but i went too far and the mob reset. used air raider on cooldown, blink forward and back, applied slow every time (used water stance), used both single target and mass fear on cooldown, double casting for stuns. i didnt use unleash hell fear because of its 1.7k mp but all those debuffs worked on those mobs. these mobs have quite some speed but with all the above skills, the mob couldnt catch me. you just need room to get away and not too far from mob spawn point either, dont interrupt your attacks either or they reset. considering it took me about 2-3 minutes to get 1/4 f its hp i dont see how only archers can do it, iss+healer and 5 mages can do it too. mages dont have half kills but they do considerable more dps now and its above summoners imo. btw a summoner cant blink there or do what archers/mages can do, they use summoner to sacrifice their tank pets.
another strategy i see is a bunch of daggers timing their slows and a tank running in circles using aggression. one mistake and you are 1 shot. probably the tank is 2 shots, no idea but mobs hit for around 90k-100k on light armor or robe.
@ Bolded: Elaborate, please.
Why's it not ok to have an archer only party? This game has never required you to have a mix of dd's ever. (thanks god). Archer groups in pytan, IT, mos w/e was fun. Same with titan/dread groups in HB.
That was years ago. GoD has moved away from those types of setups, and the party synergy buffs among other things signals that NCSoft wants diversified party setups. Also, that was also when MOBs were statted in a way that they were either favorable to one type of damage or another.
Remember Hellbound and mages? That simply doesn't happen in GoD, because the Devs obviously want diversified party setups.
When something like this becomes FoTM it influences class distribution (forward looking players will not play a class that will have trouble leveling at the level ranges that actually take time) and can essentially lock other classes out of some leveling spots as players (i.e. support classes) will not take a worse party setup when they are high priority and can wait for something better...
whats there to say, the fact that with 20% p.atk buff as dark elf and newer pets with some more patk than cougars and naviarope transform you kill things slower than a mage? yea thats about it, you need cc to actually kill fast and you need to crit all the time and doesnt happen. personally i was living with the impression that summoners are very high dps but at that lvl, a mage with no bless aq or baium and no dyes at all kill things faster. still nice improvement to summoners because you can use marks more often and personally i like trick to make skills fail. you can spam marks for quite nice damage but since summoners are mostly for lazy ppl i dont see how anyone will bother in pve.
no no thats not what im saying. better overall means they increased the xp to all mobs but not by much. if you spend the same times xping now as you did before, you get better xp now as you did before w/o vitality. vitality % gain is lowered but you get same xp now as before with vitality. they just increased the xp for those who xp w/o vitality outside and by lowering % of vitality its same xp for vitality users.
ps: before meaning our current update and now meaning lindvior
AFAIK, the exp/vit change goes as follows. In Lindvior the vit bonus will be lowered from 300% to 200% (notice that here we already have 200% bonus), but the final exp you get won't be affected. This means that the base exp from mobs will be greater to compensate the vit change. This also means that the exp you will get by hunting w/o vit will also be greater.
Example.
With vit.
Pre lindvior. 100000 base exp + 300000 (300% vit Bonus) = 400000 exp per mob.
Lindvior . 133333 base exp + 266666 (200% vit bonus= 400000 exp per mob.
w/o vit.
Pre lindvior. 100000 base exp per mob
Lindvior. 133333 base exp per mob
whats there to say, the fact that with 20% p.atk buff as dark elf and newer pets with some more patk than cougars and naviarope transform you kill things slower than a mage? yea thats about it, you need cc to actually kill fast and you need to crit all the time and doesnt happen. personally i was living with the impression that summoners are very high dps but at that lvl, a mage with no bless aq or baium and no dyes at all kill things faster. still nice improvement to summoners because you can use marks more often and personally i like trick to make skills fail. you can spam marks for quite nice damage but since summoners are mostly for lazy ppl i dont see how anyone will bother in pve.
My Feoh and Wynn are the same level, so I'm always interested in experiences.
Summoners aren't going to experience the type of boosts some are expecting, because they are going to be slightly worse off in some scenarios compared to now.
I'm just surprised that you say a Wizard outdoes a Summoner (at same level) in PvE damage output...
That being said, there are scenarios still where Summoners are simply much safer to level efficiently than Wizards. There are more scenarios like that then the opposite. That is why they are popular among PvE'rs. Also, they don't simply drop dead to some classes when ganked, the way a Wizard can...
i dont remember right now which dark elf summoner pet has hate and what was in the video but i think that summoner you saw in the video was also taken for this reason, to sacrifice his pets as tanks because as you say they were dying one after another. a player dying over and over again is gonna make his shilen breath go up in lvl very fast.
i dont remember right now which dark elf summoner pet has hate and what was in the video but i think that summoner you saw in the video was also taken for this reason, to sacrifice his pets as tanks because as you say they were dying one after another. a player dying over and over again is gonna make his shilen breath go up in lvl very fast.
