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  Click here to go to the first Dev post in this thread.   Thread: Coming Soon to Arcane Legends: Skill Mastery!

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    Quote Originally Posted by Ireliaa View Post
    what a constructive comment! Everyone knows there is imbalance in pvp since the sword release you ask for being unfairly more dominant other than equality.

    Nice, build warr 1/3 cost of rogue and kill people with your proc. Pro! that skills look how im proccing mad combo procs.. ppl like you and your dishonesty..

    Asside from that this is not the topic of discussion of this matter go have your fun in pvp until expansion.
    I totally agree, I dont understand why vulcano is killing...
    id bombs would have count too before... everybody would be mad too
    now 2 warrior can rule the room easily ... sword warrior arent beatable

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    thank you for the reply,

    since it seems like you're not planning to change it soon, i challenge you to test it in real runs

    anyway, any chance for shared/common pet stable?
    always milking, no service
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    shared pet stable is not a good idea, excess to all pets ... I dont like that suggestion ...

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    With all the feedback on the active skills, I a bit concern about the Passive skills.

    + Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.
    + Critical Chance: Each point placed into Critical will now increase your chance to land a critical hit by 0.6% instead of 1%. This was reduced to compensate for Crit chance coming in from Masteries as well as future gear sets, to keep it in balance with a sustainable power curve.

    These are based on percent increase passives, but how about the stat passives? Will 1 mastery point adds 1 stat too?

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    Default Please dont increase lvl cap plssss

    Quote Originally Posted by Remiem View Post
    **IMPORTANT** The following information describes a feature still in development and is subject to change.

    Hey folks! In our recent posts we've been alluding to the suite of amazing new features coming in Client 1.5. Well, I'm here to introduce the very first, and possibly the largest undertaking for this client: Skill Mastery!

    As Arcane Legends grows, and each expansion grants more skill points, players have started reaching a ceiling on the uses of their skill points, meaning less diversity of player builds, and eventually--nothing to put points into! Uh oh.


    At the upcoming level cap of 56, players will have a total of 55 skill points to spend. With the current system, that essentially gives you the ability to train and fully upgrade every single skill, AND max out 3 passives. Or put points into every single one--if you wanted. This is cool and all, but don't you want a little more choice in the way you build you character?

    Skill Mastery will give you just that...


    In Client 1.5 a new tab appears on the Skills Screen: Masteries. Adding levels of mastery to a skill will incrementally increase their stats, adding more power and better specialization to your character build. For example,


    This is Noxious Bolt on a rogue at Mastery Rank 1. You'll see that at Rank 1 we've added 0.4 seconds to our DoT damage and increased the damage of each tick by 1%. You can also see what will happen at Rank 2. A 0.8 second increased and +2% damage per tick. See the pattern? As you continue progressing the skill will get more and more powerful until, at Rank 10:


    You've added 4 seconds to your DoT and 10% damage per tick.

    The Nitty Gritty

    + Masteries become available at player level 20.
    + Each skill has 10 Ranks of Mastery
    + Each Rank of mastery offers an incremental increase to a relevant skill stat.
    + You must train a skill before you can add Mastery Ranks
    + Stat increases do stack with buffs from pets and elixirs.

    What Does Each Mastery Do?

    Here's a run down of what the masteries will look like for each skill.

    Warrior

    Skyward Smash Mastery: Increase the Impact Radius of Skyward Smash by 0.25m per point
    Vengeful Blood Mastery: Vengeful Blood cool down is reduced by 0.5sec per point
    Windmill Mastery: Increase Critical chance by 0.25% per point, and increase the maximum number of targets by 1 for every 2 points
    Rallying Cry Mastery: Add 0.125 STR per point, per level while Rallying Cry is active
    Juggernaut Mastery: Juggernaut cooldown reduced by 0.5 sec per point
    Horn of Renew Mastery: Horn of Renew now adds 0.4 armor per point, per caster level, while the heal over time effect is active
    Chest Splitter Mastery: Chest Splitter Mana cost reduced by 2% per point
    Axe Throw Mastery: Axe Throw applies a DoT that lasts 5 seconds, each tick deals damage and has a 10% chance per point to taunt the afflicted enemy. Ticks every 0.5 seconds.

