Skill Glyph System in the next expansion

1246720

Comments

  • croseler
    croseler Posts: 18 Arc User
    Yes boy , it also sounds weird to me, what would using a skill in the last rune spot do if there's no rune in it, saying itd be basic is also weird cause all 10 skills are "Basic" before putting them in
    Oh well :) guess we have to wait and see what happens
    BatYeena - Dawnglory 105/105/104 Archer
  • chary
    chary Posts: 850 Arc User
    edited November 2016
    I'm missing Gush somehow from the list (probably). lemme go through this again. Edit- found it.

    Wizzie is done.​​
  • blazerboy
    blazerboy Posts: 1,673 Arc User
    For the love of god why can't they just nerf tidal.... Dusk can CC people to help but also can be easily cced why can't the same apply to sins. No just give them a ton of damage/CC with very limited ability to CC them back and give them paralyze. Alright time to reroll to mystic let someone else deal with killing them ima just heal myself in my corner GGWP
    105/105/105 Seeking ScallyMode
    http://mypers.pw/5/#258958
  • croseler
    croseler Posts: 18 Arc User
    When I saw the upgrades I thought of 100% Tidal xD
    BatYeena - Dawnglory 105/105/104 Archer
  • ninjakitchenrulr
    ninjakitchenrulr Posts: 70 Arc User
    LMFAO! My fishy gets to be more op.
  • eirghan
    eirghan Posts: 1,912 Arc User
    edited November 2016
    SEEKER

    GRAVEL BLADE
    Range 20 meters
    Mana 75
    Channel 0.3 seconds
    Cast 0.7 seconds
    Cooldown of 3.0 seconds
    Gain 20 Chi

    Swing your weapon in a devastating arc, dealing 110% base physical damage plus 100% weapon damage plus 1650.

    Rune 1
    60% Spirit Bore Chance, 25% Bloodletting chance; Statuses must be tripped using respective skills.
    1-4: Deals an additional 20% of weapon damage plus 1780
    5-7: Deals an additional 30% of weapon damage plus 2670
    8-9: Deals an additional 40% of weapon damage plus 3560
    10: Deals an additional 50% of weapon damage plus 4450

    Rune 2
    100% Spirit Bore Chance, 0% Bloodletting chance, must be tripped with Gemini Slash. Changes the activated effect from the stance to the below time duration:
    1-4: Spirit Bore status lasts 60 seconds
    5-7: Spirit Bore status lasts 90 seconds
    8-9: Spirit Bore status lasts 120 seconds
    10: Spirit Bore status lasts 150 seconds

    Rune 3
    0% Spirit Bore Chance, 100% Bloodletting chance, must be tripped with Stalagstrike. Changes the activated effect from the stance to the below time duration:
    1-4: Bloodletting’s stun lasts 0.5 seconds
    5-7: Bloodletting’s stun lasts 1.0 second
    8-9: Bloodletting’s stun lasts 1.5 seconds
    10: Bloodletting’s stun lasts 2.0 seconds

    Rune 4
    No status chances, but skill becomes 100% hit chance.
    1-4: Deals an additional 40% of weapon damage plus 1780
    5-7: Deals an additional 60% of weapon damage plus 2670
    8-9: Deals an additional 80% of weapon damage plus 3560
    10: Deals an additional 100% of weapon damage plus 4450

    Rune 5
    No status chances, but skill becomes 100% hit chance.
    1-4: Deals an additional 20% of weapon damage plus 1780
    5-7: Deals an additional 30% of weapon damage plus 2670
    8-9: Deals an additional 40% of weapon damage plus 3560
    10: Deals an additional 50% of weapon damage plus 4450


    WIND BLADE
    Range 20 meters
    Mana 70
    Channel 0.2 seconds
    Cast 0.8 seconds
    Cooldown 2.0 seconds
    Gain 10 Chi

    Slash through your enemy with a swift, powerful attack, dealing 110% of base physical damage plus 100% of weapon damage plus 1815.

    Rune 1
    Has a 40% chance to apply the Northern Sky status which can be activated by Darkcloud Bolt.
    1-4: Additional 20% weapon damage plus 1720
    Level 5-7: Additional 30% weapon damage plus 2580
    8-9: Additional 40% weapon damage plus 3440
    10: an additional 50% weapon damage plus 4300

    Rune 2
    100% chance to inflict the Northern Sky status which can be activated by Darkcloud bolt. Changes the duration and defense debuff of the activated stance as below.
    1-4: Status lasts 1 second, lowers defense rating by 11
    5-7: Status lasts 2 seconds, lowers defense rating by 14
    8-9: Status lasts 3 seconds, lowers defense rating by 17
    10: Status lasts 4 seconds, lowers defense rating by 20

    Rune 3
    Has a 40% chance to apply the Northern Sky status which can be activated by Darkcloud Bolt.
    1-4: Range increased to 2 meters
    5-7: Range increased to 4 meters
    8-9: Range increased to 6 meters
    10: Range increased to 8 meters