Those pets seemed like they were attacking from range, which would make them not the same pet that has the Hate. It's possible they were simply pulling agro and dying. If the new summoner tank pet attacks from across the street, then I guess that's pretty **** awesome... ...
Additionally, Summoners really aren't for lazy people. Not everyone wants to spend 5-8 hours leveling by blinking to kingdom come and back. Mage is just too annoying to level in "challenging" areas compared to a lot of other classes, not just summoners. There are daggers plowing LGoG with L1 Buffs solo while a Mage would have to blink constantly to avoid the melee or risk dying over and over again. Tyrr Warriors, and Archers can also solo there, I've seen it, and obviously Wynn Summoners.
The damage buff to mages is nice, and the range increase will mitigate that somewhat, however it will not change the fact that they are paper and have to play in what many people consider a twitchy and annoying way in scenarios where other classes are much more laid back.
The only places where a summoner can be truly lazy and XP, are the same easy/trivial places where a Feoh can do the same. Have your Nostromo spam your 3 AoEs and press next target here and there and it's no different than leveling a summoner with pets on defend in those places...
So, while on one hand your experience of superior DPS output on the Feoh is somewhat salivating to hear, my experience are that I am much more likely to sit in front of the computer for an extended play session leveling the Summoner than I am the Wizard, because the gameplay is less twitchy and more laid back. The Archer is actually almost a carbon copy of the Feoh from that perspective, but he is more hardy.
with summoner many times i just press next target and pet attack and it works, thats why i said for lazy ppl :)
archers tend to be more like mages but personally i cant control them the same as mages, with all the traps and blinks.
anyway, despite my lag on that pts here is my fail video to demostrate that not only archers are viable there. im basically killing with the lowest matk class, sps doesnt have passive matk in lindvior not that it has any dyes or retributer. im also using the skills with the lowest power because of fast cast. http://www.youtube.com/watch?v=N5KjvyI46uo
with summoner many times i just press next target and pet attack and it works, thats why i said for lazy ppl :)
archers tend to be more like mages but personally i cant control them the same as mages, with all the traps and blinks.
anyway, despite my lag on that pts here is my fail video to demostrate that not only archers are viable there. im basically killing with the lowest matk class, sps doesnt have passive matk in lindvior not that it has any dyes or retributer. im also using the skills with the lowest power because of fast cast. http://www.youtube.com/watch?v=N5KjvyI46uo
2 Words define what archers will be able to do pve wise on the high lvl zones that mages won't: "Pinpoint Shot".
But i actually found the archer easier to control than the mage... I guess it's personal taste after all, and that orc zone is gonna be like heaven for the archers.
And for group xp any party w/ rogue + tank = win.
2 Words define what archers will be able to do pve wise on the high lvl zones that mages won't: "Pinpoint Shot".
But i actually found the archer easier to control than the mage... I guess it's personal taste after all, and that orc zone is gonna be like heaven for the archers.
And for group xp any party w/ rogue + tank = win.
mages wont? oh well just proved with the 'worst' mage from all with no sonatas, no subclass passives, no clan skills, no baium/aq.
go ahead and try it with archers, my average was 1 half kill per mob with all the resets and 6 sec reuse on pinpoint and sometimes no lethal lands. traps do work but long reuse, slow and push back rarely works and blinks dont have low reuse. it makes you run a lot more but you cant outrun those mobs, they catch you and if you dont shoot for sometimes they reset so its lose lose if luck is not with you. the funny thing, w/o lethal they kill as fast or slow as mages. heaven... is not what i describe soloing as archer there, its more like a nightmare for me compared with mages. ask randomnab he might have much better experience playing archers but can probably tell you its not easy.
but if you have someone else taking the aggro sure it works better with archer in the long run and probably better with dagger but didnt try it, also more archers equals more chances to lethal.
mages wont? oh well just proved with the 'worst' mage from all with no sonatas, no subclass passives, no clan skills, no baium/aq.
go ahead and try it with archers, my average was 1 half kill per mob with all the resets and 6 sec reuse on pinpoint and sometimes no lethal lands. traps do work but long reuse, slow and push back rarely works and blinks dont have low reuse. it makes you run a lot more but you cant outrun those mobs, they catch you and if you dont shoot for sometimes they reset so its lose lose if luck is not with you. the funny thing, w/o lethal they kill as fast or slow as mages. heaven... is not what i describe soloing as archer there, its more like a nightmare for me compared with mages. ask randomnab he might have much better experience playing archers but can probably tell you its not easy.
but if you have someone else taking the aggro sure it works better with archer in the long run and probably better with dagger but didnt try it, also more archers equals more chances to lethal.