    Rogue

    Shadow Storm Mastery: Increase the effective AOE range of Shadow Storm by 0.25m per point, and increase the maximum number of targets by 1 for every 2 points.
    Shadow Veil Mastery: Buffs allies inside Shadow Veil an additional 0.25 Damage per point
    Shadow Piercer Mastery: Shadow Piercer now heals for an additional 0.5% of players max health per point. This effect stacks with the Shadow Absorption Upgrade.
    Razor Shield Mastery: Reduces damage taken with Razor Shield active by 1.0% per point
    Noxious Bolt Mastery: Increase DoT length 0.4 seconds per point, and DoT tick damage by 1.0% per point
    Entangling Trap Mastery: Reduces Cooldown of Entangling Trap by 0.25 sec per point
    Combat Medic Mastery: Medic packs now also replenish 0.33 Mana per point, per character level
    Aimed Shot Mastery: Reduce Mana cost of Aim Shot by 2% per point

    Sorcerer

    Arcane Shield Mastery: Increase the amount Arcane Shield can absorb by 1.5% per point
    Curse Mastery: Curse now reduces target's chance to Crit by 1.0% per point.
    Fireball Mastery: Reduce Mana Cost of fireball by 2% per point
    Frost Bolt Mastery: Frost Bolt has a 0.4% chance per point to freeze an enemy, boss, or player for 2 seconds
    Gale Force Mastery: Casting Gale Force adds a buff that lasts 0.4 seconds per point, and ticks every 0.4 seconds. Each tick removes any negative effects on the Sorcerer. (Bleed, slow, freeze, stun, etc)
    Lifegiver Mastery: Lifegiver Sapling - there is a 2.5% chance per point to spawn a sapling at a healed group members location. Saplings remain stationary, and heal any allies within a 4m radius for 1% health per tick at a rate of one tick per seconds for 4 seconds. If a player remains in that location they will heal for 4% of their max life over 4 seconds.
    Lightning Mastery: Increases Lightning Damage by 1% per point
    Time Shift Mastery: Time Shift has a 0.35% chance per tick to freeze weaker enemies in between time and space indefinitely, stunning them permanently. Weaker enemies do not include players or bosses.

    Other Skill System Changes

    Along with skill mastery, we'll be tweaking some of the passive skills to balance them with Skill Mastery and our ongoing itemization plan. These changes include:

    + Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.
    + Critical Chance: Each point placed into Critical will now increase your chance to land a critical hit by 0.6% instead of 1%. This was reduced to compensate for Crit chance coming in from Masteries as well as future gear sets, to keep it in balance with a sustainable power curve.


    But, Respecs cost $$!

    Don't worry, we'll be handing out 5 free respec scrolls to every player at the time of this update so that you have plenty of room to experiment and decide on the build that is best for you.

    Plus, we'll be giving you guys the opportunity to earn some extra respec scrolls during an upcoming weekly event.


    And there you have it! A first look at the new Mastery system. As always, please feel free to provide us with your thoughts, questions and concerns (the constructive kind!) and remember that this information is in development and subject to change. You'll get to try it out for yourself very soon, with the release of Client 1.5.


    PLEASE DONT INCREASE LVL CAP cant u just wait a few months PLEASE?????/ i dont wanna have to level again or spend real money to lvl instantly please just wait a few months PLEASEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE thanks for reading this messagte

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    I wonder when will be the 1.5 client. Excited about the skills mastery.

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    Quote Originally Posted by ananyamous View Post
    PLEASE DONT INCREASE LVL CAP cant u just wait a few months PLEASE?????/ i dont wanna have to level again or spend real money to lvl instantly please just wait a few months PLEASEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE thanks for reading this messagte
    LOL I remember people used to beg for cap raise, and now we get cap raise, there's ppl asking to postpone it? Lol
    Anyways, you will probably still have 2 months so level.

    Also, I doubt there will be instant lv56, we have too much people who instant leveled to lv 41 and have no clue as to what to do already....

    Side note: leveling to 46 will be easier once lv56 cap arrives, just like how it have always been (though Sts did change the xp distribution to be different from before)


  8.   Click here to go to the next Dev post in this thread.   #88
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    Quote Originally Posted by kinzmet View Post
    With all the feedback on the active skills, I a bit concern about the Passive skills.

