Feohs in "INTRODUCING THE POWER" / early 2017

Feoh Wizard Started Last reply 25 posts
There's a new update in Korea called "Introducing the Power", among other things also targetting an update/boost of the Feoh Wiz classes. It should hit our servers around March/April 2017 and here's the compiled info I could find.

If you see any mistakes or have additional info, post here. I will update this thread when new info becomes available.

ALL FEOHS:
- Arcane Barrier and Wizard Spirit will be changed to Toggle skills (eating some MP per sec)
- Dark and Holy stances added, changed so that each Feoh type is limited to only 2 elements (Archmage = still can choose between 4 Elements)
- Re-naming and changes/upgrades (?) to Elemental Spike, Elemental Crash, Devils Curse, Mass Devils Curse, Unleash Hell, Mass Unleash Hell (dunno details)
- Elemental Destruction deleted and replaced by individual versions for each Feoh with different debuffs (still same slow castime 6.7 sec and same Power, not sure if trigger effect for Buster has been upgraded too, until now only MM had 100%)
- Elemental Blast (AOE) = deleted!
- Changes (dunno which exactly) to Double Casting, also enchant route changed to Shield/Mana Shield (no more Time-option?)

ARCHMAGE:
- passive Superior Wizardry changed, example on lv. 102 it gives: Matk +30%, PDF +796, McritDmg +10%, Cooldown -5% (old effect on lvl 102: 15% Matk, 10% Debuff resistance)
- can choose between Fire (+20% Matk) / Water (-5% Cooldown) / Earth (+796 pdef) / Wind (+10% MCritDmg)
- Destruction still AOE, -20% Mdef on targets and something else I cannot translate
- Buster: Fire = ?(Fear?), Water = Single target Freeze, Wind = Knockback (aoe?), Earth = Hold (aoe?)

STORM SCREAMER:
- passive Superior Wizardry changed, example on lv. 102 it gives: Matk +30%, Skill Power +5%, McritDmg +10% (old effect on lvl 102: Matk +26%)
- can choose Dark (+5% Skill Power) / Wind (+10% McritDmg)
- Destruction still AOE, -20% Mdef on targets and something I cannot translate
- Buster: Dark = additional dmg against single target, Wind = AOE Sleep + cancel target

SOUL TAKER:
- passive Superior Wizardry changed, example on lv. 102 it gives: Matk +30%, PDF +796, Skill Power +5% (old effect on lvl 102: 15% Matk)
- can choose Earth (+796 Pdef) / Dark (+5% Skill Power)
- Curse Gloom deleted but effect integrated in Elemental Crash (so u save the extra cast)
- Destruction still single, reduces all elemental resists of target by 25
- Buster: Dark = additional dmg against single target, Earth = AOE Knockdown
- New Summon on lv.99 with AOE Attack/Debuff (doesn’t require a target)
- Does not get the Arcane Barrier Toggle but keeps Transfer Pain

MYSTICE MUSE:
- passive Superior Wizardry changed, example on lv. 102 it gives: Matk +30%, 5% Damage reduced (I think), Cooldown -10% (old effect on lvl 102: 15% Matk, Cooldown -10%)
- can choose Water (-5% Cooldown) / Holy (-5% Damage)
- Destruction still single, -20% Mdef, reduces Speed/Attackspeed by 40%
- Buster: Water = AOE Freeze, Holy = AOE Stun

SOUL HOUND:
- someone else may add it.

***
Source: http://boards.rochand.com/viewtopic.php?f=52&t=1694
Thx to Yidao for sharing this info on Rochand
we take this update after 1 years . w8 :p:p:p
Its good but not enough...
To matter and to feel those changes mobs and rb shoud be nefert for mdef.
This is the change that can fulfill my expectation.
Can anyone provide more pictures regarding the new looks of the improve weapons like tauti etc since I saw that they looked a bit better specially that shadow bow
update/correction:
Wizard Spirit will not be a toggle skill, but an automatic trigger skill when using the new Double Casting.
all 5 secs the new Wiz Spirit (= Mana Burst) triggers to a higher lvl giving more MATK starting from 50% up to 100%. Also it resets the cast time of Arcane Comet.
update/correction:
Wizard Spirit will not be a toggle skill, but an automatic trigger skill when using the new Double Casting.
all 5 secs the new Wiz Spirit (= Mana Burst) triggers to a higher lvl giving more MATK starting from 50% up to 100%. Also it resets the cast time of Arcane Comet.

Wrong. Wizard spirit is renamed to Essence of Mana or w/e and becomes toggle but not giving +50% mdef anymore. The skill that's triggered by the new Casting burst or w/e its named here (old Double casting) is another one (Mana burst), using the wizard spirit's icon, coming in 4 levels increasing your matk up till 100% on last level.
Wrong. Wizard spirit is renamed to Essence of Mana or w/e and becomes toggle but not giving +50% mdef anymore. The skill that's triggered by the new Casting burst or w/e its named here (old Double casting) is another one (Mana burst), using the wizard spirit's icon, coming in 4 levels increasing your matk up till 100% on last level.
Okay, thanks for clarification!
So we can have Wiz Spirit + new Double Cast + that new Trigger on ? Sounds like a lot of MATK.

If you have other corrections/updates, pls. post here.
Ok sure:

- Arcane Barrier and Wizard Spirit will be changed to Toggle skills (eating some MP per sec)

Arcane barrier is toggle eating they are saying 50mp/sec but it looks like 50mp per tick (i think around 150mp/sec) - you get out of mp pretty fast! I consider this a nerf.

Double casting is nerfed too. As I said its something like Casting burst now giving all the previous perks without actually the ability to cast two spells at once.

Depending on the archetype and attribute used some elemental destruction skills and elemental burst skills are single target or aoe.

About necro, the way I saw it, the lv99 summon has around twice the hp of the skeleton, and better pdef/mdef.

About soulhound, his burst when you are on dark is instant teleport to the target, and his fire burst is aoe and giving burn effect (same as archmage's). This burn does insane dmg to mobs, like 4-5k per tick (3x in 1sec?).

All in all we are getting more matk, nicely diversified archetypes, all having nice things and worth to be checked, but in my opinion double casting deletion is super bad for us. I like these different effects on different stances but its super bad if (for sure we will be) we have to be using the same attribute on weapon as the stance. If they change this you can fastly switch depending on the situation.

Another thing worth mentioning maybe, is when you switch stances you are getting a buff giving you bonus in attribute attack (20-100 iirc). If you switch from dark to earth back and forth you end up with 100 attribute attack more.
Can anyone posts the pictures of the improved tauti,kelbim and shadow weapons thanks in advance
gathering of Off-Topic champions in my thread :(
Arcane barrier is toggle eating they are saying 50mp/sec but it looks like 50mp per tick (i think around 150mp/sec) - you get out of mp pretty fast! I consider this a nerf.

Double casting is nerfed too. As I said its something like Casting burst now giving all the previous perks without actually the ability to cast two spells at once.
Hell that sounds rly ***ed up.

How is the reaction in Korea from the playerbase?
The improvements overweight the nerfes?
Are Feohs happy with the update and with the changes all in all ?
There need to be 3 big changes to the game to fix Feoh class.

1) Across the board magic defense nerf.

2) Increase the spell power of all Feoh spells.

3) Get rid of the square root in the magic damage formula. This was such a stupid way to calculate magic damage and this should have been changed 16 years ago. In fact there never should have been a square root in the first place. This is just so mind numbingly dumb I have no idea how a professional game developer could have possibly thought this was a good idea. Maybe an intern who was super into square roots designed the mage class 16 years ago.

Honestly we'd be better off if double casting was removed entirely and our damage was simply increased across the board.

Making arcane barrier into a toggleable was a terrible idea. We already have mana issues. Arcane barrier should have simply been turned into a passive that activates if we would have died and then makes us immune to all damage for 10 seconds.

There is another big change that needs to happen to fix the game for everyone, and this change must be implementing a maximum damage threshold such that no player can take more than x% of their max hp total in damage per hit. No more stupid one shot kills for any reason.
Honestly we'd be better off if double casting was removed entirely and our damage was simply increased across the board.

More or less this is what's happening with next update.

Making arcane barrier into a toggleable was a terrible idea. We already have mana issues. Arcane barrier should have simply been turned into a passive that activates if we would have died and then makes us immune to all damage for 10 seconds.

Wow, your suggestion would be a terrible nerf, haha
Also note Arcance Barrier toggle will make us immune to 95% (instead now 90%) to damage and only 5% dmg to mana.
With this toggle on, no more being one-shot out of hide from some YUL.
Wow, your suggestion would be a terrible nerf, haha
Also note Arcance Barrier toggle will make us immune to 95% (instead now 90%) to damage and only 5% dmg to mana.
With this toggle on, no more being one-shot out of hide from some YUL.

Even if so, by the time he decides to hit you, you would be out of mana with this mp drain speed of the skill ;) Now imagine being targetted by 1 party when you are on arcane barrier. Or more;) You go out of mana in an instant and dead, the same as the situation is currently actually.
Even if so, by the time he decides to hit you, you would be out of mana with this mp drain speed of the skill ;) Now imagine being targetted by 1 party when you are on arcane barrier. Or more;) You go out of mana in an instant and dead, the same as the situation is currently actually.
Is that mana drain from the toggle so bad? Do you play on korean servers so you experienced it yourself ?

