Class Rebalance: Difference between revisions
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* Ticks every '''5''' seconds. | * Ticks every '''5''' seconds. | ||
|| | || Increased for the same reason as Payon Stories' overall standard (every 4 seconds standing, every 2 seconds sitting). | ||
|- | |- | ||
|[[Image:Bash.png|24px|]] [[Bash]] | |[[Image:Bash.png|24px|]] [[Bash]] | ||
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|| | || | ||
* SP Cost: '''18''' SP | * SP Cost: '''18''' SP | ||
* Range: ''' | * Range: '''3''' Cells ('''7x7''' area) centered on caster | ||
||Decreased the SP Cost from 30 SP to 18 SP. Also increased range of skill by | ||Decreased the SP Cost from 30 SP to 18 SP. Also increased range of skill by 1.5x. It should see greater use now and is easier to use. | ||
|- | |- | ||
|[[Image:Moving_HP_Recovery.png|24px|]] [[Moving HP Recovery]] | |[[Image:Moving_HP_Recovery.png|24px|]] [[Moving HP Recovery]] | ||
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* SP Cost is 10 + 1 SP per skill level. (20 sp at max level) | * SP Cost is 10 + 1 SP per skill level. (20 sp at max level) | ||
* Skill range is 1 cell. | * Skill range is 1 cell. | ||
|| | || | ||
* Damage increased to (300 + 25 × SkillLV)%. ('''550%''' at max level). | * Damage increased to (300 + 25 × SkillLV)%. ('''550%''' at max level). | ||
* New SP formula is | |||
* Skill has an accuracy bonus of +2% per skill level. ('''+20%''' at max level) | * New SP formula is 2 + 1 SP per skill level ('''12''' SP at max level). | ||
* Skill range | * Skill has an accuracy bonus of +2% per skill level. ('''+20%''' at max level) | ||
* Skill range increased from 3 to 7 cells.<br> | |||
||Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line. | ||Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line. | ||
|- | |- | ||
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* Ticks every 10 seconds. | * Ticks every 10 seconds. | ||
|| | || | ||
*Ticks every '''5''' seconds. | * Ticks every '''5''' seconds. | ||
|| | * Timer counts while standing, but doesn't reset with movement. | ||
|| Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). | |||
|- | |- | ||
|[[Image:Battle_Mastery.png|24px]] [[Battle Mastery]] ''formerly Mace Mastery'' | |[[Image:Battle_Mastery.png|24px]] [[Battle Mastery]] ''formerly Mace Mastery'' | ||
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*Lasts 10 + (10 × SkillLV) seconds. ('''60''' secs at max level) | *Lasts 10 + (10 × SkillLV) seconds. ('''60''' secs at max level) | ||
|| Doubled the duration of Gloria. | || Doubled the duration of Gloria. | ||
|- | |||
|[[Image:Magnus Exorcismus.png|24px]] [[Magnus Exorcismus]] | |||
|| | |||
* Large area of effect that damages Undead element and Demon race enemies. | |||
|| | |||
* Large area of effect that deals full damage to Undead element and Demon race enemies. | |||
* Non-Undead element and Demon race enemies take 50% reduced damage. | |||
|| Now also damages all other enemy types and elements (except holy) at 50% reduced damage. This change allows ME priests to farm in a greatly variety of maps, like [[Glast Heim Chivalry]] | |||
|- | |- | ||
|[[Image:Slow_Poison.png|24px]] [[Slow Poison]] | |[[Image:Slow_Poison.png|24px]] [[Slow Poison]] | ||
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:[Lvl 4]: 350% ATK | :[Lvl 4]: 350% ATK | ||
:[Lvl 5]: 400% ATK | :[Lvl 5]: 400% ATK | ||
|| | || | ||
* Total damage per level increase by '''30%'''. | * Total damage per level increase by '''30%'''. | ||
:[Lvl 1]: | :[Lvl 1]: 240% ATK (SP usage 8) | ||
:[Lvl 2]: | :[Lvl 2]: 320% ATK (SP usage 9) | ||
:[Lvl 3]: | :[Lvl 3]: 400% ATK (SP usage 10) | ||
:[Lvl 4]: | :[Lvl 4]: 480% ATK (SP usage 11) | ||
:[Lvl 5]: | :[Lvl 5]: 560% ATK (SP usage 12) | ||
||This small bonus was added for some flavor to the Monk combo build. | ||This small bonus was added for some flavor to the Monk combo build. | ||
|- | |- | ||
