Power to the people!

Do you agree with this idea? :gmonster:

  • Yay :wacky:

    Votes: 16 94.1%
  • Nay -__-

    Votes: 1 5.9%

  • Total voters
    17
Sweet Twin blades bye bye.
Scythe hello!
Thanks Gabranth.
 
Flaming Scythe added to Assassin's area. It was difficult to add transparency to each part, but I managed it.
 
Gabranth you are the man!
Keep this up and everyone will think it is a abomination for you to move up on the ladder too.
 
It's still too powerful at this stage: Max Level of 16. 150-500 damage per turn. +25 damage per level up. Starting with three turns, increasing by 1 per level up.

Instead, Tornado will be added. The will probably be the last addition to attacks, weapons and skills for a few days. You should start to think of PvPing or introducing a tournament. It will be incredibly expensive though.....
 
Gabranth could you create a trainer for us to beat on?
They had one in the previous one and it was helpful in mastering spells and attack stances?


HP: 1000 MP 100
STR: 10 DEF: 600 MAG: 10 DEX: 10 EVA: 10 SPD: 10 MAG DEF: 600
 
Excellent idea, but how are we supposed to kill it? :wacky:

In my case I don't find a problem since I can reach +800 STR. and the trainer is good for now, but once powerfull spells come into play, he will be easilly killed.

With some luck he can be killled with some powerful spells such as Tornado, Mega Flare, Energy Blast, etc... I was able to damage Alexander with 300 damage with Energy Blast (only once), he has 999 Mag Def, for training spells he might be bad, at least the stronger ones.
 
Hey can you make a monster in the OC1 with slightly lower difficulty? Not just for me but for other low-levels. The Tunnels can be tough for newbies, like me, because even when we've gotten to the point where we gain no EXP from the monsters in that area, it's hard to make an advance into the next area because we have no idea what awaits us. I tried beating the Mistmare. It's easy to deal damage to it but it had way too much HP.
 
Trainer's aren't supposed to be killed; they're meant to survive all your attacks so you can cast Spells/Attack Types until you want to stop. It saves time mastering spells from normal enemies, and boosting secondary skills.
 
Good idea, so I could master my pet's Rend spell (I know I don't really need it, but I like to buy anything I can get just for the sake of having it. :P). ^_^ After all, it does have 8 levels. >.>

And I would be able to kill it with that DEF, I can deal some damage to Mariliths, so I could really just use spells on it to level up for a while. :lol: The highest my STR ever got to is 1050, it looked pretty nice, but I have Shortswords now, won't be getting up to quite that STR, but my weapons will be casting good spells fairly often I hope.

I like the idea of having a Trainer, don't know why I hadn't thought of it myself in all this time... :monster:
 
Oh and can you update the EXP received from monsters in the OC1 too. I beat a Mistmare (again) and was surprised that I received little EXP from it. If new RPgers are going to spend all they have on expensive potions to beat a monster that barely gives EXP, then it will be pointless.
 
You should be facing the next in the chain. It should be the 4th on on the list. Also you really don't have to use those expensive potions you can buy ones that add just as much.
 
I think it would be a good idea if there was a stronger offensive spell added to the Summoner's shop, as the Dark knight's new attack type is extremely powerful, and when used in succession can cause unbelievable damage. such as Dark Jecht dealing 20k+ damage to Ex-death who is ment to be the strongest enemy in the game ATM, so could a spell get added so mages/summoners can at least cause more than 400 damage over 3 turns please.

Also could someone please tell me what the maximum damage from Bahamut's Mega flare is because I can't seem to get it over 1200
 
Well yea the Evil Cut attack type is powerful but it is hard to get the adr for it. It requires 5 adr for each use and for the 3 turns that I used it it cost 13 adr to be saved up. But yea the others should get something to rival it or it get modded to deduct Hp.
 
Your attack is too powerful for now. It takes all the fun in the game. Dark Knights are meant to be the strongest in base attack, but dealing over +9000 damage when you get 5 ADR points its insane lol

It should either be lowered to 200% or increase it to 10 ADR cost and be re-powered later. If we Paladins get Holy/Ultima and Summoners get Zeromus, I think thats more fair. :D
 
Hells no, Paladins are based for warriers or assasins like the Dark knight is, if anyone should get Holy and Ultima it should be mages, or at least Mages/ summoners get a spell to that has more power for less MP
 
Not exactly Paladins are Paladins and Warriors are Warriors, You could say that Paladins are a mix of Warrior + White Mage. Also:
Paladin: Can cast defensive/healing/nullification and damaging spells of the Holy/Light element.

Summoner: Has access to far more powerful Pets than other classes. Can also obtain Mage-type equipment/spells. Armour mainly boosts MAG and is Light. Will only have access to certain Pet spells and attack types too. Suited for Mage's..
All in all, We Paladins can learn Spells like Curaga/Holy and all others Light based Spells, while you would get Powerful unique pets and powerful magic. But remember that all classes must be equivalent, that was just my tought as by adding Holy to us and Zeromus to Summoners each class would have a powerful weapon.
 
Back
Top