But even so you were forced to use water a stranger element for most mages... Did you try wind to see if their knockback works or the results are the same as with archer?
mages wont? oh well just proved with the 'worst' mage from all with no sonatas, no subclass passives, no clan skills, no baium/aq.
go ahead and try it with archers, my average was 1 half kill per mob with all the resets and 6 sec reuse on pinpoint and sometimes no lethal lands. traps do work but long reuse, slow and push back rarely works and blinks dont have low reuse. it makes you run a lot more but you cant outrun those mobs, they catch you and if you dont shoot for sometimes they reset so its lose lose if luck is not with you. the funny thing, w/o lethal they kill as fast or slow as mages. heaven... is not what i describe soloing as archer there, its more like a nightmare for me compared with mages. ask randomnab he might have much better experience playing archers but can probably tell you its not easy.
but if you have someone else taking the aggro sure it works better with archer in the long run and probably better with dagger but didnt try it, also more archers equals more chances to lethal.
Really an Archer would be way superior to that mage with the same type of setup. It's really not hard to play an Archer. Once you land slow shot it becomes trivial, and that lasts for 1 minute not just 3 seconds or so.
Archer would do way better damage, as well, and of course if you land just one half kill that's a huge boost in kill speed over a Feoh.
But even so you were forced to use water a stranger element for most mages... Did you try wind to see if their knockback works or the results are the same as with archer?
i wanst forced, i use water because its the most consistent element. if i was to rely knockbacks id be dead a lot more, same with fear or root. slow fails too but not that much as the other elements.
There are items which increase the knockback landrate.
In any case the XP you got from that mob is terrible when you consider how **** long it took you to kill it. Could have soloed easier MOBs and got close to that with *much* less risk, if any at all.
Those are group mobs, and in a group setup an archer group will run circles around a Mage group. That group setup is just massively better than a mage group could ever hope to be.
There are items which increase the knockback landrate.
In any case the XP you got from that mob is terrible when you consider how **** long it took you to kill it. Could have soloed easier MOBs and got close to that with *much* less risk, if any at all.
Those are group mobs, and in a group setup an archer group will run circles around a Mage group. That group setup is just massively better than a mage group could ever hope to be.
Agreed. One mage and 2 or 3 archers might be a decent ranged xp grp since the mage can add additional debuffs, but an all mage group would suck.
Really an Archer would be way superior to that mage with the same type of setup. It's really not hard to play an Archer. Once you land slow shot it becomes trivial, and that lasts for 1 minute not just 3 seconds or so.
Archer would do way better damage, as well, and of course if you land just one half kill that's a huge boost in kill speed over a Feoh.
half kills happens but its between 0 and 2 on a mob. if you land it in the beginning its nice but if its near the end its like nothing. superior only in terms of half kill because with skills archers do same damage if not less as mages. my archer autoattack is 400-600 damage, crit over 3k-4k (no cc involved), skill crit over 6k and one time with lethal was 11k but with mages i got many 6k-8k crits in those tests. i still need a proof tho, if magic crit damage from rings actually works. so far on archer all skill crit are exactly 2x non crit damage so there is no pcrit damage involved in skills only on auto attacks.
There are items which increase the knockback landrate.
In any case the XP you got from that mob is terrible when you consider how **** long it took you to kill it. Could have soloed easier MOBs and got close to that with *much* less risk, if any at all.
Those are group mobs, and in a group setup an archer group will run circles around a Mage group. That group setup is just massively better than a mage group could ever hope to be.
you are given tauti and earth wyrm rings to every character, both of them seems useless on mages and one of them has increase knockback/knockdown attack. those have stats more for physical classes and the knockback increase for mages seems to not make a difference. still waiting for aq/baium to test.
if you look at the korean trio, iss+healer+archer they kill as slow as mage if no lethal lands and the archer still manage to die because as i said archers dont have that kind of control sometimes and mobs can catch you.
personally i havent seen mobs that gives you 220mil-440mil xp all together in 5 minutes or less solo in other areas. anyway who makes exclusive archers or mages groups? i bet a dagger will do lethals as 3 archers together because i have the impression that pin point has reduced half kill rate or maybe its the mob not allowing it. a tyrr has armor destruction and last attack has no cooldown. a mage has decent slow and some other debuff like p.def and fear besides damage. archer debuff increase magic damage too. i see all classes useful, why would anyone want to go 5 archers or 5 mages there?