    + Damage: Points placed into the Damage passive skill will increase your DMG stat by .5 points, instead of the current 1% increase. This will eliminate the issue players faced where elixirs or pet buffs would wash out the points from this passive.
    + Critical Chance: Each point placed into Critical will now increase your chance to land a critical hit by 0.6% instead of 1%. This was reduced to compensate for Crit chance coming in from Masteries as well as future gear sets, to keep it in balance with a sustainable power curve.

    These are based on percent increase passives, but how about the stat passives? Will 1 mastery point adds 1 stat too?
    Stats Passives are not being changed as a part of this
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    An issue I see is that it will once again divide the player base of PvE and PvP. Currently, since we have so many skill points, we are able to have builds that fit both PvE and PvP. We simply swap out our skills before going into PvP or PvE. With this new system, people who build for PvE will suffer for PvP unless they respec. Imagine a rogue putting 10 points into MP regain of Combat Medic and then going to PvE. That would go to waste. Similarly, a warrior who puts a lot of points into Taunt and then goes into PvP. We need the ability to have 2 builds. Not load outs, but builds that we can swap between.

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    Quote Originally Posted by Ravager View Post
    An issue I see is that it will once again divide the player base of PvE and PvP. Currently, since we have so many skill points, we are able to have builds that fit both PvE and PvP. We simply swap out our skills before going into PvP or PvE. With this new system, people who build for PvE will suffer for PvP unless they respec. Imagine a rogue putting 10 points into MP regain of Combat Medic and then going to PvE. That would go to waste. Similarly, a warrior who puts a lot of points into Taunt and then goes into PvP. We need the ability to have 2 builds. Not load outs, but builds that we can swap between.
    great if we can have this option
    Xurux ~ Ommron ~ Cryom

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    what !!!
    Warrior +10 lv=+50 Str=500 hp
    + Skill Passives 10*5 STR= 50STR=500 hp
    500+500= 1k hp
    Now the warrior will have the 11+k hp There you will be able to kill him , When he will be healed lol...
    (You have to somehow weaken)

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    wooow

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    Wow

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    Quote Originally Posted by Carapace View Post
    Stats Passives are not being changed as a part of this
    Thanks for clarifying.
    Another question, can we test this out in a test server like before? This is a very big undertaking that have a tendency to change every facet of builds and game-style, so I thinks it would be great if we can test it. But if you guys already have hired game-testers then, it would be great if you can post some of their helpful feedbacks

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    Ty sts for new uodate again. We are happy that you made great job once again

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    Sounds so awesome

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    thanks..
    but 55 points for all (skill, passive, mastery) its was too little.
    its 10 points to fully 1 masteries skill. bahahaahaaaa
    how about 65points or even 75points its ok, that we grants 2/3 skill points per level from lv46 to 56. lmao

    thanks
    S a l x

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    Quote Originally Posted by Carapace View Post
    Frostbolt Freeze: 0.4% per attack may not seem like a lot, but at skill rank 10, with 4 Sorcerers, that's a 16% chance per collective cast to freeze a boss or Player for 2s. This is fairly powerful, on a small cooldown. We want it to feel like a boon when it goes off, but not overpowered to be game breaking.
    it seems like when designing skill, you always consider how it can be maximize in a team, then my question is why do you make trap's bleed damage doesn't stack between players in a team? and what about magma's burn? and why fireball/gale knockdown doesn't stack between mages? if you do consider how it works in teamplay, then do it, don't make double standard

    anyway, i think it is okay to have powerful debuff doesn't stack in effectiveness, but duration and damage should always stack

    thanks
    Last edited by extrapayah; 02-29-2016 at 02:59 AM.
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  21.   Click here to go to the next Dev post in this thread.   #99
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    Quote Originally Posted by BoSterQ View Post
    what !!!
    Warrior +10 lv=+50 Str=500 hp
    + Skill Passives 10*5 STR= 50STR=500 hp
    500+500= 1k hp
    Now the warrior will have the 11+k hp There you will be able to kill him , When he will be healed lol...
    (You have to somehow weaken)
    Passives are not the same as Masteries, and will only have 5 ranks as they currently do.
    Last edited by Carapace; 02-29-2016 at 11:54 AM.
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    Quote Originally Posted by eugene9707 View Post
    If im reading it correctly, that's's per level (point) ....
    so at level 10 it'd be 40% hp for 4 sec

    If they take your suggestion, it'd be 500-750% hp at level 10, which will be immortal smurf .....
    U read incorrectly

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