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:[Lvl 4]: 480% ATK | :[Lvl 4]: 480% ATK | ||
:[Lvl 5]: 540% ATK | :[Lvl 5]: 540% ATK | ||
|| | || | ||
* Total damage per level increase by '''25%''' and now also provides a '''15% increased attack buff''' for 8 seconds after using this skill. | * Total damage per level increase by '''25%''' and now also provides a '''15% increased attack buff''' for 8 seconds after using this skill. | ||
:[Lvl 1]: | :[Lvl 1]: 340% ATK (SP usage 8) | ||
:[Lvl 2]: | :[Lvl 2]: 425% ATK (SP usage 9) | ||
:[Lvl 3]: | :[Lvl 3]: 510% ATK (SP usage 10) | ||
:[Lvl 4]: | :[Lvl 4]: 595% ATK (SP usage 11) | ||
:[Lvl 5]: | :[Lvl 5]: 680% ATK (SP usage 12) | ||
||This small bonus also was added for some flavor to the Monk combo build. | ||This small bonus also was added for some flavor to the Monk combo build. | ||
The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. | The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. | ||
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|| This balancing change was meant to provide a little balance for PVP and WoE. | || This balancing change was meant to provide a little balance for PVP and WoE. | ||
Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion. | Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion. | ||
|- | |||
|[[File:Summon Spirit Sphere.png|frameless]] Summon Spirit Sphere | |||
| | |||
* Only ASPD delay functioning | |||
| | |||
* Added 250ms after cast delay | |||
|- | |||
|[[File:Mo absorbspiritspNG.png|left|frameless]]Absorb Spirit Sphere | |||
| | |||
* Success chance of 20%. | |||
* SP Gain 2*MonsterLv | |||
| | |||
* Success chance increased from 20% to 40% | |||
* SP Gain reduced from 2*MonsterLv to 1*MonsterLv | |||
* Grants 1 Spirit Sphere on successful cast | |||
|Small bonus to success chance makes this skill more practical in PVE. | |||
|- | |- | ||
|[[Image:Throw_Spirit_Sphere.png|24px]] [[Throw Spirit Sphere]] | |[[Image:Throw_Spirit_Sphere.png|24px]] [[Throw Spirit Sphere]] | ||
|| | || | ||
* Formerly nerfed | * Formerly nerfed | ||
|| | || | ||
* | * Damage is normalized at 350% ATK per sphere | ||
|| This skill may be adjusted if considered too powerful in the current landscape. | || This skill may be adjusted if considered too powerful in the current landscape. | ||
|- | |- | ||
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* Ticks every '''10''' seconds if the player is overweight. | * Ticks every '''10''' seconds if the player is overweight. | ||
* Ticks every '''10''' seconds if the player is over 90% overweight. | * Ticks every '''10''' seconds if the player is over 90% overweight. | ||
|| | || Increased for the same reason as Payon Stories' overall standard. For reference, natural HP ticks every 4 seconds standing, 2 seconds sitting, and natural SP ticks every 6 seconds standing, 3 seconds sitting. | ||
|- | |- | ||
|Chain Combo | |||
| | |||
*Original Damage Value: | |||
:[Lvl 1]: 230% ATK (SP: 11) | |||
:[Lvl 2]: 310% ATK (SP: 12) | |||
:[Lvl 3]: 390% ATK (SP: 13) | |||
:[Lvl 4]: 470% ATK (SP: 14) | |||
:[Lvl 5]: 550% ATK (SP: 15) | |||
| | |||
*Original Damage Value: | |||
:[Lvl 1]: 240% ATK (SP: '''8''') | |||
:[Lvl 2]: 320% ATK (SP: '''9''') | |||
:[Lvl 3]: 400% ATK (SP: '''10''') | |||
:[Lvl 4]: 480% ATK (SP: '''11''') | |||
:[Lvl 5]: 560% ATK (SP: '''12''') | |||
*'''Adds a small chance to trigger triple attack on target.''' | |||
| | |||
|- | |||
|Combo Finish | |||
| | |||
*Original Damage Value: | |||
:[Lvl 1]: 325% ATK (SP: 11) | |||
:[Lvl 2]: 410% ATK (SP: 12) | |||
:[Lvl 3]: 495% ATK (SP: 13) | |||
:[Lvl 4]: 580% ATK (SP: 14) | |||
:[Lvl 5]: 665% ATK (SP: 15) | |||
| | |||
*Original Damage Value: | |||
:[Lvl 1]: 340% ATK (SP: '''8''') | |||
:[Lvl 2]: 425% ATK (SP: '''9''') | |||
:[Lvl 3]: 510% ATK (SP: '''10''') | |||
:[Lvl 4]: 595% ATK (SP: '''11''') | |||
:[Lvl 5]: 680% ATK (SP: '''12''') | |||
*'''Adds a small chance to trigger triple attack on target.''' | |||
| