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Spear needs to be more powerful then Sword!!

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How about making 2nd spear a single hit aura? Since with it being similar to earth magic, it'll only hit at range 2 if it is at straight angle, therefore trying to use it at range 2 will sometimes use the cooldown but not do anything. Half the time the 2nd hit just ends up hitting an ally anyway, also makes it's extremely difficult to use if someone is running because of this. This would however mean it'd just be a faster smaller 4th though.
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[quote="CRYMEARIVER"]How about making 2nd spear a single hit aura? Since with it being similar to earth magic, it'll only hit at range 2 if it is at straight angle, therefore trying to use it at range 2 will sometimes use the cooldown but not do anything. Half the time the 2nd hit just ends up hitting an ally anyway, also makes it's extremely difficult to use if someone is running because of this. This would however mean it'd just be a faster smaller 4th though.[/quote]
Nice suggestion :)
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[quote="FOXTRCK"]Nice suggestion :)[/quote]
It seems pretty clear that some tweaking needs to be done... a lot of people agree, on dsoma at least. A big part of what has made spear seem weaker on both hsoma amd dsoma is dual auras. Sword suffers from this too because the gains are minimal for classes without a defensive/offensive aura combo.

Spear used to be a lot more fun to play pre-cap raise and i doubt many will bother with spear chars at next cap raise as it is. It's gone from being a reasonably tanky, decent dps class to a squishy, average at best dps class. Make a knight a knight again :)
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[quote="DOFLAMINGO"]It seems pretty clear that some tweaking needs to be done... a lot of people agree, on dsoma at least. A big part of what has made spear seem weaker on both hsoma amd dsoma is dual auras. Sword suffers from this too because the gains are minimal for classes without a defensive/offensive aura combo. Spear used to be a lot more fun to play pre-cap raise and i doubt many will bother with spear chars at next cap raise as it is. It's gone from being a reasonably tanky, decent dps class to a squishy, average at best dps class. Make a knight [b]a knight[/b] again :)[/quote]
"DOFLAMINGO"It seems pretty clear that some tweaking needs to be done... a lot of people agree, on dsoma at least. A big part of what has made spear seem weaker on both hsoma amd dsoma is dual auras. Sword suffers from this too because the gains are minimal for classes without a defensive/offensive aura combo.

Spear used to be a lot more fun to play pre-cap raise and i doubt many will bother with spear chars at next cap raise as it is. It's gone from being a reasonably tanky, decent dps class to a squishy, average at best dps class. Make a knight a knight again :)


+1

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[quote="AFRO"][quote="DOFLAMINGO"]It seems pretty clear that some tweaking needs to be done... a lot of people agree, on dsoma at least. A big part of what has made spear seem weaker on both hsoma amd dsoma is dual auras. Sword suffers from this too because the gains are minimal for classes without a defensive/offensive aura combo. Spear used to be a lot more fun to play pre-cap raise and i doubt many will bother with spear chars at next cap raise as it is. It's gone from being a reasonably tanky, decent dps class to a squishy, average at best dps class. Make a knight [b]a knight[/b] again :)[/quote] +1 [/quote]
Ive always liked spear for its kind of tanky hp attrition war playstyle.
It needs help dealing with a sustainable defense against many targets and those with higher str/con/def than itself due to its low dex, no shield and the way its hp drains get handicapped by str/con/def etc.

Make 3rd a passive (red version of giggle without the text)
Blood shield: Create a damage absorb shield over hp, +50 on cast or renew, increasing by +5 every 2 second. Maximum shield +200?

Hp bar looks like,
Full hp+stacked shield: 900(+200)/900
Taking damage: 900(+127)/900
Damage exceeding shield: 843(+0)/900
increasing back up during fight taking hits:843(+5),835(+0),835(+5) etc
Slowly stacking back up running between mobs: 835(+5)/900, 835(+10)/90, 835(+15)/900
Renewing aura: 835(+65)/900 - 15+50 from renew

Make 2nd aura a bleed attack still able to hit through two targets, 50%of the ticks feeding into shield
damages like poison ticks, so it bypasses str/con/def, first 2nd hit is lvl1 damage, more stacks upto lvl 4
so,
First 2nd hit:does the 6dmg/tick that feeds +3 absorb/tick into the hp shield
Fourth 2nd hit:16dmg bleed ticks, giving +8 absorb/tick to the shield

Making it bleed damage bypasses defense, fulfulling spears role as good against high def builds or bosses. The stagger from the tick makes it so enemies that are running are easier to pursue down and half of tick dmg adding to absorb helps with spear survivability, especially against being swarmed by mobs which spear is very weak against due to low dex. This way with more mobs, you can have bleeds rolling on 2/3 targets around and feeding into your defense reducing damage taken. Or if its 1v1 you can stack up the ticking damage that helps with the fact spear doesnt hit often, and the higher returns of +8 into the shield help against the sort of weapons that would be causing you trouble with high dex like bow and knux damage.

Make 4th proc (like poison blast dmg) and consume the bleed at what level it is, so lvl 1 bleed on target =melee hit damage+60dmg, lvl 4=hit damage+180. This provides it with a good burst and finisher.

Keep 5th working as it does now converting 1xdmg to 1.25xhp, but also "fill" the blood shield making the +hp absorb become hp.
So doing 100dmg with 5th on a target when your at 525(+90)/900hp is,
525+125(dmg from 125% 5th)+90(bloodshield)=740(+0)/900
This helps against bosses, having the hp shield as a guaranteed amount because atm with their high def's, hp drain gives you very little, so you could renew 3rd for the bump up in shield, into 5th and get a nice amount.

The numbers and "every so many seconds" and tick damage etc can be tweaked but i think it would make spear more fun and survivable being that sort of raw damage sponge that feeds off being in the thick of it.

It wouldn't step into axes/swords territory since the hp absorb shield wouldnt be as strong in terms of raw def to PD and shields as the fight goes on when the absorb shield drops and won't recharge fast enough for every hit with the speed of some weapons, but it will be more well rounded and help dealing with magic damage too.

Overall a great initiator able to tank precasts, snowballs dmg and hp, more bag weight efficient as you save a lot of hp, can carry more serums/gbirds instead of pots which is good for pvp and boss tanking. Better at chasing down as ur shield stacks and they stagger. Able to fight more than 1 thing at at a time. More fun than having to hold right click all the time on one target. Has good synergy with slow spell and procs, letting the shield build.

Some counters=faster weapons/mobs, heavy hits when the buffer is down, poison damage targeting real hp?, dispel aura, stone, kited early so no one to bleed.

