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Ragnarok Online => Job Discussion => General Job Question => Topic started by: asdfqwerty123 on Aug 31, 2007, 12:20 PM

Title: 3rd Class Discussion
Post by: asdfqwerty123 on Aug 31, 2007, 12:20 PM
Third Class Jobs - Episode 13 Another World

Here is more information:
http://ro.doddlercon.com/wiki/index.php?title=Episode_13_Another_World

QuoteOverview

Episode 13 features new Third Class jobs, and a new PVP system.
Another World

From the ruins of Morroc, players can enter a new world. This world will be completely different from what you know exists in Midgard. It is a high level land controlled by several major factions. Players can choose to side with one of these factions and perform quests specific to them.
Third Jobs

    * Credit for "appearance" and "skill concepts" goes to Lune of RagnaInfo.
    * 3-1: First half of 2008.
    * 3-2: Second half of 2008.
    * It is unclear whether: Regular second class (2-1 and 2-2) ONLY (meaning no transcendent characters) can change into 3-1 and 3-2. -OR- both 2-1, 2-2, and their transcendent counterparts can change into third classes, with higher bonuses for those who rebirth first.
    * When going from 2-X -> 3-X, a character's base level will be kept the same, and their level limit (99) will increase (150).
    * It has been mentioned that a different status point system will be implemented to balance out the 99+ levels.

(http://i2.tinypic.com/6h4n34l.jpg) - Guillotine Cross
(http://i7.tinypic.com/4zj13id.jpg) - Rune Knight

QuoteFaction PVP

    * In this new world, the player will eventually have to ally with one of the 2-3 factions available. At certain times (outside of regular WoE hours) there will be a large scale battle between these factions. The exact mechanics of this pvp system is unknown, though it is said there will be some type of reward for participating.

--------------------------------

Episode 12 Resurrection of Satan Morroc

QuoteOverview

Episode 12 is a new episode planned for implimentation on Korean servers during the last half of 2007, with a variety of new content. The 11th Sakray test session is expected to contain the following updates.
Episode 12.X: The Resurrection of Satan Morroc

    * Following the storyline of Ragnarok, the great demon Satan Morroc breaks free from his underground seal, destroying the city of Morroc. From the ruins lies a gateway to another world. Also planned is a new update to the Lighthalzen Bio-Laboratory. This update is planned for November - December 2007.

Additional Items

36 new cards will be added (Presumably starting where the previous card update left off). Also, new socket enchanted items and god-level items will be added.

Memorial Dungeon System

    * The Memorial Dungeon System is a system that allows the creation of instances (unique maps created solely for your party), for use with special missions. Two instance missions are planned with the implimentation of the memorial dungeon system, planned for release November 2007.

Ancient Seal

    * Ancient Seal is a planned instance mission for a large party of players. Beneath the monestary lies a seal where Baphomet has been locked away. The players must attempt to reinforce and hold these seals against attacks.

Infinity Tower

    * The Infinity Tower is a planned instance mission for a large party of players. The Infinity Tower is an endless set of increasingly difficult challenges as players make their way up the tower.

Bound Item System

    * The Bound Item System is a way that locks equipment so that it can only be used by that character. These bound items are given as rewards for quests, pvp, and memorial dungeon instances, and does not apply to regular dropped items from monsters. The Bound Item System is planned for implementation as part of the Memorial Dungeon System on November 2007.

WoE 1.5

    * WoE 1.5 is a new War of Emperium system that expands, but does not replace the existing WoE system. Ten new castles will be added, 5 to the Schwarzwald Republic, and 5 to the Arunafeltz States. These castles are created differently than existing War of Emperium maps, as they are nearly 2-3 times their size and encompase a single map with no warp portals, and require the attackers to control strategic points and break down gates in order to reach the Emperium. WoE 1.5 takes place at different times as regular WoE, and the actual times vary each week. The Schwarzwald WoE 1.5 is planned for September 2007, and Arunafeltz WoE 1.5 is planned for December 2007.

God Items Quest 2.0

A new quest will be added pertaining to the new castles to enable the creation of the additional god-level items.

Moscovia

The Moscovia update will be added during this episode/testing period.

New PVP System

    * In development is a new PVP system with special direction, objectives, and rewards. Two battlefields are planned for this new PVP system, with its implimentation planned for November 2007.

RO Renewal Plan

    * A series of optimizations are planned for both client and server. The client will receive new updates to its accessibility. The user interface will be improved, a quest management system will be added, and a new way to manage chat and battle messages. Network code will be optimized and the effects of network lag and congestion should be minimized. In addition, there will be new tuning and balancing done to classes and monsters to accommodate the addition of 3rd classes in 2008. These updates will be added in irregularly over the course of the episode 12 season.

Here is more information:
http://ro.doddlercon.com/wiki/index.php?title=Episode_12_Resurrection_of_Satan_Morroc

Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Sep 01, 2007, 02:39 PM
Yay more new classes lol it'll make the game more fun imo causing more class balance and creating new plans for WoE, Pvp, and MvPing
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 10, 2008, 09:35 AM
Archbishop:
(http://ragnarok-guide.com/wp-content/uploads/2008/01/archbishop_ragnarok.JPG)

Warlock
(http://i261.photobucket.com/albums/ii44/markpogi12/3rdclasses1.jpg)
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ashe on Feb 10, 2008, 08:27 PM
Quote from: Mark on Feb 10, 2008, 09:35 AM
Archbishop:
(http://ragnarok-guide.com/wp-content/uploads/2008/01/archbishop_ragnarok.JPG)

Warlock
(http://enciclopedia.rune-nifelheim.com/ep13/warlock.jpg)

That's not an official sprite, so don't get your hopes up.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Feb 10, 2008, 08:30 PM
That'd be a pretty awesome sprite for them, though. =D It's very nicely done.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Feb 11, 2008, 12:26 AM
i agree that would be a wicked sprite~
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 11, 2008, 03:07 AM
I think the 3rd class jobs will be out at least mid or the end of this year...
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Feb 11, 2008, 07:26 AM
For the official servers. perhaps. =P I have a feeling we won't see them until considerably later.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 11, 2008, 08:23 AM
Quote from: Veirt on Feb 11, 2008, 07:26 AM
For the official servers. perhaps. =P I have a feeling we won't see them until considerably later.

yeah kinda i mean back then about GS and ninja's it was already complicated what more if they add these....
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Feb 11, 2008, 08:26 AM
so this are the new trans jobs?

i wish this wouldnt come out :P

it would be pain in the donkey if these new classes would kill me


(WTF i didnt put donkey in this post? Oo)
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 11, 2008, 08:31 AM
Quote from: phranxis on Feb 11, 2008, 08:26 AM
so this are the new trans jobs?

i wish this wouldnt come out :P

it would be pain in the donkey if these new classes would kill me


(WTF i didnt put donkey in this post? Oo)

the a s s was replaced w/ the donkey lmao that happened to me too  /heh well i still wanna see these new sprites in RO[coz imo already bored on my champs looks...]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Feb 11, 2008, 08:33 AM
champs look terrible, monks are better

donkey donkey donkey donkey
donkey eats donkey  ;D
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 11, 2008, 08:38 AM
Quote from: phranxis on Feb 11, 2008, 08:33 AM
champs look terrible, monks are better

donkey donkey donkey donkey
donkey eats donkey  ;D

I like the champs much better coz they have belts[make me feel kinda like a wwe champ]

Donkey eats Monkey  O0
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 12, 2008, 05:01 AM
They say that the skills are more good....

(http://i261.photobucket.com/albums/ii44/markpogi12/NewJobs.jpg)

From RO Future Wiki.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 12, 2008, 05:14 AM
Im kinda excited on the warlocks  /ok wish this comes out soon! coz itdl be cool id say  O0
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Feb 12, 2008, 12:30 PM
I'm honestly really interested in the Mechanic. =D I dunno, I thought the original game plan of the Whitesmith that got changed was fun. Building towers that can attack, and such. The second semi-summoning type character!
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 12, 2008, 05:44 PM
Can someone post the sprites...[i know there are none but...] or at least how a ranger or a mechanic would look like...

[LMAO~ creating towers itdl gonna look more like RF id say...]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Feb 12, 2008, 05:54 PM
xD They're not even close to finishing them, from what I've heard. From the rumors, they made the semi changed colors in one of the first class sprites, and are currently toying with how the class will be played. Kind of like back in beta, when they changed the classes' first class sprite's colors to test them before actually releasing them.

I'm honestly more interested in the other things, more than the different characters. o.o Factions, new PVP with mission-oriented play, new WoE, several new mass party-oriented quests... Sounds awesome. =D
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 12, 2008, 06:01 PM
Quote from: Zairik on Aug 31, 2007, 12:20 PM
QuoteOverview

    * Following the storyline of Ragnarok, the great demon Satan Morroc breaks free from his underground seal, destroying the city of Morroc. From the ruins lies a gateway to another world. Also planned is a new update to the Lighthalzen Bio-Laboratory. This update is planned for November - December 2007.

a sight worth seeing  O0
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 14, 2008, 12:28 AM
lemme add new pics...

Ranger:
(http://ro.doddlercon.com/wiki/images/3/37/Ranger.jpg)
Mechanic:
(http://ro.doddlercon.com/wiki/images/b/b6/Mechanic.jpg)
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 14, 2008, 03:32 AM
thnx for the new pics  /kis
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 14, 2008, 07:32 AM
Quote from: 録mark登sanbeda数 on Feb 14, 2008, 03:32 AM
thnx for the new pics  /kis

no problem /no1
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 14, 2008, 05:08 PM
The guy mechanic kinda looked like a homo  /heh [but the ranger is cool cool w/ that camouflage outfit]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ashe on Feb 15, 2008, 04:23 PM
New info From Doddler about 3rd jobs c:

Doddler

Doddler - 2/15/2008 1:17 AM

I'm going to use the original kRO class names here, because the names iRO chose for 2nd class are going to cause some confusion.

Rune Knight (Changes from Knight, Lord Knight)
Warlock (Changes from Wizard, High Wizard)
Ranger (Changes from Hunter, Sniper)
Arc Bishop (Changes from Priest, High Priest)
Guillotine Cross (Changes from Assassin, Assassin Cross)
Mechanic (Changes from Black Smith, White Smith)
Royal Guard (Changes from Crusader, Paladin)
Shura (Changes from Monk, Champion)
Sorcerer (Changes from Sage, Professor)
Dark Chaser (Changes from Rogue, Chaser)
Generic (Changes from Alchemist, Creator)
Minstrel (Changes from Bard, Clown)
Wanderer (Changes from Dancer, Gypsy)

You must be level 99 in order to change into third class. You can change as either 99 base class, or 99 trans class. The primary advantage of going transcendent before becoming third class is that you of course have access to the advanced skills that trans classes offer.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Feb 15, 2008, 06:54 PM
wanderer, generic, and minstrel names suck imo Dx
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 15, 2008, 08:41 PM
3-1 Jobs(Maybe March-June)
Rune Knight
Warlock
Ranger
Arc Bishop
Guillotine Cross
Mechanic
3-2 (Maybe October-December)
Royal Guard
Shura
Sorcerer
Dark Chaser
Generic
Minstrel
Wanderer

Really eager to see them!!!!
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 15, 2008, 09:20 PM
Quote from: Albiero on Feb 15, 2008, 04:23 PM
Minstrel (Changes from Bard, Clown)

i think this part is wrong... [plz do recheck id say...]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Feb 16, 2008, 06:39 AM
Quote from: Mark on Feb 15, 2008, 08:41 PM
3-1 Jobs(Maybe March-June)
Rune Knight
Warlock
Ranger
Arc Bishop
Guillotine Cross
Mechanic

3-2 (Maybe October-December)
Royal Guard
Shura
Sorcerer
Dark Chaser
Generic
Minstrel
Wanderer

Really eager to see them!!!!

*message deleted*
didnt saw older posts


anyways...
so i can still use EDP even if im guilltine cross?

and

isnt trans class, third jobs?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 16, 2008, 06:51 AM
Quote from: phranxis on Feb 16, 2008, 06:39 AM
isnt trans class, third jobs?

imo not sure but i think there's a difference between the 2-2 class and the 3-2 class.. [i think there will be certain skills that you wont be able to use if your a 3-2 class]

Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 16, 2008, 08:51 AM
Quote from: 録mark登sanbeda数 on Feb 16, 2008, 06:51 AM
Quote from: phranxis on Feb 16, 2008, 06:39 AM
isnt trans class, third jobs?

imo not sure but i think there's a difference between the 2-2 class and the 3-2 class.. [i think there will be certain skills that you wont be able to use if your a 3-2 class]



they say it was like this...

If Trascendant Job:
Novice>Thief>Assasin>High Novice>High Thief>Assasin Coss

If Third Job:
Novice>Thief>Assasin>Guillotine Cross
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Feb 16, 2008, 01:48 PM
Quote from: 録mark登sanbeda数 on Feb 15, 2008, 09:20 PM
Quote from: Albiero on Feb 15, 2008, 04:23 PM
Minstrel (Changes from Bard, Clown)

i think this part is wrong... [plz do recheck id say...]

lol nope its right cause the iRO name is minstrel and the kRO name is Clown
so on kRO bard > clown > minstrel XD
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 16, 2008, 03:45 PM
Quote from: JJJ on Feb 16, 2008, 01:48 PM
lol nope its right cause the iRO name is minstrel and the kRO name is Clown
so on kRO bard > clown > minstrel XD

so the minstrel is not a 3-1 class but a 2-2 class?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ashe on Feb 16, 2008, 06:33 PM
Quote from: 録mark登sanbeda数 on Feb 16, 2008, 03:45 PM
Quote from: JJJ on Feb 16, 2008, 01:48 PM
lol nope its right cause the iRO name is minstrel and the kRO name is Clown
so on kRO bard > clown > minstrel XD

so the minstrel is not a 3-1 class but a 2-2 class?

To iRO Standards, Minstrel is 2-2 trans.
To kRO Standards, Minstrel is 3-2.

