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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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    I feel that you guys should implement a PvE/PvP swap-out system, because with a skill system like this, every time people want to PvP and then switch to PvE, they'll have to respec, and vice versa. PvP and PvE builds are different enough, I don't see how it's going to work at all with the mastery system.

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    Quote Originally Posted by Thundyrz View Post
    I wish STS had called this skill specialization, not skill mastery. This is not skill mastery. There are no skill trees, no difficult trials, nothing to earn, and nothing to master. This is exactly the same system as before. You get a skill point each time you level up and spend it. Done.

    It was a misnomer to call it skill mastery because that got the hopes of many, including myself, way too high. I know it's partly my fault, but... meh.

    That being said, I do like the new skill specializations. Some of them are really cool. Like many players have already stated, some of these skills are still very broken and need to be fixed or there's no point in specializing in them. I am excited to have more options to spend skill points in.
    that's rite, here is one of good example what skill mastery should

    Quote Originally Posted by Zylx View Post
    I think it would be neat to add a full-power bonus to the skill masteries that are 10/10. Like for example, if one has Fireball maxed to 10/10, the skill has a chance to proc additional, smaller firecrackers within the radius of the explosion adding smaller damage ticks. Shadow piercer can have a chance to proc a shadow-double that would spawn and hit another nearby enemy (once per skill use). Etc. Etc.

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    thank you for the heads up

    Warrior

    Skyward Smash Mastery: Increase the Impact Radius of Skyward Smash by 0.25m per point
    (-) no maximum target increase
    (+) can get some aoe without charging it
    Vengeful Blood Mastery: Vengeful Blood cool down is reduced by 0.5sec per point
    (+) a simple upgrade, and work fabulously with other 4 upgrades
    Windmill Mastery: Increase Critical chance by 0.25% per point, and increase the maximum number of targets by 1 for every 2 points
    (+) the effect multiply greatly with all upgrade, imagine snaring and hitting 8 enemies 4 times in one spell
    Rallying Cry Mastery: Add 0.125 STR per point, per level while Rallying Cry is active
    (+) a great and explicit scalable upgrade
    (-) rally cry have been lacking a lot, i'm hoping for a simple aoe increase
    Juggernaut Mastery: Juggernaut cooldown reduced by 0.5 sec per point
    (+) simply good
    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
    (+) great and scalable,
    (-) most players will only feel small benefits, because out of 7.5s effect, we are mostly invulnerable for 3s, and have a great healing over time
    Chest Splitter Mastery: Chest Splitter Mana cost reduced by 2% per point
    (+) probably good in pvp, but i'm not pvp players
    (-) underwhelming in pve
    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.
    (+) ultimate taunt, pve only
    (-) dot punish players way too much under curse-based spell (and similar mechanic, e.g. healing chance of juggernaut), and we can't control/turn off this upgrade

    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.
    (+) can potentially make sss a mobs buster
    (-) a bit out of topic: regular upgrade of aoe and increased target are not working
    Shadow Veil Mastery: Buffs allies inside Shadow Veil an additional 0.25 Damage per point
    (+) simply great
    (-) 10 skill points is too expensive for 2.5 damage increase, but then again we have nothing else favorable to upgrade
    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.
    (+) probably good in pvp
    (-) insignificant in pve
    Razor Shield Mastery: Reduces damage taken with Razor Shield active by 1.0% per point
    (+) might be good
    (-) razor has longest cooldown from all rogue's skill (although it is only 20s) but considering the effective time and long cooldown, this upgrade might give a lot lesser benefit than the other
    Noxious Bolt Mastery: Increase DoT length 0.4 seconds per point, and DoT tick damage by 1.0% per point
    (+) might be the most offensive upgrade from all other skills
    (-) punish rogues longer for curse-based spell, and rogue can't manually control it either
    Entangling Trap Mastery: Reduces Cooldown of Entangling Trap by 0.25 sec per point
    (+) simple but good
    Combat Medic Mastery: Medic packs now also replenish 0.33 Mana per point, per character level
    (+) give rogues what they need, mana
    (-) i don't think 150-ish mana is significant for capped player
    Aimed Shot Mastery: Reduce Mana cost of Aim Shot by 2% per point
    (+) effects will be greatly multiplied by short cooldown, out of 10 arrows, will get 1 free
    (-) too expensive for 10 skill points
    (-) less significant in pve

    Sorcerer

    Arcane Shield Mastery: Increase the amount Arcane Shield can absorb by 1.5% per point
    (+) simply great
    (-) can't help much against 1hkoes
    Curse Mastery: Curse now reduces target's chance to Crit by 1.0% per point.
    (+) great, but i don't think curse is an easy to be used skill
    (-) too expensive for 10 skill points
    (-) a so-so upgrade for unpopular skill
    Fireball Mastery: Reduce Mana Cost of fireball by 2% per point
    (-) pretty sure mage doesn't need mana discount for this 4s cooldown spell
    Frost Bolt Mastery: Frost Bolt has a 0.4% chance per point to freeze an enemy, boss, or player for 2 seconds
    (+) give mage a real chance to be useful in boss fights without relying on weapons
    (-) 4% chance in every 3s spell is too sad, take an example at 10% panic chance for each second in samael's passive, yet no one using samael for boss fight, please consider the frequency too
    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)
    (+) nuff said, the best defensive upgrade in my opinion, just wish i can control gale when to dash, and when to not
    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.
    (=) what effect is upgraded by each mastery point is not explicitly described here, might be good/bad
    Lightning Mastery: Increases Lightning Damage by 1% per point
    (+) simply good
    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.
    (+) great, especially taking consideration that it can happen each ticks
    (-) way too specific benefit, only for weak mobs which can easily frozen/knocked down

