Jonah

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  1. "Good leaders can make good decisions, but a great leader takes his companion's opinions before he makes his move." -Jonah (Leader/Founder) Base: Ruins of Draconian Ch. 1 Member Slots: Available Top Member: Coming Soon... Current Level: 3 Introduction Upon making Equality, I had one goal in mind: Connect the old generation of players with the new generation and provide a growing place for those looking to improve. Let's make each other stronger! That being said, any level is welcome as well as any nationality/race. Just bring your A-game! With this being said, I'd like to introduce the features of Equality with a strong introduction. So without further ado, welcome to the mighty Skyforge. Features: Random Events Scheduled Events Fixed Wars Open Wars Active Leaders VP Support Strong guidance Fun conversations Accepting environments And much more! Looking For: A VP that speaks Bahasa (Indonesian) A VP that speaks Tagalog (Phillipines) Current Union Skyforge Members Equality (Looking for a consistent/active ally. PM for details.) Rules (PLEASE READ!!!!) I know, I know, rules suck, but they're here for a reason. 1. Do not start drama with other members of our guild, we are a family. 2. At no point are you to make racist comments, even if it is to an enemy. Our goal is to destroy our opponents without using those cheap dirty tactics that others use. 3. Obey server rules at all times. We can't afford to have members getting banned for illegal activity. 4. Show up to wars when online and available. 5. No kicking members without consulting me or Jacob. Ranking Guild Master Jonah Vice Presidents Jacob Tsunade5 sorrynotsorry If you prove yourself through your activity both in-game and in relation to guild members, you can become a VP too! Conclusion To close this topic, I'd like to wish you all good luck! Hopefully we cross paths in-game or even in-guild. Forge on, Skyforge!
  2. Ever wondered where people are getting Level 8 Bless Vital from? What class has the highest m. crit rate? What Mage has the highest HP passive? Look no further, I give you: Soul Arbiter Probably one of the most versatile, and useful classes in mage second only to Cardinal, Soul Arbiter has the highest M. Critical and HP total of all the mages. A late bloomer, SA requires a high level to be very effective. Patience is key. Path Wizard>Sorcerer>Bishop>Soul Arbiter Job Passives (When Fixed): 10% Cast Speed, 6% M.A. Race: Human or Elf Stat: Vit or Vit Mix Int (Your primary stat should be vit if you want to maximize your survivability, however if you wish to level faster, put stats into INT and change to vit when you feel like it's time to PvP.) I also recommend getting as much MS as you can without ruining your pdef or m.a. completely. Movement Speed is probably one of the most important things in war as it helps with escape and sometimes even casting skills. Q. Why don't you choose human? A. I prefer Elf, because of the buff "Nature's Shield" and the extra INT base stat. (75) Q. Will I have high M.A. if I do go VIT stat? A. Yes, this class has the highest critical rate and damage of all mages and has good passives to go along with it Q. Is this class good for all vit equips? A. No, this path does not have very many DoT skills, so if you do use pure vitality equips, you will not have very much damage. Skills Mage: 1-20 Max Wind Strike Max Intelligence Max Nature Shield Max Robe Expertise (You'll need it for leveling if you will solo to 106.) Wizard: 21-40 Max Wind Strike Max Intelligence Max Wizardry Max Robe Expertise Max Nature Shield Max Spell Craft Sorcerer: 41 - 75 Max Lightning Stun Max Blizzard Max Fire Blast Max Intelligence Max Wizardry Max Robe Expertise Max Spell Craft Bishop: 76 - 106 Max Turn Undead Max Robe Expertise Max Enhanced HP Max Shrewd Spell Max Shield Max Bless Wind Max Wisdom Max Bless Mind Max Bless Heart Max Mind Barrier Level 1 Fast Heal Max Spell Barrier Soul Arbiter: 106-134 (Leveling Build) (Re-Skill here, but make sure it's at 106, because you can get Holy Earthquake at that level.) Max Holy Justice Max Holy Earthquake Max Fire Blast Max Blizzard