Here are all Gladiator’s skills details
Attack Skills (from A.Expert ~ Transcender)
~All skills’ stats are screened in Korean Test Server~
~Stats could be changed~
Source : CABAL EU Tester’s Blog by [GM] Viral
Welcome back! Grab a drink and settle in, as this is going to be a very long read to take you into the weekend 🙂
I’ll start out by answering a couple of questions from the comment section on the previous blog, before giving you my opinion on each class in Rising Force, and ending with a nice big table with skills and cooldowns.
What does STR do for Warriors?
Increases Attack, 1 STR = 1 Attack, and increases HP – 3xSTR = 1HP
What does Art of Curse reduce?
50%: resist down, resist knock back, resist stun + random variable depending on the blade enchant.
How much damage does Spirit Shield absorb, and how long does it last?
3000 damage, on a 12 second duration
Does the BM2 attack change for WA?
No, but Lance Drive gets a root effect
Will the level of upgrade skills be reset?
Not as far as I know.
Now is the time to consider how each class will change with Rising Force, and I will give an opinion on each of the six. Please do note that I said ‘opinion’ 😉 I know players sometimes want to take staff opinions as facts, but this is really not the case here. Your own experience may well be completely different, so feel free to disagree with me! 🙂
Warriors will have to master the use of the Bloody Spirit buff. The damage output is really incredible, but you may find yourself wanting to adjust and focus on HP and Vampiric builds, to enable a longer use of Bloody Spirit. Of course you do have the increased HP regen on the Cat’s Recovery buff, and the defence penalty has been decreased which does make it easier. Still, if you are not comfortable with the use of Bloody Spirit I strongly suggest you get used to it.
Fury Shout has been improved, which is of course good news for any party, even though Panic Cry will be slightly less effective after the adjustment for party gameplay.
You will also want to focus on STR above any other stat. 1 STR = 1 Attack. It’s fairly simple really.
Instant Immunity is now a very powerful skill, and limited to the Warrior class, although it has a shorter duration. Bear’s Vitality and Cat’s Recovery also now has a shorter duration, which will mean paying closer attention to what you are doing in the Mission War especially. On the other hand, in the new Battleground the Domination/Suppression effect on Panic Cry will prove to be a very powerful skill, leaving the target helpless for 4 seconds.
Lastly I believe that the passive skills mean that Down Breaker and Concentration will probably be always on for most Warriors in Rising Force.
Verdict: Warriors will be harder to play effectively, and while they can be very scary in 1v1 PvP this will totally depend on player skill.
This class has some interesting changes, with the two main ones being the Magic Attack increase buff (+88 at level 20) and the Spirit Shield (3000 Damage or 12 seconds) that functions exactly like the well-known Shadow Shield of the Force Shielders, except of course that Spirit Shield is a self-buff only. Resist Intention has been removed (limited to Shielders).
I think Wizards are probably in the best position when it comes to the fact that skill cooldowns do not reset on death, as most of you would already be used to the Raise Spirit buff not resetting on death.
In terms of PvP Energy Field will be a lethal skill, with the addition of the Silence effect. As you all probably know I am fully in favour of all skills being used in PvP, so even though I suspect some players are going to cry about the new effects I would strongly urge you to play the game to the full potential. All skills are valid for PvP. Don’t limit yourselves! But I digress 😉 Energy Field has a Silence Effect, in return for a 3 minute cooldown. Use it.
I also see several people apparently expect massive increases in your resistances thanks to the stats change, but this is simply not the case. You are looking at around 5-8% or so.
Lastly the stat increases mean you should see a bit more defence, and I know that’s always welcome for light armour users.
Verdict.I believe the changes are not that dramatic for the Wizard. More survivability and more utility, a ‘panic’ button in Spirit Shield, and some more damage. Wizards have always been the kings of party play, and I don’t see that changing.
Yes, the ‘Z’ target selection has been removed. Yes, it might come back again later, considering the huge outcry so far. Please let us all accept that, and move on. Blader was always good, and will still be damn effective in Rising Force, with or without retarget . Besides, if you really need it you will learn how to retarget in the old way.
One of the first things you will notice is the removal of the critical rate from the Grand Master, Completer and Transcender skills. This means Bladers will have adjust their gear accordingly, and I expect the 15/24 helm will become much more sought-after now.
Many Bladers have relied on the Assault skill before, as it was very good in a 1v1 situation. I believe the addition of the Silence effect to this makes up for the 3-minute cooldown (and subsequent removal from any but the most insane skill rotation). Your other big change is the Complete Evasion that comes with the redesigned Intuition skill. This one skill is perhaps one of the most powerful after Rising Force – 12 seconds of invincibility on a 80 second cooldown – and if it will remain as it is now we will have to see. I am also not sure if this will compensate for the removal of Instant Immunity, but you will have to adjust to a shorter time period of resistance, even with the fact that Resist Barrier should now be on your skillbar and used often. Resist Barrier gives you 100% resistance to any skill that can root you, but you can still be knocked down, or knocked back.
