Posts by DayToEnd

    Multiple threads already topic, specially for tanks, it doesn't feel satisfying to pimp a tank class further then necessary. While all DDs and heal gain additional strength in form of stronger buffs or just plain damage, the tank class is fairly simple. Either you build enough aggro and survive the pulls, or you don't. Beyond the point where you satisfy these conditions, you gain almost no benefit of increasing your gear further, specially since the requirements for tanks (appart from grafu endboss) really aren't set that high compared to other classes. Additionally there are just a few class combinations that can assist the group beyond just taking the damage, since the armor reduction skill that is part of the main kit, is completely overwritten by the priest debuff and therefore only usefull in really rare cases. I think only knight/warrior and the weaker uptime of knight/champion can actually buff raid damage not taking this debuff into consideration.


    For starters i would love to see a change of armor reduction debuff to be seperated from priest debuff. Additionally change the stacks from multiple uses of the skill to be applied by using the holy sigils on the target. That gives one another choice (shield; damage reduce, burst of damage or new: armor reduction). Since a new armor debuff would have a mayor impact onto class balance, one would have to adjust the strength of priest debuff or simply change the debuff nature to a general (or physical) damage increase onto the mob afflicted.


    On the same page i would recommend to give the judgement skill a higher aggro modifier. As of now, only the knight/warrior would ever use it to apply the damage increase debuff.

    The impact of these changes would give tanks the opportunity to quickly build up aggro, or if they have enough aggro (prolonged fight or strong enough gear to quickly build enough aggro), to assist their groups damage output.


    Expanding on this, i'd love to have some more uniqueness for the different class combinations. I want to list their identity aswell as good changes to their current kit. I want to list some ideas for the most played combinations of mine. I bet one could easily expand this to the other combinations, though i don't have enough experience to give good suggestions for those.


    Knight/Warrior - The best choice for mellee heavy groups - Strong protection for other close combat fighters. This holds already true, though limiting the level 60 elite skill to the group and not raid, makes group building a little harder then necessary. Just expand this to the whole raid and all is fine.

    Knight/Mage - Best AoE Aggro (and maybe best aggro in general) - While this might not be a good callout for myself, since it's my most played tank class - The tankiness for this level of aggro generation is insane. While i like the retaliation damage of manashield, holy field already acts as your aoe aggro tool. It kind of feels like this class combination should be alot less tanky for what it's able to do.


    Knight/Champion - Strong AoE crowd control and interrupts - While single target aggro overall seems a little low and short time protection skills make you less tanky then other combinations, the combination of level 50 eliteskill to pull mobs around you to your position and constant aoe interupts make this class combination perfect whenever one needs to interupt multiple enemies. My main point of critic is the level 70 elite skill. 30s cooldown for a 10s buff that increases damage taken by 2-8% seems really underwhelming. While it can actually be usefull for the final boss in ice dwarf kingdom, i'd say either increase the buff duration or lower the cooldown. On top of this, i'd change the nature of this skill to be a small aoe to perfectly pair it with your already normal rota of pulling enemies towards you and interupting them. To really go big into this role, you should think about making the effect of armor reduction debuff into an aoe for this class combination only.


    Knight/Priest - Support Tank - Specially in Origin this class combination shows it's strength. While taking over priest buffs on top of an armor/mres buff and having a battle rezz at his disposal one can really help out in the raid. On Stamina skaling aoe heals already give this combination a really nice identity and i wouldn't change anything apart those general changes.


    Knight/Druid - Support Shield Tank and AoE roots - This class seemed to be the go-to tank class combination for many. Specially during DC times. While i appreciate the shields, heals and additional Stamina of this class, it's aggro generation and rooting abilities seemed to be weak in my eyes. I guess the main issue for me was the to low range of Light chains (range of 50). This should definetly be increased to atleast 80 or 100 to match the range of crosssword. if you decide to go for a range of 100, you should also match the level 45 elite skill which is the combo skill. Also 10s cooldown seems to be a little long, though this might be the effect of raids being strong enough to kill groups fairly quickly. Lastly is the effect of level 60 elite skill. while it is nice to have a 5% patk/matk buff, it feels strange. I'd much rather change the nature of this to be a armor/mres reduce on targets affected by the level 45 elite skill on top of light chains.


    Might add further class combinations later, if you want.

    To be honest, Magical Perfume seems to be a mayor problem, way more then boots or any other stuff since it affects all players that actively farm or run inis (specially new/small players). Every single guild I played in had perfume as a must have, specially since aoe quick casts on cursor position is blocked by lootable mobs. If you implement a budget option for this, it would be fine, but the price increase should only be AFTER you implemented an alternative. And quite honestly this is the 3rd instalment of tuning the eco against the players in a row (1. Mayor decrease in AC income; 2. reducing AC to Dias by 75%), though this one actually hits people that are still limited to nostalgia inis. An increase of 1250 Dias means people would have to farm ADDITIONAL 25k mems or about 200kk gold every month, only to have the same Perfume as before.