    Rune 4
    No status can be triggered but the skill gains 100% hit chance.
    1-4: Additional 60% weapon damage plus 1720
    5-7: Additional 90% weapon damage plus 2580
    8-9: Additional 120% weapon damage plus 3440
    10: Additional 150% weapon damage plus 4300

    Rune 5
    No status can be triggered but the skill gains 100% hit chance.
    1-4: Additional 20% weapon damage plus 1720
    5-7: Additional 30% weapon damage plus 2580
    8-9: Additional 40% weapon damage plus 3440
    10: an additional 50% weapon damage plus 4300


    GLOWING BLADE
    Range 20 meters
    Mana 80
    Channel 0.2 seconds
    Cast 1.3 seconds
    Cooldown 3.0 seconds
    Gain 15 Chi

    Charge your weapon with a mystical light to strike a deadly blow against your enemy. Deals 110% of base physical damage plus 100% of weapon damage plus 3520 as Metal damage. Increases Threat. Has a 20% chance to apply the Disarmed status for 10 seconds, causing your Arme Nier to deal an additional 4080 damage and remove the target's weapon for 6 seconds.

    Rune 1
    20% chance to inflict the disarmed status which can be activated by Arme Nier.
    1-4: Additional 40% weapon damage plus 1340
    5-7: Additional 60% weapon damage plus 2010
    8-9: Additional 80% weapon damage plus 2680
    10: Additional 100% weapon damage plus

    Rune 2
    100% chance to inflict the disarmed status which can be activated by Arme Nier but adjusts the activated effect to the below duration:
    1-4: Disarm lasts for 1.5 seconds
    5-7: Disarm lasts for 2.0 seconds
    8-9: Disarm lasts for 2.5 seconds
    10: Disarm lasts for 3.0 seconds

    Rune 3
    20% chance to inflict the disarmed status which can be activated by Arme Nier.
    1-4: Increased range by 2 meters
    5-7: Increased range by 4 meters
    8-9: Increased range by 6 meters
    10: Increased range by 8 meters

    Rune 4
    No status effect but the skill becomes 100% hit chance.
    1-4: Additional 60% weapon damage plus 1340
    5-7: Additional 90% weapon damage plus 2010
    8-9: Additional 120% weapon damage plus 2680
    10: Additional 150% weapon damage plus

    Rune 5
    No status effect but the skill becomes 100% hit chance.
    1-4: Additional 40% weapon damage plus 1340
    5-7: Additional 60% weapon damage plus 2010
    8-9: Additional 80% weapon damage plus 2680
    10: Additional 100% weapon damage plus 3350


    DARKCLOUD BOLT
    Melee Range
    Mana 115
    Channel 0.3 seconds
    Cast 0.7 seconds
    Cooldown 6.0 seconds
    Gain 10 Chi

    Call down a sudden storm to attack all enemies within 12.0 meters, dealing 110% of base physical damage plus 100% of weapon damage plus 2700 physical damage. 50% chance to interrupt a casting target.


    Rune 1
    Can activate Northern Sky Waltz status to deal an additional 2060 damage, immobilize for 4 seconds and reduce the target’s defense level by 20 for 8 seconds.
    1-4: Additional 40% weapon damage
    5-7: Additional 60% weapon damage
    8-9: Additional 80% weapon damage
    10: Additional 100% weapon damage

    Rune 2
    Can activate Northern Sky Waltz status to deal an additional 2060 damage, immobilize for 4 seconds and reduce the target’s defense level by 20 for 8 seconds.
    1-4: 70% chance to interrupt casting targets
    5-7: 80% chance to interrupt casting targets
    8-9: 90% chance to interrupt casting targets
    10: 100% chance to interrupt casting targets

    Rune 3
    Can activate Northern Sky Waltz status to deal an additional 2060 damage, immobilize for 4 seconds and reduce the target’s defense level by 20 for 8 seconds.
    1-4: Increases range by 2 meters
    5-7: Increases range by 3 meters
    8-9: Increases range by 4 meters
    10: Increases range by of 5 meters

    Rune 4
    You cannot activate Northern Sky status, but the skill becomes 100% hit chance.
    1-4: Additional 60% weapon damage
    5-7: Additional 90% weapon damage
    8-9: Additional 120% weapon damage
    10: Additional 150% weapon damage

    Rune 5.
    You cannot activate Northern Sky status, but the skill becomes 100% hit chance.
    1-4: Additional 40% weapon damage
    5-7: Additional 60% weapon damage
    8-9: Additional 80% weapon damage
    10: Additional 100% weapon damage


    STALAGSTRIKE
    Melee Range
    Mana 140
    Channel 0.5 seconds
    Cast 0.5 second cast time
    Cooldown 8.0 seconds
    Gain 10 Chi
    Channel a furious burst of magic against all enemies within 12 meters, dealing 110% of base physical damage plus 100% weapon damage plus 6600 Physical Damage.

    Rune 1
    Will activate Bloodletting Status, dealing an additional 3750 physical damage and stunning the target for 3 seconds.
    1-4: Additional 40% weapon damage
    5-7: Additional 60% weapon damage
    8-9: Additional 80% weapon damage
    10: Additional 100% weapon damage

    Rune 2
    Will activate Bloodletting Status, dealing an additional 3750 physical damage and stunning the target for 3 seconds.
    1-4: Chi gained increases to 15
    5-7: Chi gained increases to 20
    8-9: Chi gained increases to 25
    10: Chi gained increases to 30

    Rune 3
    Will activate Bloodletting Status, dealing an additional 3750 physical damage and stunning the target for 3 seconds.
    1-4: Range increased to 2 meters
    5-7: Range increased to 3 meters
    8-9: Range increased to 4 meters
    10: Range increased to 5 meters

    Rune 4
    Cannot activate effect but skill becomes 100% hit chance
    1-4: Additional 60% weapon damage
    5-7: Additional 90% weapon damage
    8-9: Additional 120% weapon damage
    10: Additional 150% weapon damage

    Rune 5
    Cannot activate status but skill becomes 100% hit chance
    1-4: Additional 40% weapon damage
    5-7: Additional 60% weapon damage
    8-9: Additional 80% weapon damage
    10: Additional 100% weapon damage


    ARME NIER
    Range 28 meters
    Mana 200
    Channel 1.0 seconds
    Cast 1.5 seconds
    Cooldown 15.0 seconds
    Gain 15 Chi

    Leap up and execute a crashing sweep of your weapon, dealing base physical damage plus 370% of weapon damage (depending on soulforce?) plus 8778. Deals additional damage and removes weapons from targets with the Disarmed status.


    Rune 1
    Activates the disarmed status causing an additional 4080 damage and disarming the enemy for 6 seconds.
    1-4: Additional 20% weapon damage
    5-7: Additional 30% weapon damage
    8-9: Additional 40% weapon damage
    10: Additional 50% weapon damage

    Rune 2
    Activates the disarmed status causing an additional 4080 damage and disarming the enemy for 6 seconds.
    1-4: Chi gain increases to 20
    5-7: Chi gain increases to 25
    8-9: Chi gain increases to 30
    10: Chi gain increases to 35

    Rune 3
    Activates the disarmed status causing an additional 4080 damage and disarming the enemy for 6 seconds.
    1-4: Channel time reduced to 1.3 seconds
    5-7: Channel time reduced to 1.2 seconds
    8-9: Channel time reduced to 1.1 seconds
    10: Channel time reduced to 1.0 seconds

    Rune 4
    You cannot activate the disarmed status but the skill gains 100% hit rate.
    1-4: Additional 40% weapon damage
    5-7: Additional 60% weapon damage
    8-9: Additional 80% weapon damage
    10: Additional 100% weapon damage

    Rune 5
    You cannot activate the disarmed status but the skill gains 100% hit rate.
    1-4: Additional 20% weapon damage
    5-7: Additional 30% weapon damage
    8-9: Additional 40% weapon damage
    10: Additional 50% weapon damage
    ​​
    Post edited by eirghan on
  • jsxshadow
    jsxshadow Posts: 1,414 Arc User
    @bboycraze A little correction...the additional damage on the 5th rune of every skill isnt weapon damage. that is an increase of the skill damage % you already get from most skills. Looking at the numbers its easy to say that I will focus mainly on those runes..cause lets be real...you will hit like a truck in reaper form. Only for cloud burst I would go for the "reduce 60% mdef no matter the charges" since that is massive imho and doesnt chain you to specific charges. Pretty damn neat skills the stormies got :)
  • bboycraze
    bboycraze Posts: 38 Arc User
    edited November 2016
    @jsxshadow You're right, I think I messed up a template when doing SB after Psychic. I'll look through the Rune 5s again and update. Moonblade looks like additional weapon damage though.

    For Cloudburst I was honestly more inclined towards that potential max 75% debuff rather than the static 60%. Torn between the reaper bonus on Ice Bullet and wondering if the disarm might prove useful, so short though.
  • mymbarb
    mymbarb Posts: 60 Arc User
    eirghan wrote: »
    GRAVEL BLADE

    -60% chance to inflict “Spirit Bore” causing your Gemini Slash to deal an additional 7950 metal damage and reduce the target’s attack and defense levels by 12 for 30 seconds.
    -25% chance to inflict “Bloodletting” causing your Stalagstrike to deal an additional 3750 physical damage and stun the target for 3 seconds.

    The attack and defense reduction from Spirit Bore lasts 3 minutes on the basic version.

    Rune 2

    Rune 2 increases the Spirit Bore apply chance to 100%, but with lower duration if procced though. Also removes Bloodletting completely.

    Rune 3

    Rune 3 is similar to Rune 2, just for Bloodletting. 100% chance to inflict Bloodletting, but lower stun duration if procced (not additional, this is overall stun duration). Removes Spirit Bore completely.

    Rune 4

    Rune 4 doesn't trigger Bloodletting nor Spirit Bore, but has a 100% hit chance and the increased damage.

    Rune 5

    Rune 5 is similar to Rune 4. 100% hit, no procs, has slightly lower damage, but gives 30 chi instead of 20 when cast.


    GEMINI SLASH

    Rune 2

    Rune 2 is the slow chance % (so 40%/50%/60%/70% chance to slow).