one more thing if you notice those archers kill only melee mobs, there are range mobs too in that area but they dont touch them. those range mobs hit harder than melees, for over 100k a hit. so far i havent seen any group setup killing them but might involve other setups.
i've seen a mixed group today on pts, the way they killed mobs was with sk paralyze, dagger paralyze, summoner root from cubic, iss root, binding. takes a lot of coordination tho. i manage to get sonatas too on archer today and was much better for the speed. with no sonatas and with slow on them those mobs still catch me. was much better to kite, easy as mages if your debuffs lands.
it last a bit, i think it was 2 or 3 sec but enough to not let mob get to someone and kill it. what is that place where you xp with no difficulty and feoh run for life? probably not in orcland where the only xp you get as summoner is in group or ksing someone. at solo mobs that no class has difficulties if a summon crit is around 20k, lets assume 40k because there are 2 summons, i crit for over 100k a skill and skills crit often. if you enchant your speed skill you have perma speed buff and run from mob to mob, use blinks every few seconds, double cast every minute and something. that is one by one, at aoe there is no chance for summoner. i dont need to prove in damage number but in number of mobs killed in the same time and its slower on summoner, from the random mobs i've killed around. anyway i dont care about summoner dps im just glad mages are not behind as others believe... omg no mage they do no dps... lol.
Even 3-4 shots would be pragmatic. (1-2 If your gear's above average)
They just need to diversify much more. It seems like once R&D reached S grade content, they just threw in the towel of creativity from there on in.:confused:
FoG/Lair/Pagans/Hellbound were amazing in their day. Could train whole areas, pole them down for amazing EXP/Money for little effort. They were coveted and fought for often. However, for whatever reason AoE exp was considered "bad" and they made it undesirable as possible. Field Multi-HP elemental weak mob hunting grounds like Hotsprings/Dragon Valley have seemingly been abandoned as well.
FoG/Lair/Pagans/Hellbound were amazing in their day. Could train whole areas, pole them down for amazing EXP/Money for little effort. They were coveted and fought for often. However, for whatever reason AoE exp was considered "bad" and they made it undesirable as possible. Field Multi-HP elemental weak mob hunting grounds like Hotsprings/Dragon Valley have seemingly been abandoned as well.
Yep, it all started with "big boom" parties out in tanor canyon back in the day, SwS pulls the entire field on strider, warsmith's could remain on the other side of the field; leave his boom by the party and balloon everyones XP up the ying yang without taking a drop. This process continued at ancient battlegrounds. Heck, it even was done in the catas before class specific polearm passive masteries were introduced. You could put a pole in any hands and they became useful. That was good times...
Also I've yet to be out DPS'd by a feoh on a summoner especially since where I can exp with minor difficulty, a feoh is running for dear life.
He's talking about Lindvior, not now. Feoh and Wynn both got some changes in Lindvior - Feohs moreso than Summoners. I'm skeptical of Feohs out DPSing Summoners, myself.
Additionally, a Wynn Summoner cannot solo those mobs, at least not in any decent way compared to a Feoh or Yul. The Summoner would die, because the pets would get chain killed and they have limited ways of keeping the MOB off of themselves or avoiding its attacks outside of some relatively lengthy (for the situation) cooldowns/CCs. The Achilles heel of that class: any MOB the pets canot tank decently.
He's talking about Lindvior, not now. Feoh and Wynn both got some changes in Lindvior - Feohs moreso than Summoners. I'm skeptical of Feohs out DPSing Summoners, myself.
Additionally, a Wynn Summoner cannot solo those mobs, at least not in any decent way compared to a Feoh or Yul. The Summoner would die, because the pets would get chain killed and they have limited ways of keeping the MOB off of themselves or avoiding its attacks outside of some relatively lengthy (for the situation) cooldowns/CCs. The Achilles heel of that class: any MOB the pets canot tank decently.
FoG/Lair/Pagans/Hellbound were amazing in their day. Could train whole areas, pole them down for amazing EXP/Money for little effort. They were coveted and fought for often. However, for whatever reason AoE exp was considered "bad" and they made it undesirable as possible.
And for good reason.
@ Bolded: Before those places were Revamped, they were all biased against Mage Classes.
Additionally, in many cases you weren't doing an XP "group" in those places. You were getting PL'd by the one Polearm class killing everything while everyone else sat in a corner, cause they literally weren't needed anyways. As long as he had Buffs, Songs, and Dances he was fine...
They didn't make poling undesireable. You can still do it. It's just a bit more difficult because the game mechanics aren't as cheesey as they were back then (VR without a trigger chance, stacking attribute to wittle MOB dmg down to quite low levels, etc.) and MOBs hit comparatively harder in the more lucrative XP zones now, so you need more than full dark (or whatever) resist on baseline armor to do it.