    Most class combinations rely heavily on their respective choice of weapon or to be precise on the corruption effect. While many players over time accumulate several sets of weapons, this can be very problematic for players entering the lategame with a choice that doesn't turn out to be as good as expected.
    By implementing testing weapons that are limited to the area of itnal camp, with corruption stats via npc dialog choice or other means, players could test out other class combinations, without the need of investing (ten)thousands of dias into something that might not work at all.


    For this purpose it would also be great to have a bigger set of training dummies that resemble the defensive stats of grafu and origin in groups of 1, 3 and 8 respectively to test out singletarget and aoe capabilites.

    hey, first of all welcome back to the game.
    Since you already ran previous endgame content, i assume you already leveled your pet, cenedrils, set skills and got title system atleast unlocked if not already stocked with some good titles (decent titles can easily be obtained in talaghan before you reach out for highend inis) and last but not least zodiac pets. If any of those are missing, you can easily farm those, while getting back into the game.


    Gorge sets are pretty outdated, but you can obtain better starting gear and alot of stats for Phirius Shells on your own. Get a corrupted weapon from AH and if it doesn't already come with the right corruption stat, you can either but a corruption stone from ah or ask endgame players for help. The shards for rerolling the stat drop alot and active players mostlikely have a few hundred or even thousands of them just banked up, so you might get the roll for free or atleast rather cheap.


    while building this, you should quest talaghan to open up dark core and orkham, try yourself in the arena of darkness and farm tikal easy (you get free buff food inside, so you can get used to using all that stuff, but can only enter without an artefact, robot and below a certain item score) for phirius shells and arcadia coins. you might need to experiment alot with classes here until you find one strong enough for this, specially AoD can be tricky. i think druid/warlock is one of the best classes to do this using healer gear, mdds most often run as warlock/champion and tanks are pretty good with knight/warlock once you obtain the cross sword set skill.

    gold can be farmed in level 98 and 99 easy ini and tier stones in arcane forge (entry via dreamland - must be unlocked by someone who finished orkham, but finding someone won't be an issue).

    guilds most often look for endgame players - so do we. it can be tedious farming lower level inis that noone else needs anymore for new players or gifting stuff only to see those players become inactive or leave the guild shortly after. but if you're active, got those pre quests done, i don't think you'll have trouble finding one.

    if you have any more questions, feel free to write them here or whisper me ingame. always happy to help

    I don't play all knight combinations yet, but would like to propose a few changes from my experience.


    If you place K/W in aggro s tier, K/M should be god tier. The combination of ISS and holy field creates insanely more aggro then K/W skills.


    For survivability I'd rank K/W in s tier since the cooldowns and runtime of shield of discipline and defensive stand allow for a permanent defensive boost which makes you way more consistently tanky compared to other combinations.


    I'd also decrease K/M to C tier since he doesn't really get anything extra apart from the better holy shield and mana shield and definetly is more vulnerable then K/C who atleast gains some more endurance, defense and a cooldown.


    In terms of group protection, I'd lift K/D up to A tier if not S tier because of his additional shields. Didn't play K/B yet though, so I can't say how he compares to him. Dunno why you rank K/C in E tier while K/M is B tier. Neither of those really have anything, while the consistent interrupts and pulls of K/C atleast prevent most casts from mobs.


    For the overall ranking I'd also set K/M in A tier, since the insane and most of all passive aggro generation gives alot of QOL and allows you to keep aggro even if you're stunned before even hitting a new pull even once. Makes it in my opinion the easiest knight combo to play.

    i'd say it forces you to consider other class combinations. there is a class combination for any kind of gear that allows you to atleast farm AOD to a certain degree without having high end gear. For example as Knight/Warlock i was able to finish the first 10 waves with phirius shell gear.

    It seems that something went wrong with the new titles from the collectable system "Ewiger Sammler...". They can be placed into title system but don't provide anything in there and also get unselected the second you enter instances inside the region. Would love to have the Sammelobjekt-Bonus inside the instances aswell.


    By the way, for the new prestige season monsterhunter in Höhlen von Yrvandis, there doesn't seem to be a mob that counts towards the boss counter.

    I highly support this suggestion, though i don't think selling those items for a percentage of it's original cost would be healthy for the game. I'd be happy for the option to disenchant those items and receive maybe a purified stone for each 100dias of the original price. That way it would be less frustrating to get "rare" wb loot that i have no use for

    I know i might be a little late to answer but hopefully this will still be helpful.