I'm thinking that iRO Will get "Clown" while kRO gets "Minstrel"
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 16, 2008, 06:37 PM
Quote from: Albiero on Feb 16, 2008, 06:33 PM
To iRO Standards, Minstrel is 2-2 trans.
To kRO Standards, Minstrel is 3-2.

I'm thinking that iRO Will get "Clown" while kRO gets "Minstrel"

thnx now i have a better understanding
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 16, 2008, 10:51 PM
No no no.
In the point that I understand, it will be like this:

In 3rd Job:
Novice>Archer>Bard>Ministrel

In Transcendant:
Novice>Archer>Bard>High Novice>High Archer>Clown

Some edits will happen.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Feb 16, 2008, 10:56 PM
Quote from: Mark on Feb 16, 2008, 10:51 PM
No no no.
In the point that I understand, it will be like this:

In 3rd Job:
Novice>Archer>Bard>Ministrel

In Transcendant:
Novice>Archer>Bard>High Novice>High Archer>Clown

Some edits will happen.

uhmm... yeah your both right but the names will kinda switch on iRO  /hmm
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Feb 17, 2008, 12:43 AM
Quote from: Mark on Feb 16, 2008, 08:51 AM
Quote from: 録mark登sanbeda数 on Feb 16, 2008, 06:51 AM
Quote from: phranxis on Feb 16, 2008, 06:39 AM
isnt trans class, third jobs?

imo not sure but i think there's a difference between the 2-2 class and the 3-2 class.. [i think there will be certain skills that you wont be able to use if your a 3-2 class]



they say it was like this...

If Trascendant Job:
Novice>Thief>Assasin>High Novice>High Thief>Assasin Coss

If Third Job:
Novice>Thief>Assasin>Guillotine Cross

nice

but can it be like this:
Novice>Thief>Assasin>Gulosdetgdefsdf cross>Assasin Coss?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 17, 2008, 05:06 AM
Quote from: phranxis on Feb 17, 2008, 12:43 AM
Quote from: Mark on Feb 16, 2008, 08:51 AM
Quote from: 録mark登sanbeda数 on Feb 16, 2008, 06:51 AM
Quote from: phranxis on Feb 16, 2008, 06:39 AM
isnt trans class, third jobs?

imo not sure but i think there's a difference between the 2-2 class and the 3-2 class.. [i think there will be certain skills that you wont be able to use if your a 3-2 class]



they say it was like this...

If Trascendant Job:
Novice>Thief>Assasin>High Novice>High Thief>Assasin Coss

If Third Job:
Novice>Thief>Assasin>Guillotine Cross

nice

but can it be like this:
Novice>Thief>Assasin>Gulosdetgdefsdf cross>Assasin Coss?

lol nope.

and do you mean GUILLOTINE CROSS?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Feb 17, 2008, 04:03 PM
Quote from: phranxis on Feb 17, 2008, 12:43 AM
but can it be like this:
Novice>Thief>Assasin>Gulosdetgdefsdf cross>Assasin Coss?

lol doubt it but i have to say that sounds interesting
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Feb 18, 2008, 07:34 AM
please dont  use LOL.
plaese
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: xtremeshot05 on Feb 18, 2008, 10:43 AM
hey may i know what server is this?
is it scytheRO?  ???
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Feb 18, 2008, 12:47 PM
xD No, mate. This is talk about the future plans for the 3-1 and 3-2 classes, which won't be coming out for a LONG time. We're not talking any server but iRO and kRO, which will be getting this first. They're the official servers, however, so you'll end up paying if you want to get this first. Even then, it's not out there, either at the moment. xD Hell, the sprites aren't even done, and from what I hear in various other forums, the skills are still just being brainstormed for a lot of the classes.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Feb 19, 2008, 04:34 AM
Quote from: Veirt on Feb 18, 2008, 12:47 PM
xD No, mate. This is talk about the future plans for the 3-1 and 3-2 classes, which won't be coming out for a LONG time. We're not talking any server but iRO and kRO, which will be getting this first. They're the official servers, however, so you'll end up paying if you want to get this first. Even then, it's not out there, either at the moment. xD Hell, the sprites aren't even done, and from what I hear in various other forums, the skills are still just being brainstormed for a lot of the classes.

Genius. ;)
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Kukai on Mar 20, 2008, 02:30 AM
i want to this job fast to update

all of job are going to godlike

i see for Ranger

1900% and stun 60%

Rune Knight

have a semi support

Guillotine Cross

can use instant kill

Warlock and Arc Bishop

with combo heal and bleeding

the realy godlike?? or maybe can kill easy?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Mar 20, 2008, 02:37 PM
Quote from: Kukai on Mar 20, 2008, 02:30 AM
all of job are going to godlike

Name: Satan Morroc
Race: Demon
Element: Shadow 4
HP: 60,000,000(Def 39+, MDef 65+)
Hit: Unknown
Flee: Unknown
Damage: Unknown
Aspd: Unknown
Skills: Magnetic Earth, Earthquake, Hell Judgement, Hell Power, Break Shield, Exile, Summon Slaves (1 of each morroc spirit), Call Slaves, probably more.

You can never be godlike in RO.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 20, 2008, 03:25 PM
Quote from: Anti-Static Foam Cleaner on Mar 20, 2008, 02:37 PM
You can never be godlike in RO.

lol this is one of the few times i will agree with u.............



RO is ever changing if the new classes are "god-like" then gravity will make some mvps/monsters that are oh geeze wats stronger then god-like? ummmm that are........ super-god-like XDDD
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Mar 20, 2008, 04:01 PM
Quote from: Anti-Static Foam Cleaner on Mar 20, 2008, 02:37 PM
HP: 60,000,000(Def 39+, MDef 65+)

and i thought beelzebub has the highest hp of all....

Quote from: Kukai on Mar 20, 2008, 02:30 AM
i want to this job fast to update

all of job are going to godlike

i see for Ranger

1900% and stun 60%

Rune Knight

have a semi support

Guillotine Cross

can use instant kill

Warlock and Arc Bishop

with combo heal and bleeding

the realy godlike?? or maybe can kill easy?

so is this really how its going to be? or you just made it up w/ your own imagination?

Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Kukai on Mar 20, 2008, 09:42 PM
that was i think for PVP not for battle with MVP

beacuse the skill of Rune knight have and support skill to increase stat for ally party

Ranger and Warlock have an AOE damage as well

Guillotine Cross can instant kill to enemy

ArchBishop i think its only work on undead

for MVP

i don't think about it because New MVP more Stronger now



Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 20, 2008, 09:51 PM
ah ya i should mention this

the new 2-3 classes seem to be more geared towards FORCING players to party up rather then giving them the option of partying up
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Mar 21, 2008, 04:22 AM
How so?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: mark_sanbeda on Mar 21, 2008, 04:27 AM
Quote from: phranxis on Feb 17, 2008, 12:43 AM
Novice>Thief>Assasin>Gulosdetgdefsdf cross>Assasin Coss?

hmm someone told me that Gravity is gonna do it like this... really its going to be a skill fiesta by the time this patch takes over..
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 21, 2008, 03:41 PM
Quote from: Anti-Static Foam Cleaner on Mar 21, 2008, 04:22 AM
How so?

XD most of the rumors bout there skills say they require like 2 or 3 other ppl to acutally do good dmg~
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Mar 21, 2008, 04:55 PM
Case in point for JJJ's statement? The new Warlocks are supposed to have awesome new AoE abilities that can only be used when other Warlocks are near. =D That's just a rumor, but it makes sense, since, looking back on the history the mythology RO was based on, large groups of spell casters had to ban together to cast larger spells, seal large enemies, so on and so forth. -Would love to see some ability for Warlocks to be able to summon some kind of MVP god if twenty of them banned together, just for the lols.-

There are others, but I'm not too sure about all of it. =P
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Mar 21, 2008, 05:45 PM
Well to be honest Wizards were always slightly party-oriented.

I wouldn't expect something like this from "solo" classes like Runes, Guilles or Rangers.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Mar 21, 2008, 08:31 PM
xD Fair enough. I'm not sure what to say about Gullies or Rangers, but it seems that Rune Knights will have slightly more support character abilities than even Paladins have, which means they'll be even more geared to helping others than before. Then again, this really doesn't change them much. xD Paladin's all ready had plenty of support techniques, so giving them more won't seriously change a lot.

Hm... In terms of Wizards being slightly party-oriented, I'm kind of neutral on that one. =P Not sure what to say about it. I've seen most of them solo, but, then again, most servers I've been on have everyone soloing, so... Meh. xD
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 22, 2008, 12:55 AM
personally im hoping that they make the new classes totally weak and give them party skills so they HAVE to party =P
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Mar 22, 2008, 02:50 AM
Because what world needs is another FFXI (http://img505.imageshack.us/img505/7076/tpsffxi0jv4.jpg).
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 22, 2008, 05:24 AM
oh come on man dun be so pessimistic give it a chance more partys = more fun~
=P well atleast to me that is =P
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Mar 22, 2008, 05:29 AM
I just don't think players should be forced into anything. People should party because they want to party, not because it's the only way to level.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Mar 22, 2008, 05:31 AM
fineeeee Dx but come on man its no fun with out parties Dx

u have to admit it'd be really boring if u did everything by ur self dun u think?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Sougen on Mar 22, 2008, 12:13 PM
D: Eh, I see that I'll need to create a female account and make a Mechanic, they look so cooooooool xD

And I think is not a good idea to force people into parties... >_> there are many stupid people who don't know they role in a party and won't learn even if you tell them a thousand of times, I only like to make parties with people I know so I won't need covering more than my job in a party - if I wanted that, I'd just solo. Now if they balance party oriented and self-capability (like Sage/Professor) it would be really nice ^_^
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: phranxis on Mar 22, 2008, 11:24 PM
why in the hell would this classes be party people?
just make them weak and give them suicidal skills
in that way you can annoy people and in the same time kill them (much like stupid champs, asura gay style)

dont click this again or else
eat your breakfast
[close]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Kukai on Mar 24, 2008, 07:32 AM
i think shuar will focus on his/her combo

and royal guard will focus on his/her Defend and shield
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Apr 28, 2008, 09:39 AM
more sprites~

Ranger:
(http://ragnarok-guide.com/wp-content/uploads/2008/03/ranger03qk4.jpg)

Mechanic:
(http://ragnarok-guide.com/wp-content/uploads/2008/03/mechanic_ragnarok.JPG)

Kawaii desu~

O0
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Pandora on Apr 28, 2008, 11:01 AM
Are those officials? Why would they make 2 of each? The right ranger sprite looks horrible imo, well.. what I mean is that it's not gravity quality graphic, but ok for a custom I guess.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Apr 28, 2008, 11:03 AM
Maybe the sprites are still in beta version?  :o
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Majora_younglink on Apr 28, 2008, 05:21 PM
The mechanic looks like it might be an actual Gravity quality sprite but man... That ranger looks like it's fan made, the quality on it isn't hat good.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Apr 28, 2008, 07:02 PM
=X the ranger one looks soooo ugly >.< i hope they change it Dx
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ashe on Apr 29, 2008, 05:23 PM
They're fan-made, both of them. I know the artists of them. ^^;
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Majora_younglink on Apr 29, 2008, 06:33 PM
Quote from: Ashe on Apr 29, 2008, 05:23 PM
They're fan-made, both of them. I know the artists of them. ^^;

Lawlz, I should have known. I doubt Gravity will leak out anything too soon. Much less sprites at this point as they haven't even announced skills. :/

On another note, did he use other sprite graphics and meld them or are these from scratch based slightly on a RO sprite?
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Pandora on Apr 29, 2008, 06:37 PM
You can tell your friend that 3 of them are really nice ^_^;
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ashe on Apr 30, 2008, 12:46 AM
Quote from: Majora_younglink on Apr 29, 2008, 06:33 PM
Quote from: Ashe on Apr 29, 2008, 05:23 PM
They're fan-made, both of them. I know the artists of them. ^^;

Lawlz, I should have known. I doubt Gravity will leak out anything too soon. Much less sprites at this point as they haven't even announced skills. :/

On another note, did he use other sprite graphics and meld them or are these from scratch based slightly on a RO sprite?

They modified them using other sprites. :]
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Apr 30, 2008, 01:05 AM
still they look pretty good ^^
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Mark on Jul 26, 2008, 12:34 AM
=O.....

(http://calsmash.up.seesaa.net/image/080719.png)
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Easter on Jul 26, 2008, 06:16 AM
some of them are extremely messy sprites >.>(maybe they just tried too hard)

but still like the warlock n_n
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Jul 26, 2008, 01:35 PM
lol ya posted those sprites a while ago in the other thread.... /swt why do we have so many 3rd class threads? XD
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Jul 26, 2008, 02:23 PM
Mainly because everyone wants them. xD Still, I'm not going to hold my breath. Unless people start writing them into the game themselves, I'd say we'll still be waiting until next fall. =P
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: superja on Jul 26, 2008, 07:45 PM
Yeah, we'll be waiting forever for these to come out.


Warlock = GORGEOUS! Makes me want to actually play a wizard again to be one.

I like Rune Knight but not the colors.
Ranger imo isn't better looking than Sniper (female anyways)
Arc Bishop is TERRIBLE! High Priests are so good looking, those are not.

I'm meh on Guillotine X and Mechanics.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Loki on Jul 27, 2008, 07:54 AM
Too bad...

All of these classes have a set back. A small chance of external bleeding on yourself, mainly on the cheek whenever you attack, use skill, or change direction of your head  :'( (RK, Warlock and GC only)

But I do like the Ranger sprite though.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Jul 27, 2008, 12:53 PM
Quote from: Loki on Jul 27, 2008, 07:54 AM
All of these classes have a set back. A small chance of external bleeding on yourself, mainly on the cheek whenever you attack, use skill, or change direction of your head  :'( (RK, Warlock and GC only)

Actually you can use /doridori to kill yourself.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Jul 27, 2008, 02:23 PM
lmao death by dori dori


anyway i wana see what some palette artists can do to make em look colorer in different colors
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: jaydee078 on Jul 27, 2008, 09:22 PM
IF THEY GONNA PUT NEW JOB.


THEN THERE ANOTHER CHANCE TO HAVE A....



