Please Think About Guardians Also

  • ...why?

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    The post was edited 1 time, last by Shawn_V01 ().

  • There are cash cows that main clerics, just not nearly as much as glads. The cash clerics invest in apparel tho.

    I think the problem is just that most clerics(not all) are new players or aren’t that familiar with the game, which is also the game’s fault


    The game doesn’t reward cash clerics to excel in this game as opposed to cash glads or any other class.

    I’m not saying that we should all spend money to play the class we want, but the “skill ceiling” for clerics is not equivalent to the effort cleric mains put in. Even the most skilled clerics are better off using their knowledge of this games mechanics into playing other classes.


    It may be because of all these problems that clerics are overshadowed because the reputation that comes with it as of now is: pick this class if you want to play casual or lack investments(either time or money) in this game. Again I’m not saying ALL clerics are of this sort.


    I know I will get a lot of hate for this suggestion, but what would happen if we made it so that instead of protect/resist granting a flat number added to damage/defence, it would now grant a set percentage of the cleric’s damage/defence to the party. But the flat numbers would be granted to the cleric himself. Just buff this number a lot higher so these buffs can still function effectively as solo clerics.


    More reason to try to find and farm better gears for clerics. Of course this would hinder new clerics while benefitting veteran clerics, but veteran clerics do deserve better, no?

    I also would like to see Rebirth given way more duration and function like a tear.


    Heal for guardians can also stack a Defense buff on the ally similar to how HKs stack a Defense debuff on the enemy.

  • Yeah I don't agree with the party buffs (resist/protect) giving a % of the clerics def/str/mdef/mdmg to the party. One our magic damage will never get that high, str also has a pretty solid cap to achieve even with full str clerics and mdef as well. Def is the only real stat that might change for the better, but even then you would be increasing a already hard battle to get godly/better gears for a class that already gets pretty taken advantage of by other players. This would just increase the price on cleric gears for no real benefit to the cleric themselves. Clerics who want high stats are already seeking those out they don't need to advance other players stats as incentive to seek how godly gears.


    Rebirth should act like a tear or be longer.


    A heal buff for guardians could be interesting that stacks up to 5 times. Increasing the targets def and mdef maybe? Imagine a knight and guardian combo then.

  • That would change the view of the guardian completely, we are absolutely at the bottom in the game... The guardian needs a lot of change. The idea with the bubble is [+1].

    Peace.

    ~ Isya ~

    Aysha ~ 135 Gladiator

    Rhyny ~ 135 Gladiator

    Liability ~ 135 Wizard

    Malak ~ 135 Holy Knight

    Mermaid ~ 135 Spectre

    Rheie ~ 135 Templar

    Bruttia ~ 120 Gladiator

  • A few skill change ideas to help guards:

    1- Invincible for guardians only have dmg threshhold removed.

    2 - Revive for guards only becomes an aoe (like invigorate revive all dead targets within it) *Remembered a private server had this 10 years back

    3 - Let dispel field/pillar actually remove all the various types of debuffs (including stuns) instead of just a select few

    4 - Make Endure HKs/Guards instead of just HK - at this point theres no reason for it to be exclusive

  • Clerics need AoE's.

    Clerics need more Damage.

    Clerics need to utilize INT for Heals and other skills.

    Clerics need a universal players buff as mentioned by SoraNC.


    Endure, Immune, and Party Buffs should be universal.

    Wall and Stronger Heal should remain as unique passives.

    Deadly Blessing should affect everyone in the party, but last only 3 seconds with a 2 minute cool down.

    Saints Cross should increase ATK and MDMG whereas "Bubble" should increase DEF and MDEF - Both should passively heal at the same ratio (balance people...balance)

    Saints Protection should be available to BOTH classes - But its revival is only 25% as effective as a regular revive, and grants a 10 second invincible upon revive.


    Bash should have a higher critical hit rate and double damage after 100

    Bleed should inflict bleeding effect after 100

    Trip should inflict stun effect (3 seconds) after 100

    Extinguish should be available after level 20


    Just some ideas that were ORIGINALLY in the plans with the rebalance...but hey, what do we know? we're all a buncha mindless money banks.

    ~ :evil:Quite possibly one of the most Outspoken & Disliked Forum Dwellers to Date:evil:~

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  • A few skill change ideas to help guards:

    1- Invincible for guardians only have dmg threshhold removed.

    2 - Revive for guards only becomes an aoe (like invigorate revive all dead targets within it) *Remembered a private server had this 10 years back

    3 - Let dispel field/pillar actually remove all the various types of debuffs (including stuns) instead of just a select few

    4 - Make Endure HKs/Guards instead of just HK - at this point theres no reason for it to be exclusive

    +1


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    SS/HK/Zaubi/Luna/Assa/Ordi/Hexi

    135/135/135/132/125/115/115

  • +1

    +2 xD

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    135 | 135 | 135 | 135 | 135 | 135 | 135 | 135 | 120 | 115 | 115 | 115 | 110 | 105 |105 | 100
    Gladi | Gladi | Waldi | Zaubi | HK | Kreuzi | Wächter | SS | Hexi | Wächter | Gladi | Ordi | Hexi | Luna | Gladi | SS

    Iyzel

    105
    SS
    Isya


    M slimeblush

  • A few skill change ideas to help guards:

    1- Invincible for guardians only have dmg threshhold removed.

    2 - Revive for guards only becomes an aoe (like invigorate revive all dead targets within it) *Remembered a private server had this 10 years back

    3 - Let dispel field/pillar actually remove all the various types of debuffs (including stuns) instead of just a select few

    4 - Make Endure HKs/Guards instead of just HK - at this point theres no reason for it to be exclusive

    There is a reason for keeping Endure as HK only, because guardians have Heal only. So unless both these skills become universal again, then it would be unfair to open up just one skill to the other class. These were the 2 main skills for clerics, everyone wanted to buff and to be healed. So either BOTH skills should become universal or neither should.

  • Minty...

    Did you not see my suggestion? It literally keeps everything balanced.

    Majority of the skills become universal, but HK's keep their passive and perks just like guards do...except with a few, tweaks.


    Cross and Bubble - Str and Int for cross, Def and Mdef for bubble, both heal at a specific rate.

    Saints Protection - Available to both, but only revive with 25% HP with 10 second invincible

    Deadly Blessing - Available to both, but works on entire party in radius of whom its cast on, lasts 3 - 5 seconds, with a cool down of 2 minutes.


    Then of course, the combat abilities...each getting an add-on after 100 specific to the weapon choice.

    Certain heals could also be touched here to better the guards with more unique additions, and the basics for HKs should stay.


    I could go on and on, but at this point, its like beating a horse with a cattle prong in attempts to get it to move without getting cross-checked in the jaw by that hind-leg.

    ~ :evil:Quite possibly one of the most Outspoken & Disliked Forum Dwellers to Date:evil:~

    ^^Play Fiesta from a USB Stick or Memory Card! Click Here for more info!^^

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  • as someone who has HK and guard (several for that matter)


    im down with sharing heal with HK, in exchange for sharing endure with guardians


    and guardians can keep rejuv upgrades as exclusives as is now


    hk's would still be better with the longer passive, as would guardians heal with their passive, sounds fine to me

  • Yup and HKs would still keep the Protect upgrades like the guards keep the rejuv.