Lastly Art of Fierceness gets a huge damage boost, but on a shorter duration so it might actually average out. It will however increase your ability to really burn down a single target in a short period.
Verdict. Still powerful, even with the retarget ‘issue’. Learn how to use Intuition, and use it well.
The Archer is still (in my opinion) the strongest PvP class, even with the slight decrease to the BM3 DPS. Art of Sniping has a shorter duration and cooldown, which means you can use it more often, and it will take less planning in PvE for the best times to engage the skill. The change in critical rate means that you cannot simply change out rings during AoS, but I personally do not consider that a massive loss – although I am sure the top players will disagree. Art of Healing becoming a passive skill is a good thing, and will make your role as healer much easier, as you don’t have to pay attention to it any more.
On the other hand, with Thrusting Arrow becoming a passive… I know some players liked to have the option to disable this at specific points (speaking purely from a PvE perspective now). I am curious to see how you will adapt to this change. You also now have a new ability called ‘Quick Move’ that really increases your evasion rate, and by extension increases your survivability.
Explosion Shot is going to be very useful in a PvP situation, and I expect it to have a big impact. Rooting the opponent in place, while you remain at range… This one is going to be painful for Melee classes.
Verdict. Healing will be easier, you have a decent new skill in Quick Move, and your DPS will still be very high. I do expect this class to do very well in the new PvP Battleground.
I like this class, even though it’s probably the least popular class ingame going purely by the number of people playing it. The Shielders have also never really been popular in dungeons, because the old Shadow Shield was about the only really unique thing they could bring to a party. Now, though… Shadow Shield can take 8000 damage, which is doubled from before, making it very tempting and probably essential inside B3F – which along with the DPS increases when BM3 came would mean that demand for them should go up.
Considering PvP I expect a Shielder with a skilled player behind it is going to be a scary thing indeed. The Suppression effect on Shield Charge is painful, almost more so than Silence, and Reflect Damage is going to annoy ranged classes quite a lot.
I know many people are already complaining about the big 3-minute cooldown on the revamped Heal skill, but I consider this to be a panic button for PvP more than anything else, since it is a self-heal that heals for 1500. 1500 HP + 700 from even a normal pot – consider it more as an emergency 1500 HP than anything else. It can and will save your **** if you do get too deep into trouble, especially if the opponent is also on low HP.
Verdict: Shadow Shield is going to increase the viability of having a Shielder in a party for PvE. In PvP the new skills are going to make this class very interesting to play, and fun to watch.
Lastly we come to the class choice of the thinking player 😉 The first and biggest thing that you will notice is that you cannot use all three Blade Buffs at the same time any more – you have to choose between Fire, Ice or Lightning, and this choice will depend on the situation you are in at the time. I consider Fire Blade to the PvE buff, and Lightning Blade the PvP one (Silence again!), with Ice Blade being relegated to the one no one uses very often.
You might also find yourself reconsidering your gear, or rather your Orb/Crystal, since the new Astral Enchant buff increases in effectiveness as the grade of the sub-weapon goes up. Archridium, for example, will give you +100 Attack, +17 Critical Damage, and 15% Critical Rate, while the attack and rate decreases for lower grade weapons.
BattleMode 2 use will probably go up, since the major debuffs are now available during it (Execration, Mana Freeze).
Art of Curse, your new debuff, is very powerful, taking 50% of the target resistances, and the added debuff depending on the Blade Buff you have enabled will make its use very interesting to see.
Lastly you will see that the skill point redistribution means you can probably take most of your debuffs up to level 20, and you will also be able to consider adding something like Lower Defence into your arsenal.
Verdict: Still a very interesting class to play, and you can really change the output depending on your buff selection. For PvE the FB will still be very effective in party situations, as before, with a significant impact on the damage of the entire party.
So that concludes my opinion on each class in Rising Force. I am really looking forward to seeing how this will play out once the update goes live on Wednesday. I already predict people trying to limit the use of certain skills (hint: those with new effects) in PvP, but I can only urge you NOT to do this. Play the game, use everything, leave the limits and complaints to the small-minded and unskilled 😉
The last part of this blog will be nothing but a big table, showing you the new cooldowns for the skills. Given that all skills now have a single cooldown, instead of going up or down as the skill level goes up I guess this is useful information for you. All skill effects are given as level 20.
Arrows / Blasts / Lances / Cannons
And in case you still don’t know – and if you don’t, how on earth did you manage to find this blog – Rising Force will be live on 13-03-2013!
Source : Cabal EU Tester’s Blog
Welcome back to the Tester’s Blog! For those of you familiar with this you know what to expect. For any new readers, in this blog I take a closer look at the coming updates, and answer any questions that you might have (if possible and within reason, of course!). There is quite a lot of text ahead, so grab a coffee, sit back, and let’s take a look at some skill and ability changes coming with Rising Force.