X2 EXP&DROP/HIGHER...
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Loki on Jul 28, 2008, 07:29 AM
Ok...Seriously. Stop posting with caps lock. Its seriously annoying.

And if you think its fun, internet is serious business.

Srsly.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: ~~T~~ on Jul 28, 2008, 10:36 PM
Where the hell went the other topic? Anyways, I made a post about the old sprites trans had that have been changed, while they were pretty good,
So, since I don't want be called a liar, here it is:
(http://c.imagehost.org/0781/1202228351723.png)
I kinda prefer that Paladin(A Holy Knight not a fridge) and Proffessor(A Magician not a fashion guy), while Whitesmith and Minstrel are better now.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Jul 28, 2008, 10:46 PM
mmm do u have a link for those?


PS: it says crown x3
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Ansuz Isaz on Jul 28, 2008, 10:48 PM
x3 I loved the old Professor concept sprite. The only real reason I like the current one is because the long scroll-like sleeves for the male Prof looks spiffeh from my perspective.

I also like the old Whitesmith concept. xD Even if making him look like a cowboy was odd, I think it looks pretty nice.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Jul 29, 2008, 01:37 AM
If Profs looked like that, I'd totally play as one.

Assuming they wouldn't do something stupid with the animation.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: ~~T~~ on Jul 29, 2008, 01:47 PM
Quote from: JJJ on Jul 28, 2008, 10:46 PM
mmm do u have a link for those?
Sadly I don't ): ! Took them from Ragnarok Online Imageboard.

QuotePS: it says crown x3

Log in RO, go to Izlude Market, see Helm, it is made of Steal, not steel.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Metal_Chocobo on Aug 04, 2008, 07:19 PM
Wow can't wait till Archbishop comes out....Its gonna take them until next year probably to finish the classes AND the dungeons...
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: ~~T~~ on Aug 04, 2008, 08:40 PM
Oh yea, almost forgot about F4 of LHZBiolab.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Shaelyn on Sep 20, 2008, 01:25 AM
have you guys not seen these yet?

(http://i92.photobucket.com/albums/l4/Toreba/1219062960287.jpg)

if they really did give the female guillotine cross the outfit that was originally for the warlock, I'm going to be soooooooo disappointed.  the female warlock was sexy.

I like the updated rune knights a lot more than previous.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Sep 20, 2008, 03:26 AM
why does everyone completely ignore everything i say? /sob /sob /sob

if you don't get what i mean then you should know i already posted those images =X
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Anti-Static Foam Cleaner on Sep 20, 2008, 03:35 AM
Whoa, these are pretty good Shaelyn! Finally someone is posting pictures here!
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Pandora on Sep 20, 2008, 02:39 PM
You sure it was that image that you posted JJJ?

First time I see the female guillotine cross like that, and she stole my warlock sprite T_T I wanna be a cool looking warlock with hippy pants ._.
Title: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Oct 27, 2008, 11:22 AM
QuoteAlso, other info that was available at the convention:

1) Rune Knights are able to mount and ride a Green Ferus. However, mounted Rune Knights can only use spear type weapons, and are unable to use skills such as Bowling Bash (only spear exclusive skills). Skills that use 'Rune', a type of magic power available to Rune Knights are exclusive to Two-Hand Sword builds.

2) Royal Guards will be able to equip two-handed shields, and have exclusive defensive/offensive skills to use with them.

3) Rangers will be able to use either a Falcon or Wolf, though not both at the same time. They have unique skills available depending on which companion they have.

4) Mechanics appear to be able to equip a special type of armor, similar to the 'Magitech Armor' from Final Fantasy 6. However this powerful armor requires the mechanic to de-equip his cart, so while they can use exlusive skills with the armor, they can no longer use cart exclusive skils.

http://www.watch.impress.co.jp/game/docs/20081027/ro42.htm
Title: Re: 3rd classes thread v.2
Post by: Loki on Oct 27, 2008, 11:31 AM
So...They're now copying directly from another game and adding some weird skills and new equipments. New mounts and aiders as well.
Kewl~

EDIT: P.S: Green Ferus as a mount looks pretty badass.
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 27, 2008, 01:31 PM
I'm wondering how this'll effect the official servers.  I've heard a rumor of them increasing the cap to 150.  Anyone have any more info on that?  I know they already increased the exp for all premium servers to a permanent 1.25x (Well, in iRO)

Anyone got a skill tree or the job stats?  -too lazy to check any sites-
Title: Re: 3rd classes thread v.2
Post by: Ominoto on Oct 27, 2008, 02:00 PM
Quote from: InFlamesWeTrust on Oct 27, 2008, 01:31 PM
I've heard a rumor of them increasing the cap to 150.  Anyone have any more info on that?

I'm pretty sure it's official, since this was going around at the time when 3rd jobs were first announced.  It explains the entire rewrite of the stat system and a majority of skills.

Not sure on the skill tree, atleast, a simple google search didn't warrent any results.
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 27, 2008, 02:14 PM
QuoteIt explains the entire rewrite of the stat system and a majority of skills.

Who explains it and where. o.o  I want to see the new stat system @_@
Title: Re: 3rd classes thread v.2
Post by: Sarin on Oct 27, 2008, 02:15 PM
Looks too much like unconfirmed speculations for me...
Title: Re: 3rd classes thread v.2
Post by: Ominoto on Oct 27, 2008, 02:34 PM
Quote from: InFlamesWeTrust on Oct 27, 2008, 02:14 PM
QuoteIt explains the entire rewrite of the stat system and a majority of skills.

Who explains it and where. o.o  I want to see the new stat system @_@
Quote
Base Stats

Strength (STR) *
- 1 point of STR increases status physical attack power by 1.2
- 5 points of STR increase status defense by 1

Agility (AGI)
- 1 point of AGI increases flee rate by 1
- 4 points of AGI increases your attack speed by 1
- 5 points of AGI increases status defense by 1

Vitality (VIT)
- 1 point of VIT increases your Max HP by 1%
- 1 point of VIT increases your recovery rate by 2%
- 2 points of VIT increases your status defense by 1
- 5 points of VIT increases your status magic defense by 1

Inteligence (INT)
- 1 point of INT increases your status magic attack by 1.5
- 2 points of INT increases your status magic defense by 1

Dexterity (DEX) *
- 1 point of DEX increases your hit rate by 1
- 4 points of DEX increases your status magic defense by 1
- 5 points of DEX increases your status magic attack by 1
- 10 points of DEX increases your status physical attack power by 1
- 10 points of DEX increases your attack speed by 1

Luck (LUK)
- 1 point of LUK increases your Critical by 0.3
- 3 points of LUK increases your status physical attack power by 1
- 3 points of LUK increases your status magical attack power by 1
- 3 points of LUK increases your hit by 1
- 7 points of LUK increases your flee by 1
- 10 points of LUK increases your perfect dodge by 1

* With bows, guns, musical instruments and whips, the increase in physical attack power from Dex and Str are swapped, making Dex the primary damage stat.

Other Stats

Physical Attack Power (ATK)
- Shown in the status window as "status attack power + equipment attack power".
- Attack power gained by your own stats affect status attack power, and your weapon affects equipment attack power.
- Cards and equipment that affect or increase your attack power only affect your equipment attack power.

Magical Attack Power (MATK)
- Shown in the status window as "status magic attack power + equipment magic attack power".
- Magic attack power gained by your own stats affect status magic attack power, and your weapon affects equipment magic attack power.
- All weapons now have a unique magic attack stat which directly affects your equipment magic attack power when equipped.
- Cards and equipment that affect or increase your magic attack power only affect your equipment magic attack power.

Physical Defense (DEF)
- Shown in the status window as "Status defense + Equipment defense".
- Status defense is gained by your own stats, and equipment defense is increased by your current equipped gears and their refine rate.
- Physical defense directly reduces a targets attack power against you. Equipment defense however reduces damage more than your status defense.
- The difference in level between you and the opponent affect how effective your defense is at reducing damage.

Magical Defense (MDEF)
- Shown in the status window as "Status magic defense + Equipment magic defense".
- Status magic defense is gained via your stats, and equipment magic defense is increased by your current equipment and cards.
- Magical defense directly reduces a targets magic attack power against you. The reduction from equipment magic defense makes up a higher % of the total reduction.
- The difference in level between you and the opponent affect how effective your defense is at reducing damage.

Attack Speed (ASPD)
- Attack speed is displayed as a numerical value, which represents an attacking speed unchanged from before the renewal patch. As your approach 200 attack speed, your attacks become increasingly fast (max aspd is 190, representing 5 attacks a second).
- Attack speed varies from job to job, and is effected by the class of weapon equipped, your Level, AGI and DEX stats, and reduced when equipping a shield.
- Stats and and equipment that affect ASPD modify it by a direct amount instead of by a %. For example, Two-Hand Quicken will give you a flat +5 aspd.
- Equipping a shield reduces your ASPD by 5.

Accuracy (HIT)
- Shown in the status window as "Status HIT + Equipment HIT bonus".
- The base status HIT is 175, and is increased by your level, Dex and Luk.
- Your status hit and equipment hit affect your final hit rate equally.

Evasion (FLEE)
- Shown in the status window as "Status FLEE + Equipment FLEE bonus".
- The base status FLEE is 100, and increased by your level, Agi, and Luk.
- Your status flee and equipment flee affect your final dodge rate equally.

Final Accuracy
- The ability to hit or dodge a target physically is based on a ratio of the HIT and FLEE between you and the target.
- As your HIT raises above the targets FLEE, it becomes increasingly difficult to dodge. The opposite is true, if the opponent has higher FLEE than you have HIT, you will have difficulty in landing a hit.

Casting Time
- Cast time of all skills is now composed of two parts, a fixed cast time and a variable cast time.
- Fixed cast time cannot be reduced by any means, and represents the fastest a skill can possibly be cast.
- Variable cast time can be decreased via your DEX and INT stats, your base level, as well as equipment and skills such as Suffragium and Magic strings.
- The fixed and variable cast times vary from skill to skill, job to job. Certain jobs have different cast times for the same skill.

Critical Chance (Crit)
- Your critical rate is calculated the same as before, and represents a % chance to land a critical hit, affected by your LUK and current equipment.
- Your critical rate is reduced by the LUK of the target, and reduced if the target is a higher level than you.
- Katar type weapons double the effect of the crit stat.

Perfect Dodge (pDodge)
- Perfect Dodge is no longer shown within the status window.
- However pDodge works the same as before, perfect dodge is a direct % chance to evade a normal (non skill) physical attack.
- Perfect Dodge is increased with higher luck and specific equipment.

Perfect Hit (pHit)
- Perfect Hit is not displayed within the client window.
- pHit is a direct % chance to hit the target, regardless of your hit and evasion rates.
- Perfect Hit can only be gained via special equipment.

Character Leveling

Increased Weighting on Level Difference
- Players are rewarded for fighting monsters of their own level, as well as those slightly harder.
- When in combat a player or monster that is higher level receives a bonus to their hit rate, critical rate and damage, and the lower level one faces a penalty to their evasion, and physical and magical defense. The penalties increase as the level difference widens.
- If you are lower level than the monster you are killing, you receive a bonus to your experience for your kills (+1% per level difference, with +10% bonus at 5 levels).
- If you are 5 or more levels below a monster, you begin to receive penalties to your damage, hit, and evasion rates.
- If you are 10 or more levels below a monster, you will receive large penalties to your damage, hit and evasion rates.
- As the gap in level widens, you'll become less and less likely to be able to deal any real damage to the target monster.

- If you are between 4-9 levels above a monster, you will receive a penalty to experience gained from that monster.
- If you are 10 or more levels above a monster, you will be unable to receive experience.
- As you level higher than the monster, you gain bonus to your damage, hit and evasion.

- Damage and hit/evasion rates of monsters and other players in PVP are also subject to the difference in levels. A large level difference (20-30 levels) could make it difficult or nearly impossible for a player or monster to hit or to damage their target.

Experience Gain
- The experience table has been drastically changed.
- Because of wide-scale modifications to monster levels, monster experience, and the weighting of your own level, the amount of base experience required to level up has dropped drastically.
- Job level requirements are balanced differently. You are likely to hit job 50 on your first job around level 50, and job 50 on your second job near level 99.

Experience Chart
- The following is the current known experience requirement for non-transcendent characters, along with some samples of how much experience optimal monsters give at that level.

level 1 - 550 exp
level 3 - 1500 exp
level 4 - 2200 exp (porings worth 30 exp)
level 5 - 3200 exp (fabres worth 60 exp)
level 7 - 4200 exp (hornets worth 90 exp)
level 9 - 5000 exp (hornets worth 80 exp)
level 10 - 5500 exp
level 11 - 6000 exp (rockers worth 114 exp)
level 12 - 6100 exp
level 13 - 6350 exp
level 15 - 7350 exp
level 17 - 8400 exp
level 23 - 12000 exp
level 34 - 23000 exp (coco worth 312 exp)
level 35 - 24000 exp
level 36 - 26000 exp
level 37 - 27500 exp
level 38 - 29000 exp (orc ladys worth 445 exp)
level 49 - 50500 exp (orc zombies worth 470 exp)
level 63 - 77000 exp
level 65 - 84000 exp
level 68 - 95000 exp (argiope worth 1053 exp)
level 71 - 140000 exp
level 86 - 600000 exp (soliders worth 1775 exp)
level 87 - 680000 exp

Monster Arrangement and Re-leveling
- The spawn of most monsters across the game world have been widely changed.
- Areas are changed so that maps generally group monsters of similar level together.
- To accommodate this, the stats, skills, and level of most monsters in game have been drastically altered.
- The adjustment in zones is done in such a way that players should always have a place to level their class within their level range.
- Some zones have been adjusted to be high end, with monster levels appearing above 100.

- Current known monster sense information can be found here.