    HEART SEEKER

    Rune 2

    Rune 2 is chi increased to the amount, not range.

    Rune 3

    Rune 3 is cooldown reduced to these seconds, not channel. Also freeze duration gets lowered to 6 seconds.

    Rune 4

    Rune 4 does not freeze anymore, but instead stuns for 1/1.5/2/2.5 seconds.

    Rune 5

    Rune 5 removes the freeze effect, but adds more damage because of that.


    ION SPIKE

    Rune 2

    Rune 2 gives back chi after casting (20/30/40/50) but still costs a spark first.

    Rune 3

    Rune 3 reduces cooldown to these seconds, in return the metal debuff only lasts 15 seconds.

    Rune 5

    Rune 5 adds the higher weapon damage but does not reduce metal resistance anymore.


    EDGED BLUR

    Rune 2

    Rune 2 inflicts damage every second equal to 20%/30%/40%/50% of the damage that would be dealt every 3 seconds.

    Rune 4

    Rune 4 inflicts damage every second equal to 5%/10%/15%/20% of the damage that would be dealt every 3 seconds and has the chance to interrupt (10%/15%/20%/25%).

    Rune 5

    Rune 5 inflicts damage every second for 5 seconds. Adds weapon damage to each hit (20%/30%/40%/50%).

    Corrections in bold italic.

    Not to be nitpicky, but some things you wrote were not correct or not exact. #nohatemepls
  • dregenfox
    dregenfox Posts: 713 Arc User
    edited November 2016
    blazerboy wrote: »
    For the love of god why can't they just nerf tidal.... Dusk can CC people to help but also can be easily cced why can't the same apply to sins. No just give them a ton of damage/CC with very limited ability to CC them back and give them paralyze. Alright time to reroll to mystic let someone else deal with killing them ima just heal myself in my corner GGWP

    Healing doesn't work when a sin zerk crits you for 112k from a triple spark elimination crit.

    Neither will the 90% damage reduction neture's barrier if you're not well geared like me - if you don't have +12 orns/JoSD you're taking 15k+ under nature's barrier.

    Seems like the dev's have a focused vision for this class, and it's "assassinate everything quickly then dissappear into the shadows", aka every pre-teen boy's wet dream.
    Post edited by dregenfox on
  • eirghan
    eirghan Posts: 1,912 Arc User
    edited November 2016
    mymbarb wrote: »
    eirghan wrote: »
    GRAVEL BLADE

    -60% chance to inflict “Spirit Bore” causing your Gemini Slash to deal an additional 7950 metal damage and reduce the target’s attack and defense levels by 12 for 30 seconds.
    -25% chance to inflict “Bloodletting” causing your Stalagstrike to deal an additional 3750 physical damage and stun the target for 3 seconds.

    The attack and defense reduction from Spirit Bore lasts 3 minutes on the basic version.

    Rune 2

    Rune 2 increases the Spirit Bore apply chance to 100%, but with lower duration if procced though. Also removes Bloodletting completely.

    Rune 3

    Rune 3 is similar to Rune 2, just for Bloodletting. 100% chance to inflict Bloodletting, but lower stun duration if procced (not additional, this is overall stun duration). Removes Spirit Bore completely.

    Rune 4

    Rune 4 doesn't trigger Bloodletting nor Spirit Bore, but has a 100% hit chance and the increased damage.

    Rune 5

    Rune 5 is similar to Rune 4. 100% hit, no procs, has slightly lower damage, but gives 30 chi instead of 20 when cast.


    GEMINI SLASH

    Rune 2

    Rune 2 is the slow chance % (so 40%/50%/60%/70% chance to slow).


    HEART SEEKER

    Rune 2

    Rune 2 is chi increased to the amount, not range.

    Rune 3

    Rune 3 is cooldown reduced to these seconds, not channel. Also freeze duration gets lowered to 6 seconds.

    Rune 4

    Rune 4 does not freeze anymore, but instead stuns for 1/1.5/2/2.5 seconds.

    Rune 5

    Rune 5 removes the freeze effect, but adds more damage because of that.


    ION SPIKE

    Rune 2

    Rune 2 gives back chi after casting (20/30/40/50) but still costs a spark first.

    Rune 3

    Rune 3 reduces cooldown to these seconds, in return the metal debuff only lasts 15 seconds.

    Rune 5

    Rune 5 adds the higher weapon damage but does not reduce metal resistance anymore.


    EDGED BLUR

    Rune 2

    Rune 2 inflicts damage every second equal to 20%/30%/40%/50% of the damage that would be dealt every 3 seconds.

    Rune 4

    Rune 4 inflicts damage every second equal to 5%/10%/15%/20% of the damage that would be dealt every 3 seconds and has the chance to interrupt (10%/15%/20%/25%).

    Rune 5

    Rune 5 inflicts damage every second for 5 seconds. Adds weapon damage to each hit (20%/30%/40%/50%).

    Corrections in bold italic.

