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Aintzane

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  1. Like
    Aintzane got a reaction from Sanaaa in Compiled Class Feedback   
    I fully agree with Kaza's main argument here, and perhaps we could also combine this suggestion/feedback along with @Asuna's post in here
    I personally felt more comfortable with the previous PvP "euphoria" that we had before the overhaul update, and I believe that the damage reduction mechanics and readjustment on certain skills are the most viable solutions to bring back the uniqueness of gRO we had for years! (or even the better version of it). Thus, let's move on and thrive in the best way we could.
     
    Cheers,
     
     
  2. Haha
    Aintzane got a reaction from Slowmotion in Compiled Class Feedback   
    I fully agree with Kaza's main argument here, and perhaps we could also combine this suggestion/feedback along with @Asuna's post in here
    I personally felt more comfortable with the previous PvP "euphoria" that we had before the overhaul update, and I believe that the damage reduction mechanics and readjustment on certain skills are the most viable solutions to bring back the uniqueness of gRO we had for years! (or even the better version of it). Thus, let's move on and thrive in the best way we could.
     
    Cheers,
     
     
  3. Haha
    Aintzane got a reaction from Gelo in Compiled Class Feedback   
    I fully agree with Kaza's main argument here, and perhaps we could also combine this suggestion/feedback along with @Asuna's post in here
    I personally felt more comfortable with the previous PvP "euphoria" that we had before the overhaul update, and I believe that the damage reduction mechanics and readjustment on certain skills are the most viable solutions to bring back the uniqueness of gRO we had for years! (or even the better version of it). Thus, let's move on and thrive in the best way we could.
     
    Cheers,
     
     
  4. Thanks
    Aintzane got a reaction from Kazalus in Compiled Class Feedback   
    I fully agree with Kaza's main argument here, and perhaps we could also combine this suggestion/feedback along with @Asuna's post in here
    I personally felt more comfortable with the previous PvP "euphoria" that we had before the overhaul update, and I believe that the damage reduction mechanics and readjustment on certain skills are the most viable solutions to bring back the uniqueness of gRO we had for years! (or even the better version of it). Thus, let's move on and thrive in the best way we could.
     
    Cheers,
     
     
  5. Like
    Aintzane reacted to Hangul in Compiled Class Feedback   
    Back to the topic at hand, the dmg output of some skills are really high to counteract the higher hp values of newly released bosses. I would rather increase the damage reduction values for pvp like in Asuna's feedback submission(https://gatheringro.com/community/topic/50583-woepvp-damage-reduction-mechanics). Some MVPs even reduce your damage output to 10% of what you originally dealt on normal mobs(i.e. Belphegor, ET MVPs).
    Although it is observed that some classes(GX, RK) currently generate obscene amounts of damage to the point you can't contest. It got to the point where they would kill MVPs in 1 hit such as Buwaya and the whole party that ran the instance wouldn't be eligible for rewards.
     
  6. Like
    Aintzane reacted to Kazalus in Compiled Class Feedback   
    I'm going to provide a compilation of my PERSONAL FEEDBACK of all the classes I've tested. Other players may add to this as well in hopes that we'd get some tweaks/rebalancings. I'd like to mention again that this is A PERSONAL FEEDBACK and I may not have the best gears in the server for specific classes.

    Rune Knight - Incredibly broken
    This class was probably the reason why the system detected "feeding" during the recent War of Emperium events as their Dragon Breath deals an ungodly amount of damage in low intervals, and in a long-ranged area of effect. The fact that the Rune Knight can defend themselves from different forms of damage makes it a cheesy class to play dealing overkill damage and taking absolutely no damage. With 130 Vit and a Tao Gunka Card, a Rune Knight can hit close to 200k HP which is quite high considering most players I've observed have HP ranging from around 80k-140k.

    Skills that make the Rune Knight broken:
    Dragon Breath - Regardless of what element you change Dragon Breath into, it will still deal around roughly 100k-250k damage during WoE which is higher than the average HP of players. This skill is highly spammable as opposed to the pre-update where it had around 3 seconds to cooldown. Sonic Wave - While it is less oppressive compared to Dragon Breath, the fact that it can one-shot someone out of the blue with 0-cast gives it more than a reason to be broken. Non-woe PVP testing revealed it to deal around 150k-200k on a target with minimal resist. Do note that this was not a Crit and god-knows how much damage it would deal if it did actually crit. Wind Cutter - The spammable capacity of this skill is to be feared (no pun intended) as an RK sitting on the entrance can simply spam this skill with a Spear and wreck anyone who tries to move past. I'd watch out for this skill as it has a potential to get just as broken as Dragon Breath. @LKshaye mentioned his claim that this skill isn't broken as it doesn't stagger lock. Notable Rune Knight skills that are balanced:
    Bowling Bash - I believe that Bowling Bash is quite balanced and appropriate for this patch as it has a cooldown, cast time, and manageable damage. In a WoE setting, this damage improves due to Bowling Bash's hits scaling toward the number of affected targets. Though I'd argue that it would need a bit more damage to make it viable to center in a build. @LKshaye mentioned that this skill isn't so good as it has a cooldown and won't be viable until future episodes. Brandish Spear - Similar to Bowling Bash, this skill has a cooldown, cast time, and manageable damage. While it isn't as strong as Bowling Bash in terms of potential damage, the spear requirement allows players to utilize a variety of other spear-centered skills like Spear Boomerang and Hundred Spears. @LKshaye mentioned that similar to Bowling Bash, this skill isn't viable until future episodes. Ignition Break - I like how the skill no longer requires players to have a Fire-property weapon to deal extra damage as well as being two-cells close to deal the maximum amount of damage. I believe that this skill should get a slight buff in damage or reduction of cooldown for it to be more viable to play around. @LKshaye mentioned otherwise that this is actually a broken skill. Hundred Spear - For an offensive skill, Hundered Spear has quite the long cooldown but it does deal a respectable amount of damage to bunched targets. The damage isn't oppressive at all and I believe that this is a standard Rune Knight skill for this patch. @LKshaye mentioned that this skill isn't as strong with similar reasons as Bowling Bash and Hundred Spear.
    Royal Guard - It's OK
    Though I didn't have the chance to see players recently use this class, I've gone ahead and did some testing. Martyr's Reckoning (more commonly known as Sacrifice) deals dismal damage. With 130 Vit and without a Taogunka Card, the RG deals a measly 10k damage per hit which is obviously not enough considering how much damage the other classes deal, and especially on the account that this skill requires the user to spend a percentage of HP per hit. It seems that the only thing that the RGs have going for them is their Over Brand that deals massive damage when positioned correctly.