Removed Maps and Map Changes
- The following maps have been removed either temporarily or permanently as part of scaling the game world. In testing, the warps to access these maps were non existent and gravity marked these maps as removed.

gef_fild12
gef_fild14
pay_fild05
pay_fild11
cmd_fild05
yuno_fild05
yuno_fild10
hu_fild03
hu_fild07
ein_fild02
ein_fild10
ra_fild02
ra_fild07
ra_fild09
ra_fild10
ra_fild11
ra_fild13
ve_fild01
ve_fild05
um_dun01
um_dun02

- The village of Umballa now directly connects to the yggdrassil tree roots.
- The map ein_fild01 now connects to ein_fild03.
- The map ve_fild04 now connects to ve_fild06.

- The entrance to the 'Ant Hell' dungeon has been moved from moc_fild20 (Crack of Dimension) to cmd_fild08 (East Fortress Saint Darmain).

Skill Balancing

Acolyte

Heal
* The amount healed for has changed. Heal is now directly influenced by your magic attack power.
* The amount healed is no longer fixed, but is a range influenced by your stats and skill level.
* Modifiers that affected heal before will still work as they did.

Mage

Safety Wall
* When safety wall blocks the maximum number of hits, a new wall cannot be placed on that cell for a short period of time.

Knight

Two Hand Quicken
* Two Hand quicken now increases your attack speed by a fixed amount.

Priest

Suffragium
* Now only reduces the variable portion of skill casting time.

BS Sacrimenti
* Now allows attacks to bypass defense of demon / undead monsters.

Turn Undead
* The success rate of Turn Undead is changed.
* On failure the damage of Turn undead is a holy attack influenced by your magic attack power.

Wizard

Meteor Storm
* The damage of Meteor Storm is increased.

Lord of Vermilion
* The damage of Lord of Vermilion is increased.

Storm Gust
* The damage of Storm Gust is increased.
* Stormgust's chance to freeze has changed. It now is a chance to freeze per hit of stormgust. Level 1 stormgust has a 25% chance to freeze, and the chance increases at 5% per level up to 70% chance to freeze per hit with level 10.

Heaven's Drive
* The damage of Heaven's Drive is increased.

Blacksmith

Adrenaline Rush
* Adrenaline Rush now increases your attack speed by a fixed amount.

Crusader

Grand Cross
* Grand Cross is influenced by both the physical attack power and magical attack power of the user.
* Grand Cross is reduced by a combination of physical defense power and magical defense power of the target.

Spear Quicken
* Spear Quicken now increases your attack speed by a fixed amount.

Monk

Occult Impaction
* Occult Impaction is influenced by (status + equip) physical attack power and the physical equipment DEF of the target.

Mental Strength
* Instead of modifying your defense/magic defense, simply reduces all incoming damage to 1/10.

Alchemist

Acid Terror
* Acid Terror is influenced by (status + equip) physical attack power and increased by the VIT of the target.
* Acid Terror deals 1/2 damage on boss targets now.

Bomb
* Bomb is now influenced by (status + equip) physical attack power.

Bard

Impressive Rift
* Impressive Rift now increases attack speed by a fixed amount (per level).

Magic Strings
* Now only reduces the variable portion of skill casting time.

Lord Knight

Frenzy
* Frenzy now increases attack speed by a fixed amount.

Clashing Spiral
* Clashing Spiral is now influenced by (status + equip) physical attack power and the weight of the current equipped weapon.

Assassin Cross

Soul Destroyer
* Soul Destroyer is influenced by your physical and magical attack power.
* Soul Destroyer's damage is reduced by a combination of both physical and magical defense of the target.

Meteor Assault
* Meteor Assault is influenced by (status + equip) physical attack power.

High Priest

Assumptio
* Assumptio has been completely changed. Assumptio now increases your physical and magical defense by 200% for the skill duration.
* However, skills that bypass your physical or magical defense will ignore the effects of assumptio.

High Wizard

Stave Crasher
* Stave Crasher is influenced by both the users physical attack power and magical attack power.
* Stave Crasher is reduced only by the targets physical defense.

Scholar

Soul Exhale
* The amount of SP transferable with Soul Exhale has changed. Now you cannot give a target more than 50% of their max SP with the skill.

Mind Breaker
* The damage of Mind Breaker is now influenced by (status + equip) magical attack power.

Biochemist

Acid Bomb
* Acid Bomb is now influenced by the users physical attack power, the users magical attack power, and the VIT of the target.
* Acid Bomb damage is now reducable by a combination of both physical defense and magical defense of the target.

Equipment Changes

Some pieces of equipment have been changed for the renewal patch. In particular, most rods and some books now grant equipment magic attack power.

Daggers

Ashura - 78 MAtk
Bazerald - 100 MAtk

Rods

Rod - 30 Matk
Wand - 45 Matk
Staff - 75 Matk
Wizardry Staff - 82 Matk
Gentleman's Staff - 82 Matk
Staff of Soul - 85 Matk
Divine Cross - 87 Matk
Release of Wish - 90 Matk
Staff of Wing - 90 Matk
Staff of Recovery - 90 Matk
Staff of Piercing - 95 Matk
Arc Wand - 95 Matk
Mighty Staff - 100 Matk
Wand of Occult - 105 Matk
Eraser - 110 Matk
Dark Thorn Staff - 116 Matk
Survivor's Rod - 120 Matk
Hypnotist's Staff - 120 Matk
Staff of Destruction - 145 Matk
Lich's Bone Wand - 155 Matk

Books

Hardcover Book - 25 Matk
Giant Encyclopedia - 70 Matk
Sage's Diary - 90 Matk
Magic Tactics - 92 Matk
Ancient Magic - 95 Matk

* Other books do not grant any MATK bonus.

I will admit I do not know the original source of this, but I saw it on another servers forums.

This is a screenshot with those stat changes on a gunslinger : http://ragnagate.net/zboard/data/screen4/245/1219932721/screenR001.jpg (http://ragnagate.net/zboard/data/screen4/245/1219932721/screenR001.jpg)
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 27, 2008, 02:55 PM
Some interesting nerfs.  So what do you guys think?  For the better or worse of RO?
Title: Re: 3rd classes thread v.2
Post by: Sarin on Oct 27, 2008, 03:06 PM
I have to wait to see final results to judge. But unless the weapon attack values change, I think this is the end of hydra cards...why? Cards now influence only equip atk...so you need 150+atk from equip for hydra to have same or bigger effect than zipper bear...
Title: Re: 3rd classes thread v.2
Post by: Anti-Static Foam Cleaner on Oct 27, 2008, 03:17 PM
Quote from: InFlamesWeTrust on Oct 27, 2008, 02:55 PM
Some interesting nerfs.  So what do you guys think?  For the better or worse of RO?

I know I'm going to hate the fact that I need to swap weapons every time I want to heal myself as a Monk.
Title: Re: 3rd classes thread v.2
Post by: superhappyfun on Oct 27, 2008, 05:21 PM
if you wanted to know more about the new changes you could check out doddler's blog. he played on the korean test server to test out the proposed changes. http://rojournal.doddlercon.com/index.php?cat=7
Title: Re: 3rd classes thread v.2
Post by: Hutchy on Oct 27, 2008, 05:54 PM
Yes.~

Third classes make my head hurt. I like to pretend they'll never happen.
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 27, 2008, 06:44 PM
Just finished reading doddlers Journal, and for some strange reason I feel really dizzy...

Anyways, I guess I'm a little more optimistic.  It doesn't look all bad at all.  In fact I'm looking forward to seeing how this ends up. 

Well, it's not like there wont be servers that will still retain the 'old' dynamics.
Title: Re: 3rd classes thread v.2
Post by: Artariko on Oct 27, 2008, 09:41 PM
Ths might be fun :O
Title: Re: 3rd classes thread v.2
Post by: Guest on Oct 27, 2008, 11:33 PM
xD
i might make one of these, maybe, that or i'll just do em on a test server
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 28, 2008, 03:46 AM
They'll probably end up getting another delay. . .  I'm not expecting to see them anytime relatively soon. ;x
Title: Re: 3rd classes thread v.2
Post by: superhappyfun on Oct 28, 2008, 04:52 AM
i think that the new system kind of favours a rp environment. dont ask me why i dont know. but i think it just does. something to do with not lvling in the same place from lvl 1 to 99...
Title: Re: 3rd classes thread v.2
Post by: Anti-Static Foam Cleaner on Oct 28, 2008, 05:53 AM
That much is true.

But:

- I can't wait to see a lone 120 level dude take out entire enemy guild just because they're no more than level 110; also makes me wonder what level Emperium will be
- They didn't change skills much at all, and that was where the main problem was
- Third classes mean the non-trans classes will be even MORE obsolete, and even the trans will be just a means of getting to 3rd jobs now
Title: Re: 3rd classes thread v.2
Post by: fluidin on Oct 28, 2008, 05:57 AM
Well at least the non-trans can jump to 3rd straightaway instead of having no choice except to reborn.

I'm thinking the advantages of reborning would be having more choices for your skill build? Maybe if someone wouldn't need those trans skills he wouldn't need to reborn.

But then again, there is the problem of the bonus HP/SP for trans.
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 28, 2008, 06:25 AM
You get 100 extra stat points or something if you reborn, eh?

Am I looking at this exp table right?  The leveling seems so... easy. 
Title: Re: 3rd classes thread v.2
Post by: fluidin on Oct 28, 2008, 06:28 AM
100 might become pretty obsolete if the max level is 150, lol.

Unless they overhaul the stat system, :X
Title: Re: 3rd classes thread v.2
Post by: Anti-Static Foam Cleaner on Oct 28, 2008, 07:41 AM
Quote from: InFlamesWeTrust on Oct 28, 2008, 06:25 AM
Am I looking at this exp table right?  The leveling seems so... easy. 

Yeah, about 100 monsters per level. Unless it's with the 10x XP they had at the test server.
But then it's even worse, kill 1000 porings D:
Title: Re: 3rd classes thread v.2
Post by: CookieEater on Oct 28, 2008, 03:36 PM
Quote from: InFlamesWeTrust on Oct 28, 2008, 06:25 AM
You get 100 extra stat points or something if you reborn, eh?

And extra skill points.
Title: Re: 3rd classes thread v.2
Post by: Sarin on Oct 28, 2008, 03:51 PM
and extra HP/SP and skills, don't forget this ;) :D
Title: Re: 3rd classes thread v.2
Post by: InFlamesWeTrust on Oct 28, 2008, 06:02 PM
If the cap is 150, what are the stat caps going to be?  -Thinks how this'll effect cast time-
Title: Re: 3rd classes thread v.2
Post by: Sarin on Oct 28, 2008, 06:41 PM
well, since skills will have fixed cast time+cast time reduced by dex, there's gonna be no IC, don't worry about that.
Title: Re: 3rd classes thread v.2
Post by: XionSiphon on Oct 28, 2008, 07:25 PM
I'm interested to see the new RO they have instore, could be quite fun to test.
Title: Re: 3rd classes thread v.2
Post by: fluidin on Oct 28, 2008, 09:46 PM
Quote from: fluidin on Oct 28, 2008, 05:57 AM
Well at least the non-trans can jump to 3rd straightaway instead of having no choice except to reborn.

I'm thinking the advantages of reborning would be having more choices for your skill build? Maybe if someone wouldn't need those trans skills he wouldn't need to reborn.

But then again, there is the problem of the bonus HP/SP for trans.

Lol, guys :/ I did state those points. But just to make this post more constructive...

Nvm. I have nothing to add LOL.
Title: 3rd Job Class
Post by: milo on Nov 11, 2008, 09:41 PM
are the new 3rd Job Classes gonna be implemented on private server's too?
http://gmtristan.com/kro-announces-ragnarok-online-3rd-job-class/
Title: Re: 3rd Job Class
Post by: Head Monocle of DOOM on Nov 11, 2008, 09:50 PM
I wouldn't be surprised if they eventually show up on them.
Title: Re: 3rd Job Class
Post by: Guest on Nov 11, 2008, 09:53 PM
key word, eventually

XD it'll be a few ages before they show up for us private servers X.x
Title: Re: 3rd Job Class
Post by: Loki on Nov 11, 2008, 10:33 PM
I request for this topic to merge with other similar topics. There's bucket loads of topics regarding 3rd Class.
Title: Re: 3rd Job Class
Post by: Guest on Nov 11, 2008, 11:39 PM
._. geeze that means i gota find them all....
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Nov 12, 2008, 01:35 AM
Work work work for JJJ :P
Title: Re: 3rd Class Discussion
Post by: phranxis on Nov 12, 2008, 05:54 AM
acid bomb got much much  more stronger :P
Title: Re: 3rd Class Discussion
Post by: Guest on Nov 12, 2008, 06:51 PM
Quote from: GumdropsGallore on Nov 12, 2008, 01:35 AM
Work work work for JJJ :P

there was one more topic about this, but i couldn't find it XD
so i just merged the 2
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Nov 12, 2008, 07:53 PM
Quote from: JJJ on Nov 12, 2008, 06:51 PM
Quote from: GumdropsGallore on Nov 12, 2008, 01:35 AM
Work work work for JJJ :P

there was one more topic about this, but i couldn't find it XD
so i just merged the 2

Well hopefully the other will be burried in anonymity.
Title: Re: 3rd Class Discussion
Post by: ngjoko on Nov 16, 2008, 03:47 AM
I guess everyone will be looking forward to this, but i wonder how pureforgers or other similar jobs can level. I'm not sure if the leveling's became easier though. Porings are 30exp for level 1, and to level 2 needs 500, seems awfully longer than before. Well, correct me if i'm wrong, i hadn't played in ages anyway, :p
Title: Re: 3rd Class Discussion
Post by: Sarin on Nov 16, 2008, 09:37 AM
botting, leeching etc...

Leeching is most common "legal" way. Often the pure forger is "guild" character, that is used by most its members...they just dualclient, party the forger with their main, and either let him sit down somewhere safe or let him autofollow....
Title: Re: 3rd Class Discussion
Post by: CookieEater on Nov 16, 2008, 02:35 PM
Pure brewers tended to grab a Fireblend since they stacked Int anyway, if I recall correctly.
Title: Re: 3rd Class Discussion
Post by: Sarin on Nov 16, 2008, 05:14 PM
Yea, afk leveling...forgot to mention that.
Title: Re: 3rd Class Discussion
Post by: ngjoko on Nov 22, 2008, 06:48 PM
Fireblend allows the casting of lv. 5 firebolt, thus i'm not sure if that'll do any good.