    Not to be nitpicky, but some things you wrote were not correct or not exact. #nohatemepls

    No problem but these are evolving as I am working on it too which is why i put in progress-- not sure if I've already changed what you wrote but also at work so not a lot of time to correct at the moment. I'll try to work more on it tomorrow.​​
  • eirghan
    eirghan Posts: 1,912 Arc User
    edited November 2016
    SEEKER PART 2
    too many characters had to create another... tiger-9.gif all skills are up but going to sleep on it and look with fresh eyes in the morning along with @mymbarb suggestions :) thank you.


    GEMINI SLASH
    Range 28 meters
    Mana 50
    Channel 3.3 seconds
    Cast 2.0 seconds
    Cooldown of 15.0 seconds

    Unleash a triad of attacks against all enemies within 12.0 meters of the target, dealing base physical damage plus 500% of weapon damage plus 8250.0. Has a 33% chance to reduce the target’s movement speed by 60% for 8 seconds. Deals additional Metal damage to targets with the Spirit Bore status, reducing their Attack and Defense Levels.

    Rune 1
    Activates "Spirit Bore" and reduces the target's defense levels for 3 minutes if status is inflicted.
    1-4: Deals an additional 40% of weapon damage
    5-7: Deals an additional 60% of weapon damage
    8-9: Deals an additional 80% of weapon damage
    10: Deals an additional 100% of weapon damage

    Rune 2
    Activates "Spirit Bore" and reduces the target's defense levels for 3 minutes if status is inflicted
    1-4: Slow effect is increased to 40% speed reduction for 8 seconds
    5-7: Slow effect is increased to 50% speed reduction for 8 seconds
    8-9: Slow effect is increased to 60% speed reduction for 8 seconds
    10: Slow effect is increased to 80% speed reduction for 8 seconds

    Rune 3
    Has a chance to trip "Spirit Bore" if status is inflicted.
    1-4: Channel time reduced to 2.8 seconds
    5-7: Channel time reduced to 2.5 seconds
    8-9: Channel time reduced to 2.2 seconds
    10: Channel time reduced to 1.9 seconds

    Rune 4
    Cannot trip "Spirit Bore" status but has 100% hit rate.
    1-4: Deals an additional 60% of weapon damage
    5-7: Deals an additional 80% of weapon damage
    8-9: Deals an additional 90% of weapon damage
    10: Deals an additional 150% of weapon damage

    Rune 5
    Cannot trip "Spirit Bore" status but has 100% hit rate.
    Guaranteed slow effect of 60% for 5 seconds.
    1-4: Deals an additional 40% of weapon damage
    5-7: Deals an additional 60% of weapon damage
    8-9: Deals an additional 80% of weapon damage
    10: Deals an additional 100% of weapon damage


    HEART SEEKER
    Range 28 meters
    Mana 95
    Cast 1.0 seconds
    Channel 1.3 seconds
    Cooldown 15.0 seconds
    Gain 10 Chi

    Launch a projection of your weapon at a distant foe, dealing base physical damage plus 200% of weapon damage plus 5280 as Metal damage.

    Rune 1
    Has a 100% chance to immobilize the target for 10 seconds.
    1-4: Additional 20% weapon damage
    5-7: Additional 30% weapon damage
    8-9: Additional 40% weapon damage
    10: Additional 50% weapon damage

    Rune 2
    Has a 100% chance to immobilize the target for 6 seconds.
    1-4: Gives 15 Chi
    5-7: Gives 20 Chi
    8-9: Gives 25 Chi
    10: Gives 30 Chi

    Rune 3
    Has a 100% chance to immobilize the target for 6 seconds.
    1-4: Cooldown reduced to 13 seconds
    5-7: Cooldown reduced t 12 seconds
    8-9: Cooldown reduced t 11 seconds
    10: Cooldown reduced t 10 seconds

    Rune 4
    Does not root the target, but now stuns, length depends on soul force.
    1-4: Stun target for 1.0 second
    5-7: Stun target for 1.5 seconds
    8-9: Stun target for 2.0 seconds
    10: Stun target for 2.5 seconds

    Rune 5
    No status effects, but greatly increased damage.
    1-4: Additional 80% weapon damage
    5-7: Additional 120% weapon damage
    8-9: Additional 160% weapon damage
    10: Additional 200% weapon damage


    ION SPIKE
    Range 20 meters
    Mana 135
    Channel 1.4 seconds
    Cast 2.0 seconds
    Cooldown of 15.0 seconds
    Costs 1 Spark

    Call down a raid of magic blades upon all enemies within 12.0 meters of the target. Deals base physical damage plus 300% of weapon damage plus 7370 as Metal damage.