Thats my thinking anyways :)
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[quote="QIANG"]Ive always liked spear for its kind of tanky hp attrition war playstyle. It needs help dealing with a sustainable defense against many targets and those with higher str/con/def than itself due to its low dex, no shield and the way its hp drains get handicapped by str/con/def etc. Make 3rd a passive (red version of giggle without the text) Blood shield: Create a damage absorb shield over hp, +50 on cast or renew, increasing by +5 every 2 second. Maximum shield +200? Hp bar looks like, Full hp+stacked shield: 900(+200)/900 Taking damage: 900(+127)/900 Damage exceeding shield: 843(+0)/900 increasing back up during fight taking hits:843(+5),835(+0),835(+5) etc Slowly stacking back up running between mobs: 835(+5)/900, 835(+10)/90, 835(+15)/900 Renewing aura: 835(+65)/900 - 15+50 from renew Make 2nd aura a bleed attack still able to hit through two targets, 50%of the ticks feeding into shield damages like poison ticks, so it bypasses str/con/def, first 2nd hit is lvl1 damage, more stacks upto lvl 4 so, First 2nd hit:does the 6dmg/tick that feeds +3 absorb/tick into the hp shield Fourth 2nd hit:16dmg bleed ticks, giving +8 absorb/tick to the shield Making it bleed damage bypasses defense, fulfulling spears role as good against high def builds or bosses. The stagger from the tick makes it so enemies that are running are easier to pursue down and half of tick dmg adding to absorb helps with spear survivability, especially against being swarmed by mobs which spear is very weak against due to low dex. This way with more mobs, you can have bleeds rolling on 2/3 targets around and feeding into your defense reducing damage taken. Or if its 1v1 you can stack up the ticking damage that helps with the fact spear doesnt hit often, and the higher returns of +8 into the shield help against the sort of weapons that would be causing you trouble with high dex like bow and knux damage. Make 4th proc (like poison blast dmg) and consume the bleed at what level it is, so lvl 1 bleed on target =melee hit damage+60dmg, lvl 4=hit damage+180. This provides it with a good burst and finisher. Keep 5th working as it does now converting 1xdmg to 1.25xhp, but also "fill" the blood shield making the +hp absorb become hp. So doing 100dmg with 5th on a target when your at 525(+90)/900hp is, 525+125(dmg from 125% 5th)+90(bloodshield)=740(+0)/900 This helps against bosses, having the hp shield as a guaranteed amount because atm with their high def's, hp drain gives you very little, so you could renew 3rd for the bump up in shield, into 5th and get a nice amount. The numbers and "every so many seconds" and tick damage etc can be tweaked but i think it would make spear more fun and survivable being that sort of raw damage sponge that feeds off being in the thick of it. It wouldn't step into axes/swords territory since the hp absorb shield wouldnt be as strong in terms of raw def to PD and shields as the fight goes on when the absorb shield drops and won't recharge fast enough for every hit with the speed of some weapons, but it will be more well rounded and help dealing with magic damage too. Overall a great initiator able to tank precasts, snowballs dmg and hp, more bag weight efficient as you save a lot of hp, can carry more serums/gbirds instead of pots which is good for pvp and boss tanking. Better at chasing down as ur shield stacks and they stagger. Able to fight more than 1 thing at at a time. More fun than having to hold right click all the time on one target. Has good synergy with slow spell and procs, letting the shield build. Some counters=faster weapons/mobs, heavy hits when the buffer is down, poison damage targeting real hp?, dispel aura, stone, kited early so no one to bleed. Thats my thinking anyways :)[/quote]
My god Qiang that could really change things for the better. Great ideas and would really add a play style of its own.
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[quote="FOXTRCK"]My god Qiang that could really change things for the better. Great ideas and would really add a play style of its own.[/quote]
how about a one-handed spear and using shield ? - like the Roman Hasta spear
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[quote="MICKYC"]how about a one-handed spear and using shield ? - like the Roman Hasta spear[/quote]
The dps on all classes in dsoma have increased across the board
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[quote="DEIMOS"]The dps on all classes in dsoma have increased across the board [/quote]
I suggested that in Esoma MickyC, I think its a valid option. I do think its particularly important to address Spear with just how powerful shields have become.
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[quote="FOXTRCK"]I suggested that in Esoma MickyC, I think its a valid option. I do think its particularly important to address Spear with just how powerful shields have become.[/quote]
Fin tested spear and shield option on test server, but the sheild dosnt display wilst having a spear equipped (1handed spear)
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[quote="JAHEIRA"]Fin tested spear and shield option on test server, but the sheild dosnt display wilst having a spear equipped (1handed spear) [/quote]
The only issue then would be leaving knuckle and staff without shields lol.

I like Qiang's ideas.

I also think Staff needs some major love, i'd love to see some real support spells ingame, like a mass regen, mass slow and AoE spells that blanket an area without needing mobs to be touching.

A 4th aura would be awesome too, maybe something similar to Qiang's shield idea, but for a 5 second period, either that or a heal aura that refills the mages HP but with a 3 minute cooldown.

I don't think we mages need any more damage or new attacking spells, just a tweak.

I think a mage that can blanket slow and cast regen on their team during boss battles / hunts would be epic and bring more versatility to mages than simple weaken / hit.
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[quote="CHOJINE"]The only issue then would be leaving knuckle and staff without shields lol. I like Qiang's ideas. I also think Staff needs some major love, i'd love to see some real support spells ingame, like a mass regen, mass slow and AoE spells that blanket an area without needing mobs to be touching. A 4th aura would be awesome too, maybe something similar to Qiang's shield idea, but for a 5 second period, either that or a heal aura that refills the mages HP but with a 3 minute cooldown. I don't think we mages need any more damage or new attacking spells, just a tweak. I think a mage that can blanket slow and cast regen on their team during boss battles / hunts would be epic and bring more versatility to mages than simple weaken / hit.[/quote]
1 handed m tags need to be able to use shield while casting
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[quote="MINGEPIECE"]1 handed m tags need to be able to use shield while casting [/quote]
Y not make staffs 1 handed and let them use shield?
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[quote="KEKKET"]Y not make staffs 1 handed and let them use shield?[/quote]
"CHOJINE"The only issue then would be leaving knuckle and staff without shields lol.
.