Max Twinkle Magic Max Fortunate Magic Max Enhanced HP Max Light Armor Expertise Max Witchcraft Max Spell Craft Max Intelligence Max Shield Max Shrewd Spell Max Armor Link Max Bless Vital Max Bless Wind Max Wizardry Max Nature's Shield Equips +7/12/13 Kynee [p] 20+ vit or Int/Mix +7/12/13 Cloud Sailor's Armor [c] 29-30 vit [p] 20+ int/vit +7/12/13 G. Glove [c] 23-24 int or vit [p] 20+ int/vit +7/12/13 Cloud Sailor's Booties [c] 29-30 vit [p] 20+ int/vit +7/12/13 Medusa [p] 20+ int +/7/12/13 Aias Will of Hercules or Hathor [p] 25+ int mix vit Phantasmal Ring or Hathor HC 48+ MS or 19.5+ M.A. Flickering Earring or Gemini HC 19.5+ m.a Flickering Earring or Castor HC 19.5+ m.a Farouk's Crystal Ball HC 19.0+ m.a DS Spell or Belt of Wisdom HC 19.5+ m.a or 48+ ms Costumes (Could be the most expensive part) Bache m.a or VIP Hat Wizard's Robe, BWS Pdef 10% or 15% costume Shinigami Glove or Munchkin Glove (5% cast speed) Panda Boots or VIP Boots (If you wear Bache M.A.) Green Lizard or Healthy Worm L. Cape or Hellen Cloak (4-5% m.a) Soul Arbiter (Final Build) (3 Options) Keep in mind a lot of these builds will require 140++, as SA is an SP eater just like Paladin. Also, every build will feature Holy Justice and Holy Earthquake because: Holy Justice: 1082 Base Damage at Max Level, casting time while unbuffed: 0.8s, with buffs, nearly half a second if not less. Holy Earthquake: 95% Stun Chance at level 10, stuns for 3.3s and does 700++ base damage. Holy Spike: Lowers Attack Speed, will cause your target to use 1 skill per your 4 or 5. (You can use your full combo with this) (Trust me, fighters will be very annoyed by this skill) Level 25 Reduction: -81%. Movement Speed: No matter what build you choose, it's important that you have movement speed. Again I cannot stress this enough. Get as many movement speed nostrums as you possibly can and just have at it. It makes a big difference when fighting those pesky fighters with Sonic Boom and Dual Sonic Blast. You'll thank me later. Build 1: Rune Locker (This build focuses mainly on stuns/sleeping/crowd control) Max Holy Justice Max Holy Earthquake Max Holy Spike Max Tranquility (AOE Sleep, Max level sleeps for 30s) Max Angelic Breath Max Soul Spear Max Twinkle Magic Max Fortunate Magic Max Enhanced HP Max Light Armor Expertise Max Witchcraft Max Spell Craft Max Intelligence Max Orpheus' Poem Max Shield Max Shrewd Spell Max Armor Link Max Bless Vital Max Bless Wind Max Wizardry Max Nature's Shield Level 11 Fast Heal Level 16 Great Heal Level 1 Bloodstream Max Holy Barrier Max Beholder After this, whatever you want to do with the remaining SP is up to you, however you won't have very much leftover. Build 2: The Versatile Warrior Max Holy Justice Max Holy Earthquake Max Lightning Stun Max Holy Spike Max Angelic Breath Max Tranquility Max Twinkle Magic Max Fortunate Magic Max Enhanced HP Max Light Armor Expertise Max Witchcraft Max Spell Craft Max Intelligence Max Orpheus' Poem Max Shield Max Shrewd Spell Max Armor Link Max Bless Vital Max Bless Wind Max Wizardry Max Nature's Shield Max Nature's Mind Level 16 Fast Heal (For Spam Heal, comes in handy) Max Holy Barrier Max Beholder Level 1 Bloodstream (If you don't use MP Pots) Max Intensive Mana Build 3: The Battlemage Max Holy Justice Max Holy Earthquake Level 20 Holy Uppercut Level 20 Holy Swing Level 20 Holy Spike Max Angelic Breath Max Twinkle Magic Max Fortunate Magic Max Enhanced HP Max Light Armor Expertise Max Witchcraft Max Spell Craft Max Intelligence Max Orpheus' Poem Max Shield Max Shrewd Spell Max Armor Link Max Bless Vital Max Bless Wind Max Wizardry Max Nature's Shield Level 11 Fast Heal Max Beholder Leveling Spots Gate of Alker 1-20 Moon Blind Forest 21-40 The Way to Howling Ravine 41-55 Howling Ravine 55-63 Howling Caves 1/2F 64-83 (can go to Valley of Fairy around 78) The Valley of Fairy 78-90 Ghost Tree Swamp/Great Garden 91-100 Nera Harbor 100-105 Great Garden 105-115 The Graveyard of Nera Knights 115-130 and you can DD the rest of the way~ *Remember you can DD at any time if you feel uncomfortable with leveling Thank you for following my guide! And leave plenty of feedback~