Further more, my bad, didn't read that journal at first. XP

With the stats calculator modified, i guess you don't really need so much STR to survive anymore since ATK is pretty much based on weapons, thus finally gotten rid of the "i can only level by leeching" problem.

I can finally explore while leveling since the monsters had been removed, replaced, and evenly spread all over rune midgard, yay! XD

But i am concerned about Morroc, how do you even get there anymore? Won't novices and thieves have hard time changing jobs? I mean, pre-merchants might have to go to morroc, assassins and rogues starts at morroc, and there are lots of quest that starts there.

Finally, i really wonder if the "Magitek Armor" appearance for male and female will look the same. If they do at the least different color, like blue for guys and red for gals. :P
Title: Re: 3rd Class Discussion
Post by: CookieEater on Nov 23, 2008, 11:31 AM
Quote from: ngjoko on Nov 22, 2008, 06:48 PM
Fireblend allows the casting of lv. 5 firebolt, thus i'm not sure if that'll do any good.
Level 3, actually. And it does a lot of good. A friend of mine solo levelled all the way to 99 on Geos pre-Trans, with only a minor mental breakdown. And it makes you a lot more usefull in a party also.

Remember: AFK levelling via Homunculus is not allowed everywhere.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: asdfqwerty123 on Nov 25, 2008, 03:58 PM
Monk or Champion>
ä¿®ç¾...
Shura

...I wonder if it has a hoodie.
Oddly though, Shura is an obscure Muslim term...
I wonder how that plays out.
Title: Re: 3rd Class Discussion
Post by: ngjoko on Nov 25, 2008, 04:01 PM
I don't see why must all creators use homunculus to level up, that's abusing the game.
Title: Re: 3rd Class Discussion
Post by: CookieEater on Nov 25, 2008, 04:27 PM
Quote from: ngjoko on Nov 25, 2008, 04:01 PM
I don't see why must all creators use homunculus to level up, that's abusing the game.
Only if they level AFK, otherwise it's using it as intended. The Homunculus is there to help the Alchemist/Biochemist fight, after all.
It's very lazy and cheap, though. I never do it.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: CookieEater on Nov 25, 2008, 04:30 PM
Quote from: Zairik on Nov 25, 2008, 03:58 PM
Oddly though, Shura is an obscure Muslim term...
I wonder how that plays out.
The intended translation is the Japanese one, which means 'carnage'. I doubt that Gravity double-checked for multi-language use of the word...
Title: Re: 3rd Class Discussion
Post by: ngjoko on Nov 27, 2008, 07:07 PM
Yeah, my sentiments too. Well at least that won't be a problem for long since a character of certain level can only gain decent amount of exp from monsters of certain levels, thus ensuring AFK leveling to be unsuccessful. Unless you wanna hunt for stuff using your homunculus during AFK, then having a yoyo around should be ok, though it's still lazy...
Posted on: Nov 25, 2008, 11:03 am
I'd just realised that battle Sages can finally be unleashed, freecast while attacking. Sages with high STR can use staffs for decent MATK, or INT can use daggers or books for decent ATK.

All the Alchemists and Blacksmiths will also be able to fight and create items since STR is not as crucial for damaging anymore.
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: echo44 on Dec 02, 2008, 12:52 PM
GUILLITINE CROSS! xD sin class rocks i can't wait them to come! tho arent they supposed to be already realeased(w/e) ?   ;D i can't wait!
Title: Re: Rune Knight, Warlock, Archbishop, Ranger, Mechanic, Guillotine Cross
Post by: Guest on Dec 02, 2008, 07:06 PM
ah ha! so this was the third topic about the new third classes x3
let me merge em!
Title: Re: 3rd Class Discussion
Post by: ngjoko on Dec 03, 2008, 06:27 AM
Sin types are indeed strong, but don't really like them. The skills are too powerful and risky, the weapons are lethal, definately not my type of character. Besides, only assassins look good, cross and guillotine looks awfully awful.
Title: Re: 3rd Class Discussion
Post by: GM-Robby on Dec 03, 2008, 07:33 AM
warlock looks awesome...
Title: Re: 3rd Class Discussion
Post by: ngjoko on Dec 19, 2008, 07:13 PM
ArchBishop's Sprite and Skill description are ready, RuneKnight's Sprite is complete, but the skills are only half way done. I saw it on iro future wiki.

ArchBishop looks extremely essential in WoE, but the SP costs too much, but they can really be demon slayers. I wonder if Duple Light can be cast on other player.
Title: Re: 3rd Class Discussion
Post by: Littlechan on Dec 19, 2008, 08:52 PM
arch bishop can be like the one who can global silence on Dota...I forgot the name XD

and the sprite of female arch bishop looks cute <3~
Title: Re: 3rd Class Discussion
Post by: Kurain on Dec 19, 2008, 11:29 PM
Arch bishop has some pretty imbalanced skills though.

Examples would be the one giving you the ability to cast kyrie on every party member whenever you want.
Or the ability to cancel everyones buffs on your screen in one go.
Or having the ability to use a AoE lex that has a range of a whopping 15 cells.
Title: Re: 3rd Class Discussion
Post by: Guest on Dec 19, 2008, 11:38 PM
/swt the skills aren't set in stone and we're already talking about balance? Dx

im not going to like this am i? XDD
oh well its all about change =3
Title: Re: 3rd Class Discussion
Post by: Littlechan on Dec 20, 2008, 01:18 AM
Quote from: Kurain on Dec 19, 2008, 11:29 PM
Arch bishop has some pretty imbalanced skills though.

Examples would be the one giving you the ability to cast kyrie on every party member whenever you want.
Or the ability to cancel everyones buffs on your screen in one go.
Or having the ability to use a AoE lex that has a range of a whopping 15 cells.

long cast time maybe? x3

or maybe high SP cost?

I think the kyrie one is just for around the arch bishop who cast it? correct me if I'm wrong :3
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Dec 20, 2008, 02:42 AM
heh my closest character to even becoming a third class is just a level 96/50 priest that i still need to trans but seeing the arch bishop is really making me want to hurry with the last few levels.
Title: Re: 3rd Class Discussion
Post by: ngjoko on Dec 20, 2008, 07:25 AM
Actually, does a battle priest + battle smith or a support priest + huge party level faster?
Title: Re: 3rd Class Discussion
Post by: Ev1l on Dec 20, 2008, 01:08 PM
Ever we can play on any free ragnarok server with rune knight and bishop?
Title: Re: 3rd Class Discussion
Post by: Guest on Dec 20, 2008, 01:34 PM
you'll just have to wait and see i gues
Title: Re: 3rd Class Discussion
Post by: Ev1l on Dec 20, 2008, 01:47 PM
of course... how long wait :-D this is question..how long :) week-month-year? future :)
Title: Re: 3rd Class Discussion
Post by: Guest on Dec 20, 2008, 02:03 PM
lol mmm a long long time im sure, there not even finished, and im sure it'll take eA a long long time to finish them..... hmmmm so... ya it'll take a long while >.<
Title: Re: 3rd Class Discussion
Post by: night1218 on Dec 20, 2008, 03:52 PM
wait and see now...archbishop sounds great~ by the way
Title: 3rd class?
Post by: cisco on Dec 21, 2008, 11:29 PM
or only renewal server only?
Title: Re: 3rd class?
Post by: Guest on Dec 22, 2008, 12:21 AM
nope and nope, i wouldn't expect them for a long long time
Title: Re: 3rd class?
Post by: fluidin on Dec 22, 2008, 12:31 AM
http://forums.irowiki.org/showthread.php?t=20283 (http://forums.irowiki.org/showthread.php?t=20283)

Two of the 3rd classes; Arch Bishop and Rune Knight, are out on the kRO Sakray Renewal Test Server.
Title: Re: 3rd class?
Post by: Guest on Dec 22, 2008, 12:57 AM
Quote from: fluidin on Dec 22, 2008, 12:31 AM
http://forums.irowiki.org/showthread.php?t=20283 (http://forums.irowiki.org/showthread.php?t=20283)

Two of the 3rd classes; Arch Bishop and Rune Knight, are out on the kRO Sakray Renewal Test Server.
XD didn't know that

but who has a sak renewal test server account here ^^;;






PS: B> Sak renewal test server account T-T
and Korean lesions
Title: Re: 3rd class?
Post by: Head Monocle of DOOM on Dec 22, 2008, 01:16 AM
poor JJJ. go look at your cute frozen kid to cheer up.
Title: Re: 3rd class?
Post by: Guest on Dec 22, 2008, 01:31 AM
Quote from: Head Monocle of DOOM on Dec 22, 2008, 01:16 AM
poor JJJ. go look at your cute frozen kid to cheer up.
that was clearly one of my stupid moments

by the way, have you guys looked at the sprites? =3
and the skills for archbishop seem to take up a insane amount of sp XD
Title: Re: 3rd class?
Post by: Cielte on Dec 22, 2008, 04:43 AM
All the sprites so far look good except for one, the female Gulliotine. x.x She kinda looks like... I dunno, can't really explain it.
And yeah, the Arch-Bishop skills will probably take ALOT of SP.
Title: Re: 3rd class?
Post by: Silvie on Dec 22, 2008, 05:51 AM
Wtf those are really hax skills.

AoE Heal, Bless, Inc Agi, KE, and Lex Divina omg.

And an AoE Dispell.

Totally hax.
Title: Re: 3rd class?
Post by: DeePee on Dec 22, 2008, 08:21 AM
Well, it's really hard to say how "hax" they are, considering the entire game mechanics will be different...very very different.
Title: Re: 3rd class?
Post by: Silvie on Dec 22, 2008, 09:13 AM
-facepalm- I totally forgot about that in my surprise and happiness at the female archbishop sprites.  I fail xD;;;

Title: Re: 3rd class?
Post by: Littlechan on Dec 22, 2008, 10:13 AM
Quote from: Azurene on Dec 22, 2008, 04:43 AM
All the sprites so far look good except for one, the female Gulliotine. x.x She kinda looks like... I dunno, can't really explain it.
And yeah, the Arch-Bishop skills will probably take ALOT of SP.

"full with needles...kinda look like hedgehog"

say this with loud voice XD

but yes, that's what in my mind when I see them x3
Title: Re: 3rd class?
Post by: Rudolph Zyaber on Dec 23, 2008, 05:19 PM
Tira is apparently working with her staff to implement the classes fully into EssenceRO since the development for eA has slowed considerably.  I don't know how this will work though, because of they may need to be tailored to Essence's balance, since all these classes and their new skills are meant to be for the RO Renewal and not the regular RO. 

We'll see how it goes I guess. 
Title: Re: 3rd class?
Post by: Descent on Dec 23, 2008, 07:43 PM
Good God, those sprites look horrible. Even the Rune Knight(that I was looking forward to)...sigh.
Title: Re: 3rd class?
Post by: Guest on Dec 23, 2008, 08:49 PM
lol why has it taken me this long to merge it with the original topic about third classes?
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Dec 23, 2008, 08:51 PM
you're getting senile XP
Title: Re: 3rd Class Discussion
Post by: Guest on Dec 23, 2008, 08:59 PM
lol by the way, has anyone noticed that a few of the attack sprites from both the rune knight, and the archbishop are missing?
Title: Re: 3rd Class Discussion
Post by: Gabrielle on Dec 24, 2008, 12:48 AM
Those aren't attack sprites, they're throw sprites. most 2-1/2-2 trans also miss them. Go on the test server, make a stapo card and a Clip on a High Priest and have fun laughing your donkey off(this is strangely enough a good one-time-only tactic to pull on a low pop server WoE, if people haven't seen it before, they tend to piss their pants cracking up about it, seen guilds taking aback by it, and been like "ZOMG THAT HP'S HEAD! LMAO"). A-typical of gravity to leave those out. At LEAST they kinda replaced the "Throw" with other class sprites instead of left them blank like with the High Priests.
Title: Re: 3rd Class Discussion
Post by: Guest on Dec 24, 2008, 01:11 AM
lol ah okay
x3 odd that novies have the sprites though
Title: Re: 3rd Class Discussion
Post by: Gabrielle on Dec 24, 2008, 01:17 AM
strangely, I think most non-trans have throw sprites. Stapo as a card wasn't put in officially much more then a year ago, and before that, there was no real way that a HP or a Lord Knight was really going to be throwing anything or using a throw sprite, so kinda cost efficient I guess to not even make the sprites.... doesn't help though that they STILL haven't made the throwing sprites for the Trans classes yet, and I wonder if the fillers from the classes that do have throw sprites are going to remain in or if they're going to be lame and not make them again XD
Title: Re: 3rd Class Discussion
Post by: Hellioning on Dec 31, 2008, 01:17 AM
Is it sad the only thing about the third classes I cared about were the sprites?
I have to admit, tho, the Arch Bishop sprites delivers.
Title: Re: 3rd Class Discussion
Post by: prinnyXdood on Jan 08, 2009, 07:59 AM
The female Archbishop looks decent so far.





http://danbooru.donmai.us/data/d2ed1ed94a91664d892e5acd8181b3bb.jpg





I wonder will the Gunslinger, Ninja, Star Gladiator and Soul Linker will ever job advance?
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jan 08, 2009, 08:54 AM
Signs point to no.
Title: Re: 3rd Class Discussion
Post by: Omi on Jan 08, 2009, 01:49 PM
Well, in 2007 there was some mention of a soul linker + taekwon master rebirth class.  The problem is the information could most likely be false as the information was obtained through reverse engineering of the kRO client.

Infact, found the links;
http://ro.doddlercon.com/wiki/index.php?title=Death_Knight (http://ro.doddlercon.com/wiki/index.php?title=Death_Knight)
http://ro.doddlercon.com/wiki/index.php?title=Dark_Collector (http://ro.doddlercon.com/wiki/index.php?title=Dark_Collector)
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jan 08, 2009, 02:20 PM
These two were used in that RO mobile thing.
Title: Re: 3rd Class Discussion
Post by: Guest on Jan 08, 2009, 06:35 PM
x3 some info on them was found in the actual files of sak i think, but they were never used so far....
Title: Re: 3rd Class Discussion
Post by: You on Jan 16, 2009, 03:27 PM
Yes, because if there's anything I want in a server, it's classes coming out before they're even close to being out on eA and the other classes in the group not being even out on kRO yet.