2nd staff aura is dodge (not sure on the %)
2nd knucks aura is 10% evasion, probs one of the most powerful defensive aura in the game
2nd Bow is 6% evasion

I'll use my evasion gear as an example (it's not the greatest)

Titus Scale Boots[Rare] Titus Scale Boots (F)+1
Defense : 7~20
Weight : 24
Durability : 834

Req. Str : 125

Modified evasion rate + 7%
Bone Pads[Epic] Bone Pads (F)+3
Defense : 9~18
Weight : 13
Durability : 2064

Req. Str : 85

Modified evasion rate + 5%

Bitter Bone Armor[Rare] Bitter Bone Armor (F)+3
Defense : 12~21
Weight : 17
Durability : 663

Req. Str : 105

Modified evasion rate + 5%
Bone Helm[Epic] Bone Helm (F)+2
Defense : 10~11
Weight : 8
Durability : 2250

Req. Str : 85

Modified evasion rate + 4%

Ring of KnightRing of Knight
Weight : 10
Durability : 800

Attack + 4
DEX + 3
Modified evasion rate + 1%~2%
which we will say is 1%

which makes 22% evasion
Chuck in dodge as knucks and that's 32% evasion. Imagine if I had fully upgraded evasion gear. That would be 11% titus boots, 7% helm/top/pads plus 1 ROK that would be 33% evasion in gear, then dodge making it 43%

If knucks could use shields too, then add another 7%. Making it 50%.

The average capped human player has 130-140 dex. So i'll work off 135 as its in the middle. Meaning that someone with knucks in capped out eva with a sheild would have a defensive dex of 202.5
You just wouldn't be able to hit them without acc gear. Saying that, even in maxed out acc gear with again using 135 dex, you'd only have 178.2 offensive dex to hit them.

202.5 - 178.2 = 24.3 dex difference from maxed out defensive and offensive dex if knucks could use a sheild

Without sheild (as is at the moment)
193.05 defensive dex - 178.2 offensive dex = 14.85

24.3-14.85 = 9.45. So if knucks could use a sheild as well, as our example with maxed out evasion gear and 135 dex; they would have an extra 9.45 defensive dex using a shield

That's why knucks don't need shields. We just need 3rd and 5th knucks to not be so dodgy and stop missing mobs all the time
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[quote="ALEXISONFIRE"][quote="CHOJINE"]The only issue then would be leaving knuckle and staff without shields lol. .[/quote] 2nd staff aura is dodge (not sure on the %) 2nd knucks aura is 10% evasion, probs one of the most powerful defensive aura in the game 2nd Bow is 6% evasion I'll use my evasion gear as an example (it's not the greatest) [item post=145477 index=0] [item post=145477 index=1] [item post=145477 index=2] [item post=145477 index=3] [item post=145477 index=4] which we will say is 1% which makes 22% evasion Chuck in dodge as knucks and that's 32% evasion. Imagine if I had fully upgraded evasion gear. That would be 11% titus boots, 7% helm/top/pads plus 1 ROK that would be 33% evasion in gear, then dodge making it 43% If knucks could use shields too, then add another 7%. Making it 50%. The average capped human player has 130-140 dex. So i'll work off 135 as its in the middle. Meaning that someone with knucks in capped out eva with a sheild would have a defensive dex of 202.5 You just wouldn't be able to hit them without acc gear. Saying that, even in maxed out acc gear with again using 135 dex, you'd only have 178.2 offensive dex to hit them. 202.5 - 178.2 = 24.3 dex difference from maxed out defensive and offensive dex if knucks could use a sheild Without sheild (as is at the moment) 193.05 defensive dex - 178.2 offensive dex = 14.85 24.3-14.85 = 9.45. So if knucks could use a sheild as well, as our example with maxed out evasion gear and 135 dex; they would have an extra 9.45 defensive dex using a shield That's why knucks don't need shields. We just need 3rd and 5th knucks to not be so dodgy and stop missing mobs all the time [/quote]
Other players can use an Evasion shield...just lose out on 3% eva and get a boost in Defence.

Add in a +5 weapon and better attacking auras...

Swings and roundabouts.

Meanwhile it has gash attacking auras on a fast cooldown so we can annoy people abvout as much as mozzies on a fairly regular basis =P.

P.S. I truly love knuckle, but I am realistic about its effectiveness and the fact that it is ultimately a bad choice to use when compared to other weapons.
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[quote="CHOJINE"]Other players can use an Evasion shield...just lose out on 3% eva and get a boost in Defence. Add in a +5 weapon and better attacking auras... Swings and roundabouts. Meanwhile it has gash attacking auras on a fast cooldown so we can annoy people abvout as much as mozzies on a fairly regular basis =P. P.S. I truly love knuckle, but I am realistic about its effectiveness and the fact that it is ultimately a bad choice to use when compared to other weapons.[/quote]

 

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