  3. It barely has an effect on me because I play mages. It's just that in war all you see is paladins dropping everyone that comes in sight because no one can damage them and most of them hit like trucks and have sonic boom. Paladin isn't played like a tank because they can deal damage from a distance. So you can't deal much damage to them at all unless you get close in the first place, and they just repel you with a single sonic boom. Also, for the most part rogues are useless vs Tanks because Tanks have the range that they do because of Sonic Boom. Rogues can barely even scratch them because of low physical attack. Even with the crazy critical damage we have, if your physical attack is low, versus a tank you'll be lucky if you crit 5 damage. As for crits getting through, the problem with this is that even with crits getting through it only happens once in a blue moon with paladins. You can literally die 20 times by a Paladin before you even strike a crit. I wasn't saying to completely get rid of block I was just suggesting to lower the utility of solid shield so they aren't walking around entire wars for hours on end taking only 45 damage the entire time. I do believe that there should at least be some sort of trade off in physical attack attributes if you take shield training, like you said. Paladin is one of those classes that doesn't necessarily have a good trade off unless it's critical rate, and even then there's easy ways to boost it and still maintain your damage and defense. Top this off with the fact that they're elves and they can get rune impact, Strike doesn't even really factor in for them. I'm just saying that this class is particularly dominant over all of the others because of its ridiculous block rate and high stat capabilities. Foil: The skill is being used now by TM's to: Foil enemies in war while maintaining stealth, so they just focus on foiling one person while hidden so that person can't move at all. This becomes a problem because they go undetected while stopping all movement from whatever target they choose as many times as they want until that person somehow gets beholder. Its also used by guilds in open wars of all nature to escape sleep, ice and silence. This is exploited by these guilds because they just war their own low level guild and put TM's in it to cancel the effects placed on them.
  4. Another way to help calm down this block insanity is to make a few changes to the Solid Shield buff. As it stands, Solid Shield at level 5 adds 40% block rate for 20 minutes. If you add this buff to a Paladin, they can block 93% of all incoming attacks. Top this off with a CB Set and the Iron Shied Buff, they can have a block rate upwards of 105%. The problem here is that once you add all this up, and throw in the fact that Paladins can also deal damage from range and have super high physical defense, it makes them damn near invincible and they also can dish out high damage. This problem is multiplied when you add edits into the mix, as these edited players are already taking barely over 1000 damage a hit, and top that off with 93% block rate, it's no wonder everyone is using Paladins or Phalanx>Magnus! A simple way to fix this is to make the buff Solid Shield wear off after X amount of hits, and have the cool down be increased. An Example: Paladin Uses Solid Shield ----> Paladin is hit 15 times by incoming skills -----> Solid Shield wears off because of said hits ------>Paladin has an opening until the Solid Shield buff cools down -----> After the cooldown has passed, the Paladin can once again use its Solid Shield buff to block a further 15 hits. I'm not saying the hit amount should be 15, however, going about it this way will make it so block must be used strategically and isn't a failsafe for all shield users. This will make things much more interesting during wars as Paladins and other tanks will have a window in which they are vulnerable, and aren't just walking around taking 0 damage from incoming attacks because they "blocked" it.
  5. Aw, thank you! Be sure to note me in-game if you need any tips. I'm always willing to help! If you followed the path correctly, fast heal should be unlocked at Bishop.