About being targetted by 1 party:
Sure Arcane doesn't help after the update, just as it doesn't help against it now. After the update you will survive 0,2 secs (5% drain) where now you survive 0,1 sec (10% drain) ;)
No I am not, but looking at 4r4m's videos from KR PTS when the patch was introduced there, you can see that it looks pretty bad. Might be because he is low level with low mp and no items, but at least it does look bad in his case. Idk but it all in all might be worse than now, if you can be perma on arcane barrier currently. You will get less damage for a time but would be w/o mana sooner, which means that you would sooner start to get full damage. I am anxious for us to get the patch tho, whatever the changes are for us.
I dont know if you did notice...in next cap is a big nefert on iss wizard harmony that will affect ireversible gamplay.

What we have now:
Wizard Harmony:
For 30 minutes, the selected party member's M. Atk. + 40%, M. Critical Rate + 100%, Casting Spd. + 8%, P. Atk. + 8%, Atk. Spd. + 8%, Speed + 8, M. Def. + 14%, MP Recovery Bonus + 20%, MP Consumption for magic skills - 15% and physical skills - 5%, and Cooldown - 20%.

What will be in next cap:

Wizard Harmony LvL1:
For 30 minutes, the selected party member's M. Atk. + 30%, M. Critical Rate + 100%, Casting Spd. + 15%, MP Consumption for all skills - 15% and Cooldown - 20%.

Wizard Harmony LvL2:
For 30 minutes, the selected party member's M. Atk. + 45%, M. Critical Rate + 100%, 10% of the magic critical power, 15% of the magic spell, Casting Spd. + 15%, MP Consumption for all skills - 20% and Cooldown - 20%.

They nefert Lvl 1 harmony....but for the first time on lvl 2 Wiz we will have Mcrit damage. However, Warior Harmony was improved too from 35% pcrit damage to 70% pcrit damage :) Nice job ncSoft...tyrrs needed a boost indeed.

Conclusion is...they give us with 1 hand but in the same time they took from us with 2 hands.
Gl getting in a party ...any party... on this update.
well we won't be getting the ISS update's.
so there won't be any harmony lvl 2
They nefert Lvl 1 harmony....but for the first time on lvl 2 Wiz we will have Mcrit damage. However, Warior Harmony was improved too from 35% pcrit damage to 70% pcrit damage :) Nice job ncSoft...tyrrs needed a boost indeed.

Conclusion is...they give us with 1 hand but in the same time they took from us with 2 hands.
Gl getting in a party ...any party... on this update.

In regards to the tyrr "boost" as you call it, its actually only a 5% critical damage boost because P. Critical damage was nerfed from one of the Melody buffs, so in total it only adds 5% IIRC. I looked at the differences and I really looks about the same for Tyrrs.
My bad KissThis :)...I cant be right all the time.

Yes, we will not get iss update now...but it will come eventually in NcWest too.
I dont know if you did notice...in next cap is a big nefert on iss wizard harmony that will affect ireversible gamplay.

What we have now:
Wizard Harmony:
For 30 minutes, the selected party member's M. Atk. + 40%, M. Critical Rate + 100%, Casting Spd. + 8%, P. Atk. + 8%, Atk. Spd. + 8%, Speed + 8, M. Def. + 14%, MP Recovery Bonus + 20%, MP Consumption for magic skills - 15% and physical skills - 5%, and Cooldown - 20%.

What will be in next cap:

Wizard Harmony LvL1:
For 30 minutes, the selected party member's M. Atk. + 30%, M. Critical Rate + 100%, Casting Spd. + 15%, MP Consumption for all skills - 15% and Cooldown - 20%.

Wizard Harmony LvL2:
For 30 minutes, the selected party member's M. Atk. + 45%, M. Critical Rate + 100%, 10% of the magic critical power, 15% of the magic spell, Casting Spd. + 15%, MP Consumption for all skills - 20% and Cooldown - 20%.

They nefert Lvl 1 harmony....but for the first time on lvl 2 Wiz we will have Mcrit damage. However, Warior Harmony was improved too from 35% pcrit damage to 70% pcrit damage :) Nice job ncSoft...tyrrs needed a boost indeed.

Conclusion is...they give us with 1 hand but in the same time they took from us with 2 hands.
Gl getting in a party ...any party... on this update.

The nerf will be felt only on warriors classes, that use wizard harmony to counter mages in oly/pvp. For others that actually use it by default, will be even. So no loss at all, imo.

About the loss of mp recovery bonus and speed increase, almost every mage (feoh, sayha, healers) has a way to increase their movement speed be by selfbuffs or OE routes, and the recovery is enough coming from set OE.

Yet to see how many main SwS's will be left on each server after this Iss update, yolo.