    Skill(s) that make the Royal Guard broken:
    Over Brand - Despite this skill being super close range and tricky to pull off, Over Brand is capable of one-shotting any class that gets too close. Combined with the Moon Slasher skill, it makes for a formidable force. Then again, you need to get close to the target which rarely happens as even an RG can get one-shotted in this patch (this absolutely weirds me out).  
    Skills of the Royal Guard that need to get buffed:
    Martyr's Reckoning - For the amount of risk an RG puts to deal 10k damage is too high. Perhaps increase the MaxHP-to-damage scaling? Rapid Smiting (Shield Chain) - The damage of this skill is abysmal even with a heavy shield and decent weapon. This skill needs to be seriously buffed to be viable for building into. @LKshaye mentioned that this skill now has an 11-cell range, and that with a +13-+14 Glorious Spear to make the most use out of this skill. Genesis Ray - Despite this skill getting 'buffed', it lacks power even with a full Int and Matk build. It needs more love to actually be a viable build. Cannon Spear - Long cooldown + low damage doesn't make it very viable to build around. I believe it requires a small damage buff to make Cannon Spear builds active again especially with Bio5 headgears available for PvP.  
    Sorcerer - Clearly Broken
    One skill that makes the Sorcerer one of the most broken classes in the server right now is Psychic Wave. Using a book-class weapon, I can deal 100k damage per tick of Psychic Wave with instant casting speed. Though a majority of Sorcerer skills are balanced, this single skill breaks the entire class.
    Skill(s) that make the Sorcerer broken:
    Psychic Wave - As mentioned in the Sorcerer's introduction, this skill deals an ungodly amount of damage with the potential ability to change its element. This needs a massive damage nerf to make it balanced. This skill rivals the RK's Dragon Breath in its oppressiveness with the only thing keeping it from breaking the entire game is its cooldown.
      Notable Sorcerer skills that are balanced:
    Diamond Dust - This skill deals a moderate burst of damage, has a cooldown, and has a chance to inflict Crystallize on the target. Its damage isn't as bonkers as Psychic Wave, and you can't spam it so it's a manageable and balanced skill. Varetyr Spear - Despite this skill easily countered by a Maya Card, its upside is good enough for a player to want to risk casting this skill. Since stats are low and resists are close to non-existent, the Stun mechanic of Varetyr Spear enables Sorcerers to lock down groups of enemies with ease. It has a cooldown and moderate damage so I'd say this would be better balanced with a slight damage nerf. Earth Grave - I believe that this skill needs a slight damage buff for players to consider maxing it out as it seems to only be good as a tool to reveal hidden targets, and as a prerequisite to getting Arrullo. Killing Cloud - The damage is high enough for players to not want to stay inside it, and the Poison status effect is genuinely something to fear in this patch as low SP is a common place. Combined with Poison Buster, one can finish off targets if timed correctly. Poison Buster - I don't think that players would really like to get this skill as it would be spent better elsewhere to cover more support skills such as Warmer and Extreme Vacuum. However, getting this skill ensures a strong burst of damage when the specific cloud poison prerequisite is met. --To be continued-- (I'm probably working on it now).
  7. Like
    Aintzane reacted to Asuna in WoE/PvP Damage Reduction Mechanics   
    Since the start of the normalization, most (if not all) offensive classes can basically 1-shot anybody. While this may be the standard scenario for servers following the official format, this makes WoE/PvP in our server a bit lackluster. Not to find fault on the current situation, but the WoE/PvP pre-normalization was exciting with its drawn-out fights, skills showcase, and thought-out class utilizations. Now, only offensive classes are being used and support/tank classes are losing its purpose even with the skill updates. While its too early to judge the current situation as we are still in the adjustment phase, if this persists, WoE/PVP oriented players may lose interest.
    With this, I am suggesting that WoE/PvP damage mechanics will be changed. WoE currently has 50% damage reduction (or 40%? correct me if I'm wrong) and PvP has none. If the damage reduction will be increased (say 90% for WoE and 75% for PvP maps) instead of applying the HP/SP multipliers, there may not be a need for skills and items balancing due to said HP/SP customization, and it can bring back the former fun of gRO WoE/PvP.
    This is just a suggestion from someone who AFKs all day and only plays during WoE/PvP. Hopefully it will be considered.
     
  8. Thanks
    Aintzane got a reaction from noob!!! in so i decide to come back here at my beloved GRO what class is good now for woe or battleground ??   
    Hi!
    It's hard to measure whether certain classes are good/better compared to others especially with "limited" equips because you just came back! I'd suggest you to play any class you're comfortable with. Since any classes are useful in their own ways!
     
    Glorious set weapon and armor is still "playable"! Especially glorious weapons, those are still ruling in our beloved server. About the armor/set, I don't know you're referring to the basic glorious set, or the new battleground set (warmaster, exec., battlelord's, etc.). But I guess the basic glorious set is also playable, while siege set is also gonna be good if you ever want to start again!
     
    Cheers,
  9. Like
    Aintzane reacted to Madeleine in Althea Renovation   
    It is called "Memories".
    You can find it in your BGM folder:
     
  10. Thanks
    Aintzane reacted to Sirk in Sirk's Guide to Casting and Cast Times   
    Sirk's Guide to Casting and Cast Times
    Table of contents
    I. Introduction
     
    II. Individual Class Breakdowns
    Note: Units used is Seconds. If the skill is not posted here, that means its either a passive skill or has no cast time. If the skill has increasing or decreasing cast times as you increase the skill level, I will note down the cast times of both extremes.
    Disclaimer! Not all cast times noted below are accurate. There are multiple reasons why, one of which could be that my source is based on IRO servers while gRO follows the KRO server. Either way, This does not affect my recommendations.
    A. Acolyte
    A1. Arch Bishop
    A2. Shura
    B. Archer
    B1. Wanderer
    B2. Minstrel
    B3. Ranger
    C. Magician
    C1. Sorcerer
    C2. Warlock
    D. Merchant
    D1. Genetic
    D2. Mechanic
    E. Swordsman
    E1. Royal Guard
    E2. Rune Knight
    F. Thief
    F1. Guillotine Cross
    F2. Shadow Chaser
    III. Conclusion, Sources, and Acknowledgements
    So while this may seem like a lot of information to take down, knowing the cast times of whatever skill you plan to use could mean the difference between you killing your opponent and you standing there with a green bar above your head and seeing your life flash before your every eyes.
    If this guide gets favorable reviews, I might add the expanded classes.  and please leave your comments and suggestions
    I would like to Thank Rayvier for helping me with his guide and for making sure I finished this guide XD the laziness is strong in me
     
    Possible Updates:
    More Classes?
    Formatting?
     