    Rune 1
    Has a 100% chance to reduce the targets' Metal Resistance by 50% for 25 seconds.
    1-4: Additional 80% weapon damage
    5-7: Additional 120% weapon damage
    8-9: Additional 160% weapon damage
    10: Additional 200% weapon damage

    Rune 2
    Has a 100% chance to reduce the targets' Metal Resistance by 50% for 25 seconds.
    1-4: Give back 20 Chi
    5-7: Give back 30 Chi
    8-9: Give back 40 Chi
    10: Give back 50 Chi

    Rune 3
    Has a 100% chance to reduce the targets' Metal Resistance by 50% for 15 seconds.
    1-4: Cooldown reduced to 13 seconds
    5-7: Cooldown reduced to 12 seconds
    8-9: Cooldown reduced to 11 seconds
    10: Cooldown reduced to 10 seconds

    Rune 4
    Has a 100% chance to reduce the targets' Metal Resistance for 10 seconds.
    1-4: Metal debuff strength increased to 70%
    5-7: Metal debuff strength increased to 80%
    8-9: Metal debuff strength increased to 90%
    10: Metal debuff strength increased to 100%

    Rune 5
    0% chance to reduce target's Metal Resistance, but greatly increased damage.
    1-4: Additional 120% weapon damage
    5-7: Additional 180% weapon damage
    8-9: Additional 240% weapon damage
    10: Additional 300% weapon damage


    EDGED BLUR
    Mana 500
    Channel 0.5 seconds
    Cast 1.5 seconds
    Cooldown 30.0 seconds
    Costs 2 Sparks

    Conjure shadowy duplicates of yourself for 15 seconds. Every 3 seconds, the shadows will attack all enemies within 10 meters of your target, dealing base physical damage plus 6500 as Metal damage. Cannot be a critical strike, but has a chance of twice your Critical Rate to deal 1.5 times as much damage.

    Rune 1
    Shadows attack every 3 seconds for 15 seconds.
    1-4: Each attack deals additional 40% of weapon damage
    5-7: Each attack deals additional 60% of weapon damage
    8-9: Each attack deals additional 80% of weapon damage
    10: Each attack deals additional 100% of weapon damage

    Rune 2
    Shadows attack every 1 second for 15 seconds.
    1-4: Increase base damage by 20%
    5-7: Increase base damage by 30%
    8-9: Increase base damage by 40%
    10: Increase base damage by 50%

    Rune 3
    Shadows attack every 3 seconds for 15 seconds.
    1-4: Each attack has a 20% chance to interrupt enemies channeling
    5-7: Each attack has a 30% chance to interrupt enemies channeling
    8-9: Each attack has a 40% chance to interrupt enemies channeling
    10: Each attack has a 50% chance to interrupt enemies channeling

    Rune 4
    Shadows attack every 1 second for 15 seconds.
    1-4: Each attack has a 10% chance to interrupt enemies channeling and increases base damage by 5%
    5-7: Each attack has a 15% chance to interrupt enemies channeling and increases base damage by 10%
    8-9: Each attack has a 20% chance to interrupt enemies channeling and increases base damage by 10%
    10: Each attack has a 25% chance to interrupt enemies channeling and increases base damage by 20%

    Rune 5
    The shadows attack faster with increased damage and last for 5 seconds.
    1-4: Gain an additional 20% weapon damage each time your image attacks
    5-7: Gain an additional 30% weapon damage each time your image attacks
    8-9: Gain an additional 40% weapon damage each time your image attacks
    10: Gain an additional 50% weapon damage each time your image attacks
    ​​
    Post edited by eirghan on
  • blazerboy
    blazerboy Posts: 1,673 Arc User
    @dregenfox +12(jsod) would not be difficult for me but ouch arcane classes will equally feel the sin wrath now with paralyze puri spell :D next thing is give them disarm GGWP devs
    105/105/105 Seeking ScallyMode
    http://mypers.pw/5/#258958
  • freygin
    freygin Posts: 737 Arc User
    Next update, Sin will have a GM command /d_kill <nickname> for single target and /d_aoekill <n,i,c,k,n,a,m,e,s> , the sin will have to be within 20metres from the targets , but they still reconsider this because it's faster to just press 1 2 3 a few times than typing nicknames.
  • tek1nig
    tek1nig Posts: 793 Arc User
    freygin wrote: »
    Next update, Sin will have a GM command /d_kill <nickname> for single target and /d_aoekill <n,i,c,k,n,a,m,e,s> , the sin will have to be within 20metres from the targets , but they still reconsider this because it's faster to just press 1 2 3 a few times than typing nicknames.

    egg-33.gifegg-30.gifegg-33.gif​​
    VWjvQZ8.jpg
    Assassin - SyntherosX - 105, 105, 105 Calc : https://mypers.pw/13/#654396
    Loyal Perfect World Player 9 Year Vet.
    Youtube&LiveStream @ OROCx24

    Get the Forums Enhancement Extension!
  • nopers
    nopers Posts: 12 Arc User
    edited November 2016
    Oh man... If you add these runes are they there forever? Can you change them out if you decide to go another way? ...Can't wait to play with these runes on my cleric. It's gonna be tough choosing but seems like the Rune 5's are mostly the way to go (for me). I hope they're not too difficult and expensive to get so I can mess around on my other classes, too. This game is already not alt friendly enough now lol.
  • blazerboy
    blazerboy Posts: 1,673 Arc User
    Reaper form will be more than fast cd on db nicely done more damage but the insta cast 9 sec disarm should be really interesting
    105/105/105 Seeking ScallyMode
    http://mypers.pw/5/#258958
  • jsxshadow
    jsxshadow Posts: 1,414 Arc User
    Overall I gotta say that every class already has a set "best way" to use the runes in nearly any situation. Chi gain, Duration, Debuff Intensity, CC. With a very few exception (cept clers and mystics heal to dmg skill change) these are the preferable ones. Anything with +xxx% of Weapon damage is totaly neglicable same as the majority of the range adds since you will hardly make good, constant use of the range when it doesnt effect ALL skills. Cept ofc you wanna run closer to the target when the improved range skills are in CD :D . Base damage is neat but mostly only for Sins in a way that it would matter or is an added bonus on every rune anyways.

    Dusks will be swimming in Chi, Archer will blast out their skills in lightning (lol) speed, seeker will debuff and wreck people with edged blur, sins will oneshot everything, mystics will be gods in 1v1 with a purify plant, clerics will now be real metal mages, Barbs will be ultimate tanks again, BMs will swim in Chi and Debuff/AMP people to oblivion, Wizards will significantly improve their damage by using smart skill combos, Storms will be Reaper-Gods and venos will do what they did before only with alot more punch to it. Psys..meh xD There is potential with psys...but its more or less underwhelming (unless someone utilizes it to the max ofc).

    With the exception of the Sin BS it looks pretty rad. Hopefully they will notice the BS and make further adjustments. After all the update is live on a test server so! Hope never dies!
  • croseler
    croseler Posts: 18 Arc User
    @Joe , you're talking about the same people who thought of this class named duskblade, I'm pretty sure they won't notice any bs even if it hits them in the face
    BatYeena - Dawnglory 105/105/104 Archer
  • notanyfox#3644
    notanyfox#3644 Posts: 190 Arc User
    jsxshadow wrote: »
    Overall I gotta say that every class already has a set "best way" to use the runes in nearly any situation. Chi gain, Duration, Debuff Intensity, CC. With a very few exception (cept clers and mystics heal to dmg skill change) these are the preferable ones. Anything with +xxx% of Weapon damage is totaly neglicable same as the majority of the range adds since you will hardly make good, constant use of the range when it doesnt effect ALL skills. Cept ofc you wanna run closer to the target when the improved range skills are in CD :D . Base damage is neat but mostly only for Sins in a way that it would matter or is an added bonus on every rune anyways.

    Dusks will be swimming in Chi, Archer will blast out their skills in lightning (lol) speed, seeker will debuff and wreck people with edged blur, sins will oneshot everything, mystics will be gods in 1v1 with a purify plant, clerics will now be real metal mages, Barbs will be ultimate tanks again, BMs will swim in Chi and Debuff/AMP people to oblivion, Wizards will significantly improve their damage by using smart skill combos, Storms will be Reaper-Gods and venos will do what they did before only with alot more punch to it. Psys..meh xD There is potential with psys...but its more or less underwhelming (unless someone utilizes it to the max ofc).

    With the exception of the Sin BS it looks pretty rad. Hopefully they will notice the BS and make further adjustments. After all the update is live on a test server so! Hope never dies!

    You are far from the truth. But then again why do I expect you to understand when you don't know how atk and def lvl work ? :/

    There is no best rune setup for each class.
    There are different runes setup that can be the best for different situations (1on1 vs different classes, mass pvp, pve, ...etc) and I really hope we can switch between setups with no cost like genies because if we can I will have a huge advantage over narrow-minded players like you who will only use 1 build. B)

    You either didn't read the psychic skills or could never figure out how to play one. I'd bet on the later. They can get sick damage with those new skills and chi drain spam you. :#
    Stupidity at its finest :
    "Deity sin vs Josd Dusk -> Dusk wins.
    Josd sin vs deity dusk -> Sin wins by far."
    Special Kid Joe 2016
  • magiceffect
    magiceffect Posts: 162 Arc User
    Now, I am by far no expert when it comes to PVP, but I think I would go for the following runes. With the aim to get guaranteed control, drain some chi, and get a chance at higher spike damage.

    Earth Vector
    Rune 2: 100% stun rate for [4.5, 5, 5.5, 6] seconds
    I want a guaranteed stun! So glad we can actually get 2-3 of them with glacial shards and crystal light. Does it stack with normal skill effects?


    Sandball Clash     
    Rune 2: Seal the enemy for [1.5, 2, 2.5, 3] seconds
    A shorter guaranteed silence is always welcome. Does it stack tho with the 50% lucky cases?

    Stone Smasher
    Rune 3: Channeling reduced to [2.8, 2.2, 1.6, 1.0] seconds
    I was not using this too much in tw due to obvious time constraints...

    Sandburst Blast - Demon + Sage combined
    Rune 2: Reduce earth resistance by [15%, 20%, 25%, 30%]
    I love the combo benefits it presents.... See spirit blast choice.


    Spirit Blast
    Rune 1: Additional [40% + 1090, 60% + 1635, 80% + 2180, 100% + 2725] weapon damage + fixed
    Rune 2: Monster target damage increased: [80% + 1090, 120% + 1635, 160% + 2180, 200% + 2725] weapon damage + fixed

    Not sure what rune 2 does, but I would pick the first for combo with sandburn blast.


    Aqua Impact - Demon + Sage combined
    Rune 3: [40%, 60%, 80%, 100%] chance to drain enemy chi
    How would drain work? All chi? This would add trolling capabilities.


    Glacial Shards - 75% chance freeze for 5 seconds
    Rune 2: 100% freeze rate for [3, 3.5, 4, 4.5] seconds
    God YES, another guaranteed stun, YES!

    Red Tide - Demon + Sage combined
    Rune 3: Additional [120%, 180%, 240%, 300%] weapon in mixed water/physical damage
    Gotta love the mixed thing going on in there.

    Soulburn - Demon + Sage combined
    Rune 2: skills cast by the target in the next [4, 6, 8, 10] seconds go on 1 minute cooldown (Speculation)
    If this is true....

    Crystal Light
    Rune 2: Freeze enemy for [1, 1.5, 2, 2.5] seconds
    YAY!

    Dawnglory - SpellStormer (105 x 3): http://mypers.pw/10/#435948
  • bboycraze
    bboycraze Posts: 38 Arc User
    @magiceffect

    For Sandball, I imagine you completely trade the 50% for 5 seconds chance with a 100% for max 3 seconds.

    Demon Aqua Impact has a 20% chance to steal 30 Chi. I believe Rune 3 will increase the chance up to a max 100% success rate to steal 30 Chi.

    Both the chan reduction and the additional 600% weapon damage look appealing for Stone Smasher imo
  • jsxshadow
    jsxshadow Posts: 1,414 Arc User
    @notanyfox#3644 calls the person with the biggest amount of different, active genies in the game narrow minded. GG bro.

    But no, there is a set best path for most classes (if translations are accurate) that would apply in nearly any situation. I never talked about fine tuning. Thats obvious and goes without saying. But even if you dont do that you still have a decent setup.

    On one hand people act like the laziest nubs ever and I wanna give them a glimpse of relief then all of a sudden people wanna invest loads of thoughts into things. People. I will never understand. Go all the way in any way or dont go at all ijs.
  • asterelle
    asterelle Posts: 861 Arc User
    edited November 2016
    A little more detail about the runes...
    It looks like equipping the runes gives you stats:
    KUteKwy.gif
    Level 10 gives
    HP +261
    Pdef +340
    Mres +698
    Matt +133
    Spirit +50
    Def Lev +4
    Att Lev +4


    EDIT: This is for casters. The stats you get in the tooltip depend on your class but are the same for the 5 runes.

    It looks like Rune levels 1 and 4 are dropped by mobs with higher levels you have to get from combining. Levels 1 and 4 are tradeable but 2-3,5-10 are not.

    Here is the way the skill window functions:
    ma0ybUD.gif

    The last screen you see is the combination window. It says that:

    Runes placed around the sides will be used as raw materials to enhance the level of the middle rune.
    The level of raw materials will determine the probability of a successful upgrade.
    On success the level will be raised, and on failure it will be reduced.
    Higher-grade runes can not be used as upgrade materials of lower grade runes.


    So it looks similar to tisha refining. I can't tell what the success rate will be but I'm sure grade 10 will be very hard.
    ​​
  • croseler
    croseler Posts: 18 Arc User
    @Astrelle maybe the bonus stats from runes depend on the class ? That'd explain only m att for cleric.
    BatYeena - Dawnglory 105/105/104 Archer
  • asterelle
    asterelle Posts: 861 Arc User
    croseler wrote: »
    @Astrelle maybe the bonus stats from runes depend on the class ? That'd explain only m att for cleric.
    Ahh you're right. This is it on archer:
    NiKyF7T.png
    HP +291
    PDef +466
    MRes +597
    PAtt +133
    Spirit +50
    Def Lv +4
    Att Lv +4
    ​​
  • notanyfox#3644
    notanyfox#3644 Posts: 190 Arc User
    edited November 2016
    @jsxshadow When we get that expansion in a year or 2, and you brag about using all the setup like you do know with you 18 genies, I will remind you what you said here and you will appear as the hypocrite you are :D

    @asterelle The rune stats may work like stats on cards and star chart. You only get matk and no patk, and more mdef than pdef probably because you're looking at cleric runes.
    Edit : nevermind, ninja'd by @croseler
    Stupidity at its finest :
    "Deity sin vs Josd Dusk -> Dusk wins.
    Josd sin vs deity dusk -> Sin wins by far."
    Special Kid Joe 2016
  • catgirldesu
    catgirldesu Posts: 993 Arc User
    Cool. Thanks for the information!​​
  • cococya
    cococya Posts: 162 Arc User
    Awesome news, so they can be crafted, albeit very slowly and expensively.
    I'm glad they don't seem timed, I wouldn't bother with them if they were timed.
    DeffyNature
  • croseler
    croseler Posts: 18 Arc User
    So is there anything about new skills?
    Cause on the video catgirl posted earlier you can see new animations (new skills that are separated from the rune system)
    BatYeena - Dawnglory 105/105/104 Archer