Third classes are a joke anyway, I don't even know why Trans works the way it does on private servers still.  It's a ruse to get more money, and when we're playing for free and for our own entertainment I'm not sure why we have to do the multiple runarounds to 99.
Title: Re: 3rd Class Discussion
Post by: Sarin on Jan 16, 2009, 04:36 PM
Allowing these classes prematurely will cause about week of high growth of server, followed by downfall...besides you will not even test them properly since they are balanced for the new game mechanics-
Title: Re: 3rd Class Discussion
Post by: Guest on Jan 16, 2009, 06:34 PM
/swt this topic isn't about essence remember? Y.Y

sides, without the renewal i think that the third's will be... godly to say the least
Title: Re: 3rd Class Discussion
Post by: Cielte on Jan 16, 2009, 06:46 PM
Quote from: JJJ on Jan 16, 2009, 06:34 PM
/swt this topic isn't about essence remember? Y.Y

sides, without the renewal i think that the third's will be... godly to say the least

I'm pretty sure Gravity's got something planned to make one of the classes even more broken than before. Just with a different name, look, and of course, skills.
Title: Re: 3rd Class Discussion
Post by: Omi on Jan 16, 2009, 08:12 PM
when you consider the renewal, 3rd classes actually look pretty balanced.  A lot of stat formula changes would make them as strong as a 135 int high priest at the moment by 115, and it won't be very easy to level them either I can imagine.
Title: Re: 3rd Class Discussion
Post by: Guest on Jan 17, 2009, 02:55 PM
greaatttt another messy topic,
for the record, i didn't delete his post because it was slightly about the classes

and for the record if you think i have favoritism towards essence you may be looking at the picture upside down, the same goes for anyone that thinks i bother to care about favoritism

now since this topic's gotten messy i'll clean it up a bit
Title: The Warlock Info is up~
Post by: elicC on Jan 22, 2009, 09:29 PM
http://ro.doddlercon.com/wiki/index.php?title=Warlock

The girl looks nice when she sits :3!
Title: Re: The Warlock Info is up~
Post by: Pow on Jan 22, 2009, 09:39 PM
(http://ro.doddlercon.com/wiki/images/2/22/Warlock_f_front_damage.gif)

Is it just my imagination when I say she looks like a chicken?

-Pow
Title: Re: The Warlock Info is up~
Post by: Guest on Jan 22, 2009, 09:43 PM
xD ya i know it looks funny x3

PS: check this out >>Clickie<< (http://forums.irowiki.org/showthread.php?t=22035)
Title: Re: The Warlock Info is up~
Post by: Cielte on Jan 22, 2009, 09:43 PM
Looks like a replica of a Female Swordie sitting.
Title: Re: The Warlock Info is up~
Post by: elicC on Jan 22, 2009, 09:51 PM
Quote from: Pow on Jan 22, 2009, 09:39 PM
(http://ro.doddlercon.com/wiki/images/2/22/Warlock_f_front_damage.gif)

Is it just my imagination when I say she looks like a chicken?

-Pow

DOES NOT!!..... (http://npc.i-luna.com/npc/800.gif)

Okay...well....maybe <_<
Title: Re: The Warlock Info is up~
Post by: A92FL0163 on Jan 22, 2009, 10:33 PM
Woah, Wizard sniping is now possible, AWESOME!(Now you're able to Napalm B. from afar, I guess). Drain HP was already known(LOL WOW LOCKS). And also OH s*** TETRA VORTEX !!! FINALLY IT HAVE BEEN ADDED! It was displayed years ago in Ragnarok Manhwa but have never been added into game.

Also, no skill to kill enemies with your spiked clothing, sadly. :/
Title: Re: The Warlock Info is up~
Post by: Littlechan on Jan 23, 2009, 04:18 AM
can neko say cute? XD

but...neko think this topic has to be merged with the other one? o.o?
Title: Re: The Warlock Info is up~
Post by: Descent on Jan 23, 2009, 08:10 AM
Am I the only one who isn't blindly jumping for joy for these so-called "3rd" classes?

After reading over the skills list(not to mention looking at the sprite, which looks like a re-edit of the current GS outfit), I have to say...not impressed in the slightest.
Title: Re: The Warlock Info is up~
Post by: Guest on Jan 23, 2009, 09:33 AM
Quote from: Littlechan on Jan 23, 2009, 04:18 AM
can neko say cute? XD

but...neko think this topic has to be merged with the other one? o.o?
xD good point, i forgot about that

Quote from: Descent on Jan 23, 2009, 08:10 AM
Am I the only one who isn't blindly jumping for joy for these so-called "3rd" classes?

After reading over the skills list(not to mention looking at the sprite, which looks like a re-edit of the current GS outfit), I have to say...not impressed in the slightest.
to be honest, im pretty much expecting the third classes to break the normal RO ish mechanics, but thats why they have the renewal ^^;
Title: Re: 3rd Class Discussion
Post by: Sarin on Jan 23, 2009, 10:18 AM
So far 3rd classes fulfill my pesimistic expectations. I wanted less nukes, more tactics, but expected just the opposite. And it comes...
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 23, 2009, 10:44 AM
Quote from: Sarin on Jan 23, 2009, 10:18 AM
So far 3rd classes fulfill my pesimistic expectations. I wanted less nukes, more tactics, but expected just the opposite. And it comes...
I'm also sad about those updates, but maybe they have changed the mechanics making nuke way less viable? They have changed mechanics a lot, they must have changed nuke too.
Title: Re: 3rd Class Discussion
Post by: Rudolph Zyaber on Jan 23, 2009, 11:52 AM
You know you're kinda right.  So far I'm not really impressed.  Though the two classes I am looking forward too the most is the Mechanics (hopefully the next class done because I heard someone say something about them following the job ID order and Mechanics are after Warlocks) and the Rangers.  I wanna see what kinda stuff they do with the wolf.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 23, 2009, 12:31 PM
F*ck Wolfs, Combining Traps is what Rangers will be all about.
Title: Re: The Warlock Info is up~
Post by: CookieEater on Jan 23, 2009, 12:39 PM
Quote from: Parameters on Jan 22, 2009, 10:33 PM
(LOL WOW LOCKS)
Sure, ignore the fact that draining life energy is a typical attribute of Warlocks in mythology in general.
Title: Re: 3rd Class Discussion
Post by: Sarin on Jan 23, 2009, 01:40 PM
I think you confuse it with Liches. Warlocks, generally, are evil wizards.
Title: Re: The Warlock Info is up~
Post by: A92FL0163 on Jan 23, 2009, 09:34 PM
Wait a second, Warlocks will have bubble/personal immunity like H.Priests (White Imprison, you can just pot out 2000 HP) and AoE Strip(Earth Strain) now?
Also, someone noticed that Warlocks will have 3 skills that give a slow or Agi/Dex reducing effect? It's that some kind of Paper killing Scissors? Just see:
Quagmire: 25% Agi/Dex Reduction, Speed Reduction. Marsh of Abyss: 15% Agi/Dex Reduction, Speed Reduction. Frost Mist: ASPD Reduction, Speed Reduction. Along with a Strip.
And, I have a question, someone know if Recognized Spell will work as a Maximize Power for Wizards or it will work like a High Wizard Card?
QuoteSure, ignore the fact that draining life energy is a typical attribute of Warlocks in mythology in general.

I couldn't resist doing that, every time I see a RO update it remembers me of WoW, I'm sorry. :(
Hoping HP Drain won't be like that Old Assassin Vampire quest skill, God damn, that thing was annoying at the point of every assassin going from SBK to Vampire. >_>

I was going to say something about the classes being way too Imba (See: Comet), but I think the class will be rebalanced along with the New Mechanics. (Doddler have already posted that Demon Bane and the other skill that comes along with it could REALLY turn you into a Undead/Demon Killer)

Totally unrelated and stupid quote from Wikipedia
A warlock is a colloquial term, often used to describe a male witch. Historically, the word warlock means "deceiver", whereas the word "witch" can be applied to both men and women, taken shamelessly from Wikipedia. And I accidentally the whole meaning of the thread.
[close]
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jan 24, 2009, 05:03 AM
Quote from: Sarin on Jan 23, 2009, 01:40 PM
Warlocks, generally, are evil wizards.

Warlocks are male version of witches.

They should've named them Sorcerers, really, casting comets on people is not what witches normally do imo
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Jan 24, 2009, 06:41 AM
Wel the definithions of sorcerer, warlock, witch, and all those levels are hard to identify because there are so many diggerent fantasy stories with different idea's on how the heirarchy works. For instance in The Warrior Heir sorcerers make enchanted items and wizards command the high magics.
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jan 24, 2009, 07:15 AM
WIKIPEDIA SAID IT'S TRUE SO DON'T ARGUE
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 24, 2009, 10:23 AM
Oh, Comet, I believe it will had a giant effect that will lag everyone around. :'( Not AoE Spamming in Town again.
Title: Re: 3rd Class Discussion
Post by: Omi on Jan 24, 2009, 10:27 AM
With the renewal, the classes don't seem that broken actually.

Without the renewal, I can see warlocks doing about 200k comet attacks.
Title: Re: 3rd Class Discussion
Post by: Sarin on Jan 24, 2009, 10:40 AM
From what know about renewal, ATK/MATK and DEF/MDEF will undergo major changes...unfortunately in favor of one-shot attacks.

I am concerned also about dualclienting on p. servers. If one guy makes two warlocks and a bard, he can be pretty much spamming Comet all the time as precast.
Title: Re: 3rd Class Discussion
Post by: Guest on Jan 24, 2009, 03:32 PM
Quote from: Omi on Jan 24, 2009, 10:27 AM
With the renewal, the classes don't seem that broken actually.

Without the renewal, I can see warlocks doing about 200k comet attacks.

dito ^^;;;

i have no clue why some people are already rushing to put these in their servers =/
without the renewal every things pretty much going to be massively imbalanced (393840394 times more then normal i mean)
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 24, 2009, 04:04 PM
 The Truth about the New One Shot Renewal Sistem
Attack Speed will be lowered.
[close]
Title: Re: 3rd Class Discussion
Post by: Omi on Jan 24, 2009, 04:11 PM
I have 190 aspd at level 65 on an assassin cross following the renewals system

so they need to do some more work on that aspect ;x
Title: Re: 3rd Class Discussion
Post by: CookieEater on Jan 25, 2009, 05:32 AM
Comet: a spell that requires two Warlocks to cast and deals heavy damage without any preperations required.

...

Porom & Palom, anybody?
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 25, 2009, 12:36 PM
This (http://rojournal.doddlercon.com/index.php?cat=7) Link shows most of the new renewal system features, seems as now you DO have delay on some skills and it now shows to you, every time you are with a skill cooldown, a paw is shown over it, and makes you unable to use it. Seems nice since some skills are obviously way too strong to keep using every second, and others less strong will be able to spam up.

Now this is something I was looking after. 
Title: Re: 3rd Class Discussion
Post by: Head Monocle of DOOM on Jan 25, 2009, 11:47 PM
Quote from: CookieEater on Jan 25, 2009, 05:32 AM
Comet: a spell that requires two Warlocks to cast and deals heavy damage without any preperations required.

...

Porom & Palom, anybody?
It would be more like porom & Palom if it was AB and Warlock
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jan 26, 2009, 10:42 AM
Quote from: Sir Schmoopy on Jan 24, 2009, 04:11 PM
I have 190 aspd at level 65 on an assassin cross following the renewals system

Pic or it didn't happen.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jan 26, 2009, 05:09 PM
Quote from: Anti-Static Foam Cleaner on Jan 26, 2009, 10:42 AM
Quote from: Sir Schmoopy on Jan 24, 2009, 04:11 PM
I have 190 aspd at level 65 on an assassin cross following the renewals system

Pic or it didn't happen.

I have read that there is actually a bug into the Renewal System that the weapons ASPD were a bit messed up and there was a spear that, when you equipped it, it would boost your ASPD to 190, they said that it was showing into others weapons and equips too, like sprint set.

I can't remember where I read it.
Title: Re: 3rd Class Discussion
Post by: bugref on Feb 13, 2009, 05:02 AM
with regards to assasin Cross, this is so far my favorite Class because of its criticals. But It seems that the guillotine Cross transcended its build to a one type sonic build class, I do hope they would consider giving importance to Critical Build Guillotine Crosses… to continue the variations build as What assasin Cross has been famous of…
Title: Re: 3rd Class Discussion
Post by: fluidin on Feb 13, 2009, 06:14 AM
And what makes you say that?

That Guillotine Crosses are a one-type Sonic Blow built class, in your own words.

Source please?
Title: Re: 3rd Class Discussion
Post by: Ascalon on Feb 13, 2009, 10:18 AM
Quote from: fluidin on Feb 13, 2009, 06:14 AM
And what makes you say that?

That Guillotine Crosses are a one-type Sonic Blow built class, in your own words.

Source please?

Heard about more DD skills for Guillottine Cross :\

But more, Hallucination Walk? It was removed from SinX long time ago, now i hope it would be at least balanced.
Title: Re: 3rd Class Discussion
Post by: Aera on Feb 26, 2009, 06:46 AM
somewhat not a direct response to the posts above me, but I'd like to point out that the archbishops are awesome  :P

http://ro.doddlercon.com/wiki/index.php?title=Arch_Bishop (http://ro.doddlercon.com/wiki/index.php?title=Arch_Bishop)

not only were the sprites nice (female only IMO), but the skills are great (again IMO)

duple light, renovatio, and adoramus catches my eye  ;)

[EDIT]

http://ro.doddlercon.com/wiki/index.php?title=Ranger (http://ro.doddlercon.com/wiki/index.php?title=Ranger)

Rangers have the best sprites so far IMO... especially that ride a wolf  ;D
Title: Re: 3rd Class Discussion
Post by: Ev1l on Feb 27, 2009, 03:43 PM
Hi, please everyone, how i can change assassin cross sprite to guillotine cross sprite?
Title: Re: 3rd Class Discussion
Post by: Cielte on Feb 27, 2009, 03:46 PM
Quote from: Ev1l on Feb 27, 2009, 03:43 PM
Hi, please everyone, how i can change assassin cross sprite to guillotine cross sprite?