    The typical (or in my eyes easiest way) to progress from a beginner level is as follows:
    Get the Phirius Shell Gear and stat it using PS stats or other cheap stats (Town crapstats are a perfect substitution for 6th stat slot as they usually cost around 100 dias a piece and provide enough defence and moderate main stats at this stage)


    Do the Andor minigame and rent a weapon for 3 days until you obtain a corrupted weapon later on.


    While using this, you can find ways to make dias. Farm Gold in Frostblade or Tikal can be effective, but using the auction house aswell to look up what you can obtain and sell might be a good idea.


    Get an Aurora Pet from IS or a fitting Holy pet and start to level it.

    Do some event Stuff and get a set of Draco celestial pets to boost your attributes and maybe a 2nd for droprate.

    Obtain and level up your cenedrils. They provide a huge Stat benefit rather quickly and the mats for the 3rd color might sell for some dias.


    With a full PS gear, you now have many options:
    Try out some class combinations to quest Talaghan.

    (Wl/Ch for cloth gear, R/P (not 100% sure about this one) for leather, almost anything with chain armor and K/Wl for plate)
    You might even be able to progress the solo mode of Arena of Darkness, but thats not that important, yet.
    Do the Tempel of Tikal prequest and try yourself in Tikal easy. That mode provides you with free bufffood and gives you a perfect start into the lategame. (Also is a good solo farm for PS and Arcadia Coins)

    When you found a guild, you are strong enough to join them in Realm of the forgotten Legends (ROFL), though you shouldn't compare yourself to their damage dealers. You might be able to do enough for a progression group but the gap to those wielding endgame gear is gigantic.

    With the help of a guild, you can also start your journey through the awakened dungeons.


    Now either you buy your equip from the AH or progress from the red Rofl set onwards.

    Honestly, i have no idea why my pet in particular stays infight or stops walking alltogether at random spots in any ini. Might be a tank related issue? But could you implement a skill that resets your pet or even better all pets of the raid instead of despawning and respawning it over and over again. This would solve the problem of getting out of combat to revive people or change your class

    As the title suggests, i suggest to increase the closing timer of Chaos Vortex from 3 minutes at least to a minimum of 10 minutes. Opening up the Chaos Vortex already takes up alot of time (for us it was almost 4 hours for the remaining 900 crystals). But when it finally opened, people killed the endboss as fast as possible and therefore closed it again, making it almost impossible to search for collectibles. I think we barely had about 4 minutes of time and couldn't even reach the final boss, not to mention searching for collectibles.

    Tthere are some people that had 100% before they expanded on the collectibles, so the last nature in howling mountains was found by atleast 4 people. But maybe it became invisible through a bug like the last one in bloody gallery?

    I know, this one might not be often used, but as of now, the amulet Kaleks Kristall triggers whenever its off cooldown and one is below 50% hp. This includes when you switch gear after a class change and therefore it's frustrating to see it burn its durability in cities, while farming with a second class or just while testing things out.


    In my eyes, though i'm not sure if the game allows for such a condition, would be, that one can toggle the amulet to inactive or active, so one can decide if he wants to use it or not, or atleast make it only activate during combat.


    The current season and prestige rewards in general gave us access to a vast amount of different cards of different star level. Sadly even a card of 3 stars doesn't differ from a 0 star card, once you get your hold on a four star card. While in my opinion the difference for 0 to 5 stars are to small for the amount of work and resources it takes to upgrade them, i'd love to see at least an increase for disenchanting already upgraded cards. My suggestion: increase the amount of disenchants of compendium card by the total amount of disenchants of the old card (or increase the amount by star level +1) and increase the amount of essences gained from disenchanting an upgraded card

    To max out on the Artifact, many players have maxed out their crafting and gathering jobs, but as of now, there isn't real value in gathering anymore and using the jobs just once or twice, for the artifact seems like alot of work for a single use instead of what could be horizontal content in my opinion.


    I suggest 2 new item/stat lines, with the first one being introducable right away or with a future zone:

    Implement a rare additional drop to the existing ores, herbs and woods each and a crafting recipe that takes all those and about 10 purple gathering materials to build a single item that yields a stat

    Those stats should be on par with legends or dark will stats and should hold the same variety as the stasis stat line.

    Since these stats would be farmable outside of instances, it is crucial that the rare drops don't have a to high drop chance. I suggest that power farming gatherables should result in a stat every 30 to 120 min depending on gather bonus and efficiency of the player, making gathering tools more interesting and giving players the opportunity to farm stats while questing in talagan without being forced into raids or endless amounts of minigames.