  6. Buying: Nawskin Belt +12 Night Redemption [c] str [p] eva/strike mix eva Note Polyxus or reply below
  7. Here’s a guide for those who have always wanted to figure out their fit for Fighters In this guide I’ll be explaining each individual classes strengths & weaknesses of each class. Fighters We’re going to start with the more heavy side of things. Fighters are the buff, giant ax wielding fiends of Luna. They have the capability of wearing heavy armor, wielding two weapons at once, and getting huge amounts of HP. Paladins - The Defenders Paladins are among the best defenders in Luna, their skill set allows them to take two times as much damage as the average fighter. This class is mainly for taking hits, if you’re looking for high damage, search elsewhere. Their high physical defense makes them a crowd control class for wars and PvP. Elves: Pros: Very high physical defense, Rune Impact *good for stun combo, aura buffs (good party support) Good HP, best stun combo in game. Very high block rate. Cons: Low physical attack Humans: Pros: Moderate physical attack, High physical defense, Good HP, High HP recovery, High critical damage (if from Gladiator path) *This path is best used with swords due to Rage Burst. Cons: Requires strike if you want to be on the offensive. Sometimes has to resort to Double Strike Destroyers - The Merciless Rivaled in damage by only the Human Sword Master, Destroyers are the most powerful class when it comes to dealing huge damage. Best if used with sword (Rage Burst) Although they dish out high damage, they can’t take much of a hit. Pros: Very High Physical attack, Fearful Blow (Never miss skill), High critical damage Cons: Restricted to Humans, Low HP, Low Physical defense Sword Masters - The Agile One of the four classes in Luna that can dual wield, this is also the only dual wield class that can be used by both Humans and Elves. This class is mostly used from range due to its low physical defense and survivability. They are among the few Hit and Run type classes in Luna, mainly used in methods similar to that of the Arch Ranger. Pros: Very high physical attack, Elves: Rune Impact, Aura Buffs. Humans Rage Burst, Level 4 or 6 Risk Taker (depends on path), High critical damage. Level 20 Sword Training Cons: Low Physical Defense, Moderate HP, Dual wield penalty at early levels (105-132), Humans require strike to deal with evasion types Magnus - The Versatile One of the most versatile classes, Magnus is the most commonly used next to Destroyers, Cardinals and Blade Takers. They are capable of taking a hit and dishing out damage. This class has the best skill set for war and support in parties. Magnus is a great starting class for newcomers. Pros: Moderate Physical defense and Physical Attack, Capable of using 1 handed, 2 handed and dual wield weapons. Rune Impact* Aura buffs (Highest level) Protection Aura (great for survival) Rune-Cry (Anti-Hide Skill). Pure defensive Magnus can have more Physical Defense than that of a Paladin with the same gears. (can be very annoying when mixed with Protection Aura.) Mana Vampirism (bugged, but it absorbs MP.) Cons: Not particularly strong in a specific area (except for Pure Defense Magnus), Restricted to Elves. wew look at all those pros Panzer - The Fiesty The only musket wielding fighter in Luna, although it is currently bugged and some use it as a 1 handed fighter. Pros: Musket user *bugged, High Physical Attack, open to Humans and Elves, Decent Physical Defense (path dependent), Ranged if used with Musket, Cons: Bugged, Low-Moderate HP, Slow attack speed when un-buffed. (Musket users) Crusader - The Noble Supporter Last but certainly not least, the Crusader is a class capable of using Magical skills (sort of like a battle-mage.) It has multiple short-term buffs that can turn the tides of a battle. This class is very useful for boss parties or war support. It can tank tons of enemies and also dish out a quick area stun with Holy Earthquake. It has a decent heal and good hp. Specifically is great with maces. Pros: Magical skills, High physical defense, many support skills, has max blunt shield and can get RI/Auras (depends on path) Decent HP. This class is very versatile as it can be made as a hybrid physical/magical class or a support class. Recommended to use an Athena's Mithril Hammer to increase it's physical defense. Cons: Not strong in attacking power, not very strong by itself, can be stopped with Silence. (if magic type) That concludes the Fighter portion of this guide~ Feel free to post information below for me to add to the guide!
  8. Thank you!
  9. Will be editing soon to update the following: Armor for 135+ Weapon for 135+ Belts/Rings/Earrings and Necklaces will stay the same due to the overall utility of each ring.
  10. You can learn it or just use HP potions. It isn't very essential until beyond that point as when you're using bishop you'll most likely be supporting someone or leveling in DD's with someone. If you must have it learn level 1.
  11. I'll be sure to check on that when I get home. We look forward to inviting you to our ranks!
  12. We have slots open now! Leave me a message in-game for an invite. My IGN is Jonah.
  13. My friend and I noticed a few problems concerning the strength of certain buffs compared to costumes, so we decided to take a few screenshots and test them side by side. After testing these skills, we decided that it would be best to make a topic where people can post similar issues that are found. If you find a buff that doesn't add the correct %, please post it here to add to our topic. An example of this issue is seen with Wizardry, as Wizardry at level 7 is supposed to add 18% magical attacking power, yet it adds less than the 10% of the Wizard's Robe, as we know, the robe adds 3279 magical attacking power, yet Wizardry only adds roughly 452 magical attacking power: Without Wizardry: With Wizardry: The last thing we tested was BWS Pdef 10% vs Mace Protection 10%: Without Mace Protection/BWS Pdef 10% (This SS has the tooltip information for Mace Protection shown, so you know it's 10%): With BWS Pdef: With Mace Protection: As you can see, BWS Pdef gives 2x more pdef than Mace Protection, even though they're both supposed to add 10%. As the pdef of the user gets higher, the difference between the two adds up, eventually making the gap even more noticeable. BWS Pdef adds: 438 pdef Mace Protection adds: 112 This makes Mace Protection look like a waste of SP. As I said before, there are many similar issues like this with many other buffs. If you find any similar to this, post it here so we can see it. Thank you, and have a great day! Other skills with this issue include: Armor Link Shield Bless Guard Nature's Shield Iron Shield - does nothing Warrior Form Solid Weapon Spell Craft Boost Spell
  14. Added a video of a 1v1 with anilaa to the second post.
  15. 12k m.a and 5k pdef is fine
  16. Risk Taker is always on, after you relog once you learn it you gain the p.a.
  17. Changes made to the "Versatile Warrior" build. Changed the attack skills you use to focus more on surviving and controlling the crowd. Added a higher heal, for spam healing. Added Holy Barrier Added Lightning Stun Added Nature's Mind Added Intensive Mana If you have any questions reply below and enjoy my builds!
  18. sorry, I've been busy with some testing and school work, they will be coming soon.
  19. Hunter's Smoke, Fearful Blow and Illusion Attack.
  20. There's actually 4 active ones now that I think about it.
  21. You can still hunt in Nera Graveyard until 130, but it's advised that you also DD while doing so.
  22. As far as INT affecting reinforcements and crafting, I don't think that'd be too good because then people who make mages would be rewarded for doing so, thus shifting everyone to Mage. The beauty in crafting is that sometimes you never know what you're going to get, it's like a risk reward thing. Removing said risk makes it very easy and can change the market because crafting is probably the quickest way to get rich in Luna. Something that would make sense however would be adding a Luck system and having a way to increase your % chance of getting a certain number or a higher stat. An example would be a craftable potion or a nostrum that drops from mobs or a lucky box, that will increase the chance of getting a high reinforce, maybe increase the chance of a 3 layer philo stat. But INT increasing it would just lead to everyone making mages and going crazy, and probably even kill the market. Another thing to note is edited players. There are at least 3 edited mages and these players have an int total above 1600, which means they would have almost 100% success rate with everything they do. So balancing that would be another pain.
  23. the white lucky box drops it, click that topic there to see the full list.
  24. I'm not sure if I'm the only one who has noticed this but damage is counted as soon as a skill is casted ather than after the animation is completed, and to make things worse this only seems to be true for certain fighter skills, like Sonic Boom, Fearful Blow and Rune Impact. Which means Rogue/Mage skills are typically always outdone if a fighter can one-hit a Rogue/Mage. It isn't very noticeable when there isn't an attack speed debuff, but as an SA, I have max Holy Spike, which makes the target attack at 19% (-81%) of their normal attack rate (skill cast time included) I noticed that if I hit a target with this skill, and they attacked me, (For example, with rune impact) the damage was counted first, causing my character to die, but the animation was still playing. So basically my character was dead 5 seconds before he even got hit in the animation. During these 5 seconds, I'm still able to cast my skills and the animation plays out, but the game is picking up that my character already died, so he is doing no damage. This causes many problems as it keeps me from attacking while the debuff is in play because my target has pretty much already killed me even though his animation isn't finished. I'll make videos of this just to clear things up. Also, Sonic Boom doesn't count the two blasts as separate damage, but as soon as the skill is casted, both blasts are counted as damage and take away from the targets HP, meaning that once again, the total damage of a skill is being counted upon cast, not upon the completion of the animation Like I said this only seems to happen with Rune Impact, Rage Sword, Fearful Blow, Double Strike, Cross Slash, Sonic Boom and Dual Sonic Blast.