You rename the Gulliotines sprite to the Assassin Cross' sprite and figure out the folder you put it in for it to work. ;o

This doesn't belong in this topic. =.=
Title: Re: 3rd Class Discussion
Post by: Sarin on Feb 27, 2009, 04:42 PM
Keep in mind that, as any clientside sprite mod, only you will see it. Also it can result in nasty errors.
Title: Re: 3rd Class Discussion
Post by: CookieEater on Feb 28, 2009, 05:07 AM
Yay, Rangers!

Hmm... first of all, that wolf is ugly. It doesn't fit in the whole 'cute and cartoony' thing that RO has. Secondly, why does the Ranger get skills that completely make the Sage's 'one type only' QUEST SKILL Elemental Conversion obsolete? (Though nobody uses Elemental Conversion anyway, just the scrolls.)
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Feb 28, 2009, 12:20 PM
Hmm... Guillhotine Cross = ROFLCOPTER with Poisons!
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Feb 28, 2009, 03:56 PM
Quote from: CookieEater on Feb 28, 2009, 05:07 AM
It doesn't fit in the whole 'cute and cartoony' thing that RO has.

Thank f*** god
Title: Re: 3rd Class Discussion
Post by: Littlechan on Feb 28, 2009, 10:30 PM
I think the warg looks cute o.o
Title: Re: 3rd Class Discussion
Post by: Ev1l on Mar 01, 2009, 06:00 AM
Rename SiNX to GCross in sdata.grf? How grf tool i have use?
Title: Re: 3rd Class Discussion
Post by: CookieEater on Mar 01, 2009, 07:04 AM
Quote from: Anti-Static Foam Cleaner on Feb 28, 2009, 03:56 PM
Thank f*** god
Oh, I'm sorry that I actually like the cute and cartoony look. My sincerest apologies.
Title: Re: 3rd Class Discussion
Post by: echo44 on Mar 01, 2009, 11:40 AM
The game is now almost eternal since in a 5x server could take 1-3 weeks to trans  and the same to get too 99 and now 3rd josbs w/ lvl 150! 3 months of playing!!! per char! XD AWSM  ;D
At least i do... take a week.
Title: Re: 3rd Class Discussion
Post by: espada088 on Mar 02, 2009, 07:28 AM
the warg looks like weregarurumon~XDD
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Mar 02, 2009, 12:02 PM
Quote from: espada088 on Mar 02, 2009, 07:28 AM
the warg looks like weregarurumon~XDD

Woah, mind = blew.
Title: Re: 3rd Class Discussion
Post by: ngjoko on Mar 02, 2009, 08:05 PM
Warg's too bulky to look like weregarurumon. Doesn't anyone think that it looks far too big as a mount? I thought it should be the size of wolves. /hmm
Title: Re: 3rd Class Discussion
Post by: Zelos on Mar 02, 2009, 09:12 PM
Rangers look rather large to me.
Title: Re: 3rd Class Discussion
Post by: Cielte on Mar 02, 2009, 09:16 PM
Rather gay, you mean?
Title: Re: 3rd Class Discussion
Post by: Littlechan on Mar 03, 2009, 06:55 AM
Quote from: espada088 on Mar 02, 2009, 07:28 AM
the warg looks like weregarurumon~XDD

nope, garurumon fits better XD

(because weregarurumon walks with 2 legs)
Title: Re: 3rd Class Discussion
Post by: CookieEater on Mar 03, 2009, 07:47 AM
Quote from: Littlechan on Mar 03, 2009, 06:55 AM
(because weregarurumon walks with 2 legs)
(And wears clothing)
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Mar 03, 2009, 11:26 AM
I was thinking it would be more as Vagabond Wolf than a giant wolf.
Title: Re: 3rd Class Discussion
Post by: Dean Stark on Mar 04, 2009, 05:06 AM
But... Vagabond Wolf looks just like a regular wolf...
Title: Re: 3rd Class Discussion
Post by: CookieEater on May 01, 2009, 12:59 PM
Well, I just read up on the Guillotine Cross, Mechanic and Shadow Chaser. They all seem quite awesome, but I loathe how much skills require you to stock up on items. The mecha armors requiring specific components equipped is a nice touch, though.

And one thing: ROGUES ARE NOT MAKE-UP ARTISTS! CURSE YOU, GRAVITY!
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on May 01, 2009, 04:56 PM
Cookie, Rune Knight will have runes to create and use to fight (will probably have the same difficulty as making a Acid Bottle), High Wizard have those book thing, that will probably use as a catalyst too, GX have their poisons, Mechanics have items/equipments required to skills, Shadow Chaser have simple Reagents that are probably going to use dyes,  ArchBishop will use gems (not that they already used it before), rangers are going to waste a lot of special alloy trap.


Also, Cluster Bomb looks a good trap? Set 3 traps that deal 500% at the top of the WoE stairs, when wizards and professors passes, detonate it (as it seems, it's not triggered by stepping) and will probably work with camouflage.

As it seems, the new alloy traps aren't remove-able and they don't dissapear from just one trigger, it seems they will last until their time is over, for example, Electric Shocker will keep draining 5% SP per second, I don't think it would dissapear just after someone stepped on it, draining only 5% SP. Electric Shocker seem to be a freaking deadly trap, combining it with Aimed Bolt, dealing 3x400% damage along with Fear Breeze and Warg Biting you x_X Along with the ultimate flinch lock: Fear Breeze + Auto Blitz with a mad ASPD.

Anyone got any Video or Screenshot showing mounted rangers? Want to know if you can still use knifes and stuff while mounted, and if the Wolf Attack will be affected by Weapon Cards.

Also, inb4mechanicscalledosama, AutoDestruction skill seems good to open way on a WoE Precast :|
Title: Re: 3rd Class Discussion
Post by: CookieEater on May 02, 2009, 12:27 PM
Yes, exactly. All classes are gonna be requiring s*** of items. Is this Gravity's answer to people stacking up potions to spam during PvP/WoE? 'cause it's lame.
Title: Re: 3rd Class Discussion
Post by: Sanin on May 02, 2009, 01:25 PM
Gods I love Shadow Chasers, although they resemble that of a lion.  Get in your cars.

Also it seems that most of the stuff Mechanics need for a number of skills are actually Accessories.

But...Am I the only one seeing that the Minstrel and Wanderer might be...gimped a tad?
Title: Re: 3rd Class Discussion
Post by: Raistlin on May 02, 2009, 04:41 PM
Possibly, unless they've got something to make up for it.

Between two-handed Shield-wielding-Gryffon-riding SuperTanks, Bruce Lee clones, Stuff-pulled-directly-from-WoW and Gundams, it's not looking too good for the Professor, Biochemist, or Clown/Gypsy.

Seriously. I hope doddler's "generic" was a typo.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on May 02, 2009, 08:58 PM
Quote from: Sanin on May 02, 2009, 01:25 PM
Also it seems that most of the stuff Mechanics need for a number of skills are actually Accessories.

So they are disable-able through divest accessory.

Nice.
Title: Re: 3rd Class Discussion
Post by: LiteX on May 03, 2009, 05:08 AM
Some sprites do look strange, but the battle system looks a lot better than the current "Die in 5> clicks" one
Title: Re: 3rd Class Discussion
Post by: Sanin on May 03, 2009, 04:38 PM
Quote from: Parameters on May 02, 2009, 08:58 PM
Quote from: Sanin on May 02, 2009, 01:25 PM
Also it seems that most of the stuff Mechanics need for a number of skills are actually Accessories.

So they are disable-able through divest accessory.

Nice.

I'd guess it would be the equivalent of hopping on the back of the Magic Gear and ripping out the component.
Title: Re: 3rd Class Discussion
Post by: Aaronock on May 03, 2009, 11:07 PM
Quote from: Parameters on May 02, 2009, 08:58 PM
Quote from: Sanin on May 02, 2009, 01:25 PM
Also it seems that most of the stuff Mechanics need for a number of skills are actually Accessories.

So they are disable-able through divest accessory.

Nice.

They will eff this up by giving the new creator class "chemical protection accessory."
I won't be surprised to see Shadow Chaser nerfed hardcore through patches, they sound pretty overpowering even within renewal mechanics for right now.  Guess we'll haveta see what the other 2-2's wind up doing though XD
Title: Re: 3rd Class Discussion
Post by: LiteX on May 04, 2009, 05:21 AM
Quote from: Sanin on May 02, 2009, 01:25 PM
Gods I love Shadow Chasers, although they resemble that of a lion.  Get in your cars.

Also it seems that most of the stuff Mechanics need for a number of skills are actually Accessories.

But...Am I the only one seeing that the Minstrel and Wanderer might be...gimped a tad?

THE LIONS I MEAN SHADOCHEIZA HAZ READ RULE...bah, forget it

Well, pretty much all classes needs new crap to work now:

RuneKnight: Items for Runes.
Archbishop: SP for Ancilla and Blue Gems.
Guillotine Cross: Items for poisons.
Mechanic: Accessories, good that its not consumable.
Warlock: Books...dunno if they are consumable or not.
Ranger: Yay more traps, and the flute.
Shadow Chaser: Paints!

And even though, I really hope they don't overcompensate or overnerf a class, hell, Assasins and Alchemists were bottom tier classes back then, and now they have two of the game's most broken skills, I just hope that they don't do it with Minstrels and Wanderers, anyway,
Wtf are you complaining they took from WoW? Warlocks exist in fantasy, blizzard did not copyright them =/
Title: Re: 3rd Class Discussion
Post by: CookieEater on May 04, 2009, 06:54 AM
Quote from: LiteX on May 04, 2009, 05:21 AM
Mechanic: Accessories, good that its not consumable.
Fuel? And Cannonballs?
Title: Re: 3rd Class Discussion
Post by: LiteX on May 04, 2009, 09:00 AM
Quote from: CookieEater on May 04, 2009, 06:54 AM
Quote from: LiteX on May 04, 2009, 05:21 AM
Mechanic: Accessories, good that its not consumable.
Fuel? And Cannonballs?
Don't forget the FAWs and bullets

Anyway, it's not like WS fought without losing something (HSCR anyone?)
Title: Re: 3rd Class Discussion
Post by: Sanin on May 04, 2009, 03:26 PM
As far as RO Future Wiki shows there's only 3 accessories that work for the Magic Gear.

The Self Destruction Device, the Cooling System, and the Repair Kit.  I'm assuming Cannonballs would be equipped like any other sort of ammunition and Fuel cells would end up being consumable items.
Title: Re: 3rd Class Discussion
Post by: LiteX on May 05, 2009, 05:21 AM
Quote from: Sanin on May 04, 2009, 03:26 PM
As far as RO Future Wiki shows there's only 3 accessories that work for the Magic Gear.

The Self Destruction Device, the Cooling System, and the Repair Kit.  I'm assuming Cannonballs would be equipped like any other sort of ammunition and Fuel cells would end up being consumable items.

For some reason, I hope gravity adds a "Solar Panel" gear that allows your character to not consume fuel ::)
Title: Re: 3rd Class Discussion
Post by: Sanin on May 07, 2009, 04:38 PM
Yeah, imagine all that fuel consumption from the Magic Gears!  Lutie will start to melt and the Siromas will go extinct thanks to global warming!

Although there is a Solar Panel headgear somewhere...

So how many people are going to make a Mechanic for the Turrets and yell out "STALKAH STRIPPAN MAH SENTRY"?
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on May 07, 2009, 06:01 PM
I'm actually going to make a Mechanic called Kamina and make custom glasses for him, but the TF2 Reference is awesome. The same way, does the turrets have HP? I heard they can deal around 5k~8k spells damage with a fast cast time with a high cooldown.

Something else I'd like to know it's what is going to happen with Advanced classes once this episode is added, can't see anyone playing anything else than Soul Linkers after the update. :(
Title: Re: 3rd Class Discussion
Post by: LiteX on May 08, 2009, 06:03 AM
Quote from: Parameters on May 07, 2009, 06:01 PM
I'm actually going to make a Mechanic called Kamina and make custom glasses for him, but the TF2 Reference is awesome. The same way, does the turrets have HP? I heard they can deal around 5k~8k spells damage with a fast cast time with a high cooldown.

Something else I'd like to know it's what is going to happen with Advanced classes once this episode is added, can't see anyone playing anything else than Soul Linkers after the update. :(

According to Gravity they said "We will think about expanded classes after we finish all the thirds"
Title: Re: 3rd Class Discussion
Post by: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants. So my guess is yes.
Title: Re: 3rd Class Discussion
Post by: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on May 09, 2009, 12:16 AM
Quote from: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd

Pretty much, Just think about it:

3 Towers per Mechanic
(On my server woe, there are like 4 BS)

12 Towers on the Precast = Hell of Casts

That alongside with the hiding / revealing skill x_X
Title: Re: 3rd Class Discussion
Post by: CookieEater on May 09, 2009, 02:53 PM
Quote from: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd
You didn't fix anything. I was talking about function, not performance >.>
Title: Re: 3rd Class Discussion
Post by: LiteX on May 10, 2009, 12:18 AM
Quote from: CookieEater on May 09, 2009, 02:53 PM
Quote from: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd
You didn't fix anything. I was talking about function, not performance >.>
Plants are crap nowadays, those turrets do look promising >.>
Title: Re: 3rd Class Discussion
Post by: Sanin on May 10, 2009, 12:19 PM
Quote from: LiteX on May 10, 2009, 12:18 AM
Quote from: CookieEater on May 09, 2009, 02:53 PM
Quote from: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd
You didn't fix anything. I was talking about function, not performance >.>
Plants are crap nowadays, those turrets do look promising >.>

I'm quoting :'D

Anyways I saw a video about the Turrets earlier, Magic Decoy>Silver Sniper in damage output :x
Title: Re: 3rd Class Discussion
Post by: LiteX on May 11, 2009, 03:29 AM
Quote from: Sanin on May 10, 2009, 12:19 PM
Quote from: LiteX on May 10, 2009, 12:18 AM
Quote from: CookieEater on May 09, 2009, 02:53 PM
Quote from: LiteX on May 08, 2009, 11:36 PM
Quote from: CookieEater on May 08, 2009, 01:01 PM
Quote from: Parameters on May 07, 2009, 06:01 PM
The same way, does the turrets have HP?
They'll probably function like summoned Plants on steroids. So my guess is yes.