    The second line on the other hand should be part of upcoming raids and mirror the highest stats or even expand on upcoming endgame gear. i'd call them the Magnum Opus line:

    By combining a vast amount of ressources from gathering (including the previous mentioned rare drops, maybe material from minigames and maybe even new materials introduced in a new zone) with rare materials that can be optinally gathered in new inis/raids, these items can be crafted. I suggest that the upcoming inis have non combat related optional parts like a jumping minigame, hidden treasures, a randomized puzzle, a quiz... (if you decide on implementing something like this, ill gladly pass additional ideas or expand on this) to give people another kind of challenge and reward them with for example a single ore vein of the highest grad that in turn needs to be farmed for the magnum opus. These minigames should be random and not in every run, making them rare and valuable for those daring enough to take on the challenge. Optionally instead of placing these minigames inside a raid, maybe drop an entry key from the endboss, placing those minigames in a seperate ini

    As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.


    my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs

    As someone who only recently finished his first SoK run and therefore am still on the level of red/gold RofL gear i want to give my opion aswell. I can understand the desire to make the older content more viable and make it easier for people to catch up to the lategame content. Since it doesn't affect me, i won't talk about titles.


    Concerning the Buff duration nerf, ill be honest (even if many will hate me for this), i like the idea alot since in my opinion, its a shame that entire raids are easily cleared by just bursting everything down without any need to play mechanics. This will atleast make this a little harder to burst down bosses when damage is tight, but i know the playerbase for long enough that this will mostlikely only lead to further discrimination of weaker players, because people will exclude them from raids in favor of stronger players that are able to burst the bosses in the lowered timeframe.


    The AC nerf, might have been with good intention, but i feel it won't lead to the wanted outcome and here's why:

    Since i fairly in depts looked at the early game on the server i want to make a distinction for players that want to progress and buildup their char through the content and those that buy up from the auction house. (Those, not interested in lenghty explanations, skip this next section)

    The optimal buildup strategy i found would be buying the PS gear and stat them with PS stats and easily obtained arcadia stats. The game gives you a sadly less known way of entereing the mid game in tikal easy, providing you with tikal stats and the first cores. DF awakened proves to be easy aswell even for small groups for the 2nd core and ToS provides you with possible Inferno stats. From here on out, it becomes difficult. Gorge is still extremely challenging and run only rarely while rofl is a huge stepup from inferno (normal mode might be an option but not well known, nor does it drop the much needed core). To progress to DC and further raids, RofL has to be farmed ALOT, but getting on a level, where you can farm RofL consistently seems to require RofL gear already or players that do all the work for you. But in any case it will take atleast 80 runs of each of the 5 Raids for full gold gear. a few more for weapons.


    By utilizing the auction house, people might reduce this number or skip it entirely, but by reduction of AC in almost all Raids that are farmed, you even cut the income of players in this progression level, making the way up to the endgame even harder. I understand that the current numbers of AC rewards in raids lead to a to high income in this currency, which is why i won't even suggest reverting this change but i want to make some suggestions that will actually benefit progressing players, while mostly leaving the endgame unaffected in my opinion.


    1. To compensate the lowered income for Rofl or below players, i suggest lowering the costs of the AC to memento trade aswell. 2500 or 3000 AC for 5000 mementos would greatly benefit players that can't easily make alot of AC and therefor give them a more accessible diamond income. The daily limit of 1 trade on the other hand will prevent highend players to reap higher benefits.

    2. Adjust cores needed, by lowering the value of cores necessary for gold gear. In my opinion 5 cores for a 100% gold upgrade chance would be plenty and prevent people from having to stay on this level for such an enormous long time. But even lowering it to 8, would help people alot already. Add a core drop to RofL normal mode to make it easier for people to progress to RofL hard. Honestly i don't even understand why it's not there. Alternatively to the lower amount of cores needed, you might want to think about droping 1/2/3 cores for RofL normal/hard/awakened respectively.

    3. In alignment of the suggested RofL changes, i want to recommend the addition of inferno easy and Gorge easy, aswell as increasing the AC for gorge again. Gorge is highly unpopular as it is now. It's to long and hard for way to low rewards. Both easy variants should drop cores. If you decide against lowering the amount of cores necessary, you should consider doubling up the core drops for the current raids. I would recommend splitting the 2 cores to reward the first after boss 3 in Inferno and after boss 4 in gorge, while leaving the 2nd core after the endboss.

    4. Similar to the cores, but way more impactful in the directly seen effects, an increase of one stat droped in each raid from Tikal to RofL or even DC, might be highly beneficial to the current gamestate. By increasing the amount of stats droped, people will be directly encouraged to run those Raids more often, which will make those stats easier to access and make the raids feel more rewarding. The higher amount of stats will drop prices in the aution house, making it easier for new players to buildup their gear, giving them access to further progression.


    If your target is for more players to catch up to the current endgame, the old content should be easier to clear and progress through. Currently this is not the case, since newer players will have a hard time finding groups for necessary progression and the AC nerf might make this even more difficult then before. By lowering the amount of cores needed in RofL and the other 4 raids or atleast making them easier to collect by increasing their numbers, people will faster progress to dc and beyond.