    damage passive -> thank you for the change, although i think it is too small for 1 skill points, let's say without a pet a rogue can reach 700 damage with 400% bonus damage, a previous 5% damage can give the rogue 35 damage, but with this, the rogue can only get 10 damage... barely far from equal effectiveness. the difference will be less for warrior though.
    crit passive -> mixed feeling on this, as i don't think 5% is too big for 5 skill points

    skill point is expensive, for many of the upgrades, i think you failed to value the greatness for each skill point
    also for some upgrade you didn't correctly consider the frequency for each skill, applied effects on ticks, and cooldown of spells need to be thought carefully
    Last edited by extrapayah; 02-25-2016 at 06:34 AM.
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    Nice one, looking forward to testing on maps
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    This is nice but.... 10 skill points is too much for ONE skill mastery.
    Gettee: Level 46 Sorcerer-High Society

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    Nice idea DDD

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    I am not quite sure wether I feel excited about this or not, I don't know what I expected "skill mastery" to be but it wasn't this :/ To me it seems like now at level 56 we will have 55 points in total to spend, alongside Passives we have 8 skills to choose from each already with upgrades which will now include the possibility of another 10 options each on top (I am wondering will original values on the upgrades be staying the same or lessened too?), surely with 55 skill points maxing out even mastery of one skill is going to be impossible or meaning sacrificing other skills/passives completely? Maybe I am not understanding it correctly? I get that creating more diversity in class builds will be better but to me this feels like it is going more backwards than forwards and instead of gaining skills and abilities we will actually be losing ones we have now to try and "master" any? Not to mention the fact that critical is also being reduced from 1% increase on Passive to 0.60%...why does everything feel like it is either getting nerfed or at a complete stand still at the moment, it is like nothing is getting better, it either stays the same or you are losing something to gain only slightly in something else. I don't want to be negative and maybe once it is here it will make more sense, I guess I was just hoping there would be some new skills, something different. I think overall maybe 5 levels of skill mastery would be better and more viable than 10.

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    I'm really disappointed. I thought some new skills will appear. This is just old skills with some upgrade and adjustment. Scale for new expansion but nothing that I can call "skill mastery" . Furthermore passive will be reduce

    Come on sts, you tease skill mastery as a huge new content, where players can choose between various build.

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    just let us become stronger for real as cap is increased sts tbh i cant imagine how next gear stat will be, this skill mastery tells us alot next cap is gonna same at this cap, very little progression (in some case de/re gression) with LOT OF works
    ,10skill points work beaten by 1 skill point omg i hope this is a joke

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    Please....Not lvl 56.... its a big GAP in 46 and the Arcane rings and arcane weapons will be OP fast if you will do a GAP of 10

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    I know this is kinda off-topic but...


    If you are still going to make the next level cap 56,at least make a new way of leveling up.I wouldn't like to do WT4/KT4 all day long to level up.

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    Seems like a pretty good update to the game, again something we have to play with to discover what's the best build for you!

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    All i want to know how the allocation to be done with 5% more damage and 2% less crit for all clashes. How allocate b/w pvp pve coz its very complicated now like for pvp i will prefer 10/10 jugg and axe throw that have less advantage over rally cry and for pve i need to backup rally cry and vb .... loss points more skills available

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    are u kidding me ... jugganaut per point 0,25 sec less = 10 pts > 2,5 sec > so they are not to kill anymore ... good work... -.-
    for rogue seems also not really helpfull at all

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    warriors are too overpowered atm...
    ability to give whole team shield
    ability not to die nvm how much armor or hp
    danage like a rogue, range like a mage
    proceed 20 times faster than rogue ...
    1 warrior can now kill up to 4 player alone

    4 warrior vs 4 rogue who will win ... we know the answer
    1 warrior 3 random > vs no warrior who will win... we know the answer
    conserning those skills mastery above... only warrior benefit again
    (sure mana for rogue is a good idea) but rest crap compared to warriors skills

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    Quote Originally Posted by ThaAnas View Post
    warriors are too overpowered atm...
    ability to give whole team shield
    ability not to die nvm how much armor or hp
    danage like a rogue, range like a mage
    proceed 20 times faster than rogue ...
    1 warrior can now kill up to 4 player alone

    4 warrior vs 4 rogue who will win ... we know the answer
    1 warrior 3 random > vs no warrior who will win... we know the answer
    conserning those skills mastery above... only warrior benefit again
    (sure mana for rogue is a good idea) but rest crap compared to warriors skills
    Aww your mad? Because your crown has been taken away?


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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.
    Since the sword released there's been imbalanced? Please don't speak new player. You have no say in this. Ever since rogues can kill a "TANK" in 3 shots/combo that's called imbalance tank literally has 2.9k armor 8k health yet get put down in a combo or even at about 30-40% that's imbalanced. When tanks should be taking more hits before healing.


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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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    Quote Originally Posted by ThaAnas View Post
    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
    I vs them every day... sword does not make warriors invincible... they lose 300armor with sword

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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.
    Warriors got the shaft for a long time... give em a season to shine

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