Fix'd
You didn't fix anything. I was talking about function, not performance >.>
Plants are crap nowadays, those turrets do look promising >.>

I'm quoting :'D

Anyways I saw a video about the Turrets earlier, Magic Decoy>Silver Sniper in damage output :x

Go against a high-mdef/element defense char and it's pretty much the opposite
Title: Re: 3rd Class Discussion
Post by: kinzoku on Jul 19, 2009, 03:30 PM
So Gravity actually managed to make one of the most complicated MMORPG even more complicated than it is. I pity the fool.

Sorry for reviving an old topic since there was a link to it in a recent one.
Title: Re: 3rd Class Discussion
Post by: Omi on Jul 19, 2009, 03:34 PM
RO complicated? what?

Have you seen other mmos?
Title: Re: 3rd Class Discussion
Post by: kinzoku on Jul 19, 2009, 07:56 PM
Consider the upgrading, the cards in slots, the races, the fact there is no story to follow, the different equipment, all the %s RO is one of most complicated MMos have like 35 different classes. It might not be complicated once you've played it for like 7 years but consider the new players that would just be completely overwhelmed. When I say there's no story I mean the quests are completely off basically when you start they throw you into a town and say "go kill some monsters and learn the game."
Title: Re: 3rd Class Discussion
Post by: fluidin on Jul 20, 2009, 10:08 AM
It IS one of the most complicated o_O

Just look at the math. Ever saw the full pATK formula? lol. Not to mention the other technical aspects such as calculating (true) ASPD, cast delay, status immunity, and whatnot. The main feature is of course, that fact that players are easily able to manipulate these calculations with certain novel cards/eqs/items/buffs.
Title: Re: 3rd Class Discussion
Post by: kinzoku on Jul 20, 2009, 02:44 PM
Ragnarok may not seem like it but it's one of those games you have to truly master to be good. Unless you have Veteran friends you'll have to play for atleast a year to learn anything.
Title: Re: 3rd Class Discussion
Post by: Exosferatu on Jul 21, 2009, 03:46 PM
Warlock!  :o yay.
Title: Re: 3rd Class Discussion
Post by: kinzoku on Jul 22, 2009, 03:33 AM
Shura came out you can check it out on Doddler's RO future Wiki.
Title: Re: 3rd Class Discussion
Post by: Relics on Jul 22, 2009, 07:24 AM
I guess they look somewhat acceptable.. but god >_> those pants of male, and body looks abit chubby.
I like the female tho

(http://i23.photobucket.com/albums/b393/aznFalco/Shura_f_front_wait.gif)
(http://i23.photobucket.com/albums/b393/aznFalco/Shura_m_front2_walk.gif)

http://ro.doddlercon.com/wiki/index.php?title=Shura
Title: Re: 3rd Class Discussion
Post by: Green on Jul 22, 2009, 07:38 AM
Oh god. Do they seriously have fire print on them? <<
Title: Re: 3rd Class Discussion
Post by: Helrouis on Jul 22, 2009, 08:35 AM
Quote from: Relics on Jul 22, 2009, 07:24 AM
I guess they look somewhat acceptable.. but god >_> those pants of male, and body looks abit chubby.
I like the female tho

(http://i23.photobucket.com/albums/b393/aznFalco/Shura_f_front_wait.gif)
(http://i23.photobucket.com/albums/b393/aznFalco/Shura_m_front2_walk.gif)

http://ro.doddlercon.com/wiki/index.php?title=Shura
With all honesty, I hate them, and champs look better D:
Title: Re: 3rd Class Discussion
Post by: Sanin on Jul 22, 2009, 12:15 PM
I like them.  I'm going to yell Shoryuken everytime I attack something.  Also the males have a big donkey target on their back.

(http://img145.imageshack.us/img145/6161/targetsura.jpg)
Title: Re: 3rd Class Discussion
Post by: SilverStream~ on Jul 22, 2009, 01:12 PM
The male looks super powerful ;-;

The female looks awesome =)


It's like, they went supersayian, but the sayian is the fire threads.


*HADOKEN!*
(http://silverstreamgraphics.com/images/Shura%20Hadoken.png)

Updated with real hadoken*
Title: Re: 3rd Class Discussion
Post by: CookieEater on Jul 22, 2009, 03:36 PM
Edit: Doddler works on my end again. Shura's looking awesome.
Title: Re: 3rd Class Discussion
Post by: SilverStream~ on Jul 22, 2009, 03:52 PM
I made it a gif now =)

(http://silverstreamgraphics.com/images/Shura_Hadoken_By_SilverStream.gif)
Title: Re: 3rd Class Discussion
Post by: LiteX on Jul 23, 2009, 10:37 AM
Quote from: CookieEater on Jul 22, 2009, 03:36 PM
Edit: Doddler works on my end again. Shura's looking awesome.

Design is pretty good, skills look fun to use
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jul 23, 2009, 11:33 AM
The skill autocasting spirit spheres is a godsend.

The Gentle Touches are very interesting.

And finally, manual combo starter.

Now if only Renewal didn't SUCK BALLS
Title: Re: 3rd Class Discussion
Post by: Sanin on Jul 23, 2009, 07:41 PM
Quote from: Anti-Static Foam Cleaner on Jul 23, 2009, 11:33 AM
The skill autocasting spirit spheres is a godsend.

The Gentle Touches are very interesting.

And finally, manual combo starter.

Now if only Renewal didn't SUCK BALLS

Hooray, beefed up Greatest General effect!  I'm almost positive that I'm going to go around and ask people if I can gently touch them.

Also as much as people complain about the Renewal we're all just going to get used to the changes.  Again.
Title: Re: 3rd Class Discussion
Post by: Relics on Jul 23, 2009, 09:52 PM
Hell gate sounds pretty interesting.. plus I wonder what the damage output is on most of the new champ skills. Do they outclass asura?
Title: Re: 3rd Class Discussion
Post by: Xarale on Jul 24, 2009, 12:51 AM
Quote from: Relics on Jul 23, 2009, 09:52 PM
Hell gate sounds pretty interesting.. plus I wonder what the damage output is on most of the new champ skills. Do they outclass asura?
Gate of Hell kinda seems like a new mini-asura.  It only costs 30% sp though, so I'd guess it won't be as strong as asura itself. (I hope ;x)
Title: Re: 3rd Class Discussion
Post by: Anti-Static Foam Cleaner on Jul 24, 2009, 02:45 AM
It's also nearly impossible to get, I think you need to spend 46 skill points to max it.
Title: Re: 3rd Class Discussion
Post by: Relics on Jul 24, 2009, 07:37 AM
Quote from: Xarale on Jul 24, 2009, 12:51 AM
Quote from: Relics on Jul 23, 2009, 09:52 PM
Hell gate sounds pretty interesting.. plus I wonder what the damage output is on most of the new champ skills. Do they outclass asura?
Gate of Hell kinda seems like a new mini-asura.  It only costs 30% sp though, so I'd guess it won't be as strong as asura itself. (I hope ;x)
Yeah.. I just wonder what the formula is since it increases damage the lower your HP is.. and having heard that HP on renewal can go as far as 30k..
Title: Re: 3rd Class Discussion
Post by: fluidin on Jul 24, 2009, 10:04 PM
50k to be exact.

On a GX, no less. (If I recall correctly one had 42k at lv 120/130+. Or was it a RK?)
Title: Re: 3rd Class Discussion
Post by: SilverStream~ on Jul 24, 2009, 10:43 PM
(http://silverstreamgraphics.com/images/Shura_Hadoken_By_SilverStream.gif)


Still waiting to see if any of the skill effects mimic the hadoken.

We already have the Throw Spirit Sphere that sorta looks like it.  Would be fun to see one big blue fireball/spirit sphere being thrown.
Title: Re: 3rd Class Discussion
Post by: LiteX on Jul 25, 2009, 12:48 PM
Quote from: fluidin on Jul 24, 2009, 10:04 PM
50k to be exact.

On a GX, no less. (If I recall correctly one had 42k at lv 120/130+. Or was it a RK?)

42K on the SinX
50k on the RK (Can get 150k by berserk, 300k by Berserk+Tao)
I know Tao is an exaggeration, but I'm just showing how high a Knight's HP is coming to be these days
Title: Re: 3rd Class Discussion
Post by: SilverStream~ on Jul 25, 2009, 01:06 PM
It's pretty amazing that one can get 300k hp on a normal character.

It's like a no def boss monster.
Title: Re: 3rd Class Discussion
Post by: LiteX on Jul 25, 2009, 01:10 PM
Quote from: SilverStream~ on Jul 25, 2009, 01:06 PM
It's pretty amazing that one can get 300k hp on a normal character.

It's like a no def boss monster.

I've heard Gravity has been readjusting some bosses, and making some easy that one 10X can solo and making hard ones that parties of 150 would be required to defeat them properly, in other words, they are spreading out the MvP levels, unlike back in the day that only Moonie+GTB to DL+Bapho, which had a pretty low-averageish difficulty gap
Title: Re: 3rd Class Discussion
Post by: SilverStream~ on Jul 25, 2009, 01:55 PM
Yes it's to make mvping more of a quest like event for players, instead of the normal "Let's go mvp", and 5 mins later the sniper or hw gets mvp.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jul 25, 2009, 07:29 PM
(http://ro.doddlercon.com/images/suraen.jpg)
(http://ragnagate.net/zboard/data/screen4/255/1248439877/huse.JPG)
right click, open image, etc

inb4captainobvious
Title: Re: 3rd Class Discussion
Post by: Xarale on Jul 25, 2009, 08:02 PM
100k gate of hell?  783k asura? D:...

Although those skills seem strong against mobs, it'll be interesting to see how strong these skills are against other players.

Edit: Just noticed the 999k skill at the bottom.. ;x
Title: Re: 3rd Class Discussion
Post by: Green on Jul 25, 2009, 08:33 PM
oO

I'd like to see them all performed on the same monster, though.
Title: Re: 3rd Class Discussion
Post by: Sarin on Jul 25, 2009, 09:25 PM
...

Time to practise hide-dodge.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Jul 26, 2009, 12:11 AM
Quote from: Sarin on Jul 25, 2009, 09:25 PM
...

Time to practise hide-dodge.

Earthshake - Deals 300% to all targets in a 11x11 AoE, if the enemy is under hiding/cloaking/chase walking and other hiding effects, the damage is tripled.

Title: Re: 3rd Class Discussion
Post by: CookieEater on Jul 28, 2009, 04:10 PM
Quote from: A92FL0163 on Jul 25, 2009, 07:29 PM
[snip]
Awesome images. Could you get one for the animation/damage of Ride In Lightning/Lightning Shot?
Title: Re: 3rd Class Discussion
Post by: LiteX on Jul 29, 2009, 05:03 AM
Quote from: Xarale on Jul 25, 2009, 08:02 PM
100k gate of hell?  783k asura? D:...

Although those skills seem strong against mobs, it'll be interesting to see how strong these skills are against other players.

Edit: Just noticed the 999k skill at the bottom.. ;x

Gate of Hell does cost less SP though
Title: Re: 3rd Class Discussion
Post by: yoyo4535 on Aug 11, 2009, 11:38 AM
 :) :) :) :) :D Cant wait for the 3rd classes!  :) :) :) :) :D
Title: Re: 3rd Class Discussion
Post by: omegacrash on Aug 11, 2009, 03:53 PM
shadow chasers seems fun and sexifull
Title: Re: 3rd Class Discussion
Post by: Odetsute on Aug 16, 2009, 03:23 PM
I Hope they come out fast im so excited about it, they're so cool ;D
Title: Re: 3rd Class Discussion
Post by: CookieEater on Sep 08, 2009, 04:33 PM
...nobody else has noticed the Royal Guard data being on Doddler?
Title: Re: 3rd Class Discussion
Post by: Xarale on Sep 08, 2009, 04:40 PM
Quote from: CookieEater on Sep 08, 2009, 04:33 PM
...nobody else has noticed the Royal Guard data being on Doddler?
http://www.ratemyserver.net/forum/gamemaster-talk//i-can-fly/0/
Title: Re: 3rd Class Discussion
Post by: CookieEater on Sep 08, 2009, 05:05 PM
Right. Because I totally check the bottom of the page in a different subforum for information about a new class when I return from vacation...
Title: Re: 3rd Class Discussion
Post by: Xarale on Sep 08, 2009, 05:13 PM
Quote from: CookieEater on Sep 08, 2009, 05:05 PM
Right. Because I totally check the bottom of the page in a different subforum for information about a new class when I return from vacation...
No need for the sarcastic remark, I was just pointing you in the direction of the thread that answered your question.
Title: Re: 3rd Class Discussion
Post by: Radprofile on Sep 11, 2009, 03:18 PM
I want to know more about Genetics! D:
Title: Re: 3rd Class Discussion
Post by: Omi on Sep 11, 2009, 03:28 PM
Royal Guards: shields on shields on shields on shields.
Title: Re: 3rd Class Discussion
Post by: A92FL0163 on Sep 11, 2009, 03:31 PM
Quote from: Omi on Sep 11, 2009, 03:28 PM
Royal Guards: shields on shields on shields on shields.

on gryphos
Title: Re: 3rd Class Discussion
Post by: Metafalica on Sep 11, 2009, 07:59 PM

While we're at it, Dokebis having sex with Savages.
Title: Re: 3rd Class Discussion
Post by: chryses on May 24, 2010, 07:18 PM
kRO is constantly changing.. Hope it gets finalized soon.. =|