    Sources:
    Gathering RO
    ratemyserver.net
    irowiki.org
  11. Like
    Aintzane reacted to Mytranos in Falmira's Syndicate: An Evolving Daily Quest Guide   
    This guide will cover the following about Daily Quests:
    Introduction Useful Commands Daily Quest Ranks & Rewards Tips and Tricks  
    Introduction
    Daily Quests are an important feature of GatheringRO as it provides both zenny and coupons that grant access to various items and utilities that enable one to get stronger in the server. To start daily quests, proceed to the "Adventurer's Guild" in Althea (@go adv) and speak to Falmira the Adventurer Guild Member to begin your quest.
     
    Useful Commands
    Before we begin we will need to familiarise ourselves with these muy importante commands that will help you do DQ more efficiently and effectively:
    @jump allows you to get in and out quick after murdering and pillaging those mooks) @warp allows you to teleport straight into the mooks home-base and lay waste to them while managing to steal a doodah or two.) @aloot rate "Input number between 1-100" (e.g. @aloot rate 1) Allows you to choose which specific percentages range doodah you want because let's face it some of these mooks carry crapola) @aloot item "Input item name or item number" (e.g. @aloot item hung doll) enables you to loot a specific doodah from a mook because what are we going to do with a Poring's ID card? Get in a club? @whereis "Input monster id or monster name" (e.g. @whereis poporing) enables you to take a sneak peak on where the pesky mooks are hiding. @whodrops "Input item name or item #" (e.g. @whodrops puppet) enables you to take see the monsters' belongings before murdering and stealing all or most of their belongings because let's face it Falmira runs a syndicate) @mi gives you information on the mooks such as element, drops, and level. (e.g. @mi jejeling) Wouldn't want to come unprepared and get your butt-owskie handed to you! @storage for your personal handler kafra storage needs. @gstorage is only for those who run their own partnership syndicates with Falmira.  
    Daily Quest Ranks & Rewards
     
    C-Rank:
    Rank C is an easy job, see... some of the mooks owe the Adventurers guild a lot of gold and they decided to flee with the moolah. We showed them kindness and we our repaid with disrespect. So we ask you to collect the payment... IN BLOOD!!! Kill a certain amount of mooks and you get a reward. What happens if you want to murder more? Not a problem! Except we're only paying you for the X amount we give.
     
    B-Rank:
    Rank B is a little trickier but it could be the easiest among the tasks. We don't want you to baptise anyone with death but instead, eternal servitude to the Adventurers guild... See... how this organisation survives is through labour, hard-work, and moolah. You are our hard-worker and our labourers are those mooks who you deliver to us. We need you to kidnap a certain amount of people and we will graciously reward you. Make sure no one sees you.
    Rank B are taming quests, you don't need to tame the monster you just need the egg.
     
    A-Rank:
    Rank A is a little easy but it could be the hardest. We need supplies to run this organisation and we always run out on supplies for certain items, which is why we give you the task to do the grocery shopping. It's a little tricky because some of the supplies we ask you to get for us aren't available in the regular market, so we are gonna need you pillage some villages for it, but for the regular supplies we will give you a list of fences where you can grab them from.

    Here are some notable NPC's & Quests to aid you in your Grocery Shopping. Simply open the spoiler and Ctrl + F to find items you need.

     
    S-Rank:
    RANK S is the trickiest, The adventurers guild has been the biggest organisation since this world came to be, and we hate competition. From time to time one of those mooks decides to step up and become an "entrepreneur" or "competition" and they think they can organise their own Adventurers guilds, but they don't know there can't be any other syndica- *cough* *cough* Guild! Simple thing is they can't run it, they'll divide the market and then crash it, so we need you to eliminate all the competition before it even becomes an issue. Be careful! I hear most, if not all of them have body guards, watch your back!

     
    ===TO BE CONTINUED===

    Credits: Special thanks to @Kazalus for inspiring me to make this guide, proof-read, and by adding spice and everything nice.
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