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KnightGuy

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  1. I got my answer, but for reference, "Turn Undead Lv5 deals 533 base MATK 6.2s cooldown Holy Justice Lv20 deals 687 base MATK 6.4s cooldown yes great heal is faster after level 15 Armor Link gives more phys defense than Shield on all levels Cripple Lv5 has 80% chance to land with 16s duration while Divine Hold Lv20 has a 90% chance and a 8.3s duration"
  2. Which skill is stronger base damage, and what cooldowns do they have?; Holy Justice lv 20 vs Turn Undead lv 5? Does great heal get faster casting at lv 16? What gives more def; Armor Chain lv 4 and Shield lv 6, or Armor Chain lv 6 and Shield lv 3? Cripple (Inq) lv 5 vs Divine Hold lv 20; Range vs snare chance vs cooldown
  3. Thanks for the answer. On an unrelated note, in the previous post I made, you mentioned that I should have posted the topic on Suggestions; the forum doesn't let me post on Suggestions for some reason. Is that intentional for new forum accounts? Edit: Nevermind, I can post there now.
  4. Referring to skills that will just never be fixed like Corpse Explosion, Ice/Fire Trap; or skills that have been buggy for a long time like Fire Arrow (where the skill just sometimes just does not register to enemies that are moving towards you while you're trying to kite. Maybe expanding the impact hitbox or giving the skill a linear hitbox would be enough). Given that this game has had plenty of customization already, I would imagine that it wouldn't have been terribly difficult to do something about the skills that just waste SP.
  5. For a class being labeled "Sword Master", there seems to be a lack of advanced Sword Training, Sword Rapidly, Sword Accuracy, and 2H Training. While I get it's the dual wield class, it does have Lv. 20 1H Training. Can the class be buffed by having those passives added in?
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