Before I start I’d like to direct your attention to our livestreams from the test server. If you have not had a look yet, head over to our Youtube channel where they are available. The streams should give you a brief idea of what to expect from the awesome new Tower of the Dead B3F dungeon, and the new PvP Battleground, as well as give you a quick look at the new Archridium sets.
Today’s blog will focus on some of the changes with the skills and stats. This is not really a very exciting topic for a livestream – unless you like staring at skill descriptions, of course – but very well suited to the more leisurely approach of a blog. I will start with the most fundamental changes, and work through as many as can fit into the space of a blog.
Let us start and consider what ESTsoft calls stat-balance changes. The short version is that they have changed the ability values of weapons, armours, accessories, and buff potions. We are looking at a fairly comprehensive overhaul here. The basic stats also give new effects:
Your character will still have the same basic stats as before, purely in terms of how many points you have allocated to STR, DEX and INT, but you will notice some rather big changes on things like your Attack and Defence stats. But don’t think everything will become too easy now!
The developers also changed the difficulty level and monster levels for all the dungeons. It will be up to you to find out exactly how much changed, but I am sure that you will find some challenges in unexpected places.
Sword and Magic Skills
Another really big change is that the entire skill system has been restructured. Instead of Sword, Magic, Upgrade and Special skills you now have Attack, Support, Enchantment, and Special tabs. Every skill that you can use to attack, from magic arrows to Transcender sword skills will be grouped into one tab, called Attack. Some of your buffs and debuffs, most notably the short buffs, and skills such as Dash and Fade Step were moved into the Support group. and your longer buffs like Aura Barrier are passive – this simply means that you never have to cast them, they are always applied once you have learned them, no duration or rebuff every required. This also does mean that if you use an Odd Circle all your passive buffs will be immediately effective (And yes, it is likely that there will be a ‘show buff effects’ option in the future, in order to remove the visuals of a skill like Aura Barrier). The separate skill ranks for Sword and Magic is now a thing of the past, you will only see a single, unified skill rank. This is long overdue in my mind, especially since it has been years since you had to level your Sword and Magic skills separately. Simplicity is almost always a good thing.
You will also notice some changes on the skill levels. When you first log in after Rising Force is live all your skills will be set back to level 1, and all your skill points refunded. However, don’t worry too much about remembering which skills are on which level, since yet another change is that all skills now have fixed cooldowns. So it does not matter if your Warrior has Whirlwind on level 1 or on level 20, as the cooldown will be the same. Only the damage and other effects change as the skill levels.
New Skills and Abilities
Now this is where things get interesting! As you may remember if you watched the first livestream I said that this update is as big a change as Episode 2 was – and I stand by that statement. The new abilities and new skills will have a big impact on the gameplay. The first three new abilities can come from your character class, or items, or even from specific skills. They are:
Your skills will also have some new abilities, and the more analytical players will of course work out their combos to make use of these new abilities.
With great power comes, well, changed abilities. Consider the Intuition skill on a Blader. It now grants Complete Evasion, but only for 12 seconds, and costs 300 SP to active with an 80 second cooldown. The Instant Immunity skill is another example: This is limited to Warriors, and also consumes SP on activation. The list of skills with changed abilities is quite a long one, and perhaps better suited to the patch notes or a certain external information blog maintained by one of the players from Mercury EN.
There are also a couple of new skills, but not yet the new attack skills (those are only coming with the third part of the Rising Force update, we’re getting Part 1 and Part 2 now). Two for the Wizard, two for the Force Bladers, and one each for the Force Archer and Force Shielder:
These are good additional tools to have for each class, and serves to shore up some slight imbalances that exist at the moment.
The last big change is that some skills have been changed to become ‘Instant’ skills. This simply means that they can be activated while other skills are being used, and can also be activated during combo – they don’t count towards the combo, and doesn’t break it either.
We will of course post all the skill changes, for every class, in the patch notes once they become publically available (I would have taken them from the patch note draft thread, but I received updated notes this morning and I have not yet had the chance to make all the corrections needed).
As always, ask any questions you may have about the skill changes, or suggestions about which part of the update you want me to take a closer look at with the next blog update, in the comments.
Until the next livestream / blog!
1. Fix the bug related to registering new Skill Books in Auction Hall, that causes client disconnection
2. Fix the bug that causes unable to summon the Tempus boss in Tower of the Dead B3F
3. Fix the bug related to several Scenario Quests
1. Changes related to new skills
1. Add new item
Image of Extreme Core and Extreme Core Cube might be change during update
Repair Kit Warranty can be bought from NPC Chloe for 10,000,000 Alz
2. Extreme Enhancement System
3. New skills are added
1. Under certain situations, using Odd Circle caused client disconnection, bug is fixed
2. Fix the bug that caused unable to move into the Mission Battle or Switching Channel / Server
3. When running out of Ord Circle, the number of item in the inventory displays abnormally, bug is fixed
4. Die when using some moving skill caused error
5. During Battle Mode 2, stats of character displays abnormally
1. When the target gets “Silence” state, target now can not use moving skills