Skill Glyph System in the next expansion
Comments
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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 happensBatYeena - Dawnglory 105/105/104 Archer0 -
I'm missing Gush somehow from the list (probably). lemme go through this again. Edit- found it.
Wizzie is done.0 -
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 GGWP105/105/105 Seeking ScallyMode
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When I saw the upgrades I thought of 100% Tidal xDBatYeena - Dawnglory 105/105/104 Archer0
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LMFAO! My fishy gets to be more op.0
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SEEKER
GRAVEL BLADERange 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 BLADERange 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 BLADERange 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 BOLTMelee 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
STALAGSTRIKEMelee 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 NIERRange 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 damagePost edited by eirghan on
eirghan sage seeker ♥ current gear ♥ youtube ♥ title quest guide
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@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 got0
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@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.0 -
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
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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 on0 -
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 sage seeker ♥ current gear ♥ youtube ♥ title quest guide
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SEEKER PART 2
too many characters had to create another... 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 SLASHRange 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 SEEKERRange 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 SPIKERange 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 BLURMana 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 attacksPost edited by eirghan on
eirghan sage seeker ♥ current gear ♥ youtube ♥ title quest guide
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@dregenfox +12(jsod) would not be difficult for me but ouch arcane classes will equally feel the sin wrath now with paralyze puri spell next thing is give them disarm GGWP devs105/105/105 Seeking ScallyMode
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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.
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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.
Assassin - SyntherosX - 105, 105, 105 Calc : https://mypers.pw/13/#654396
Loyal Perfect World Player 9 Year Vet.
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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.0
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Reaper form will be more than fast cd on db nicely done more damage but the insta cast 9 sec disarm should be really interesting105/105/105 Seeking ScallyMode
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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 . 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!0 -
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 . 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.
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 20160 -
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/#4359480 -
@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 imo0 -
@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.0 -
A little more detail about the runes...
It looks like equipping the runes gives you stats:
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:
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.0 -
@Astrelle maybe the bonus stats from runes depend on the class ? That'd explain only m att for cleric.
HP +291
PDef +466
MRes +597
PAtt +133
Spirit +50
Def Lv +4
Att Lv +40 -
@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
@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 @croselerStupidity at its finest :
"Deity sin vs Josd Dusk -> Dusk wins.
Josd sin vs deity dusk -> Sin wins by far."
Special Kid Joe 20160 -
Cool. Thanks for the information!0
-
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.DeffyNature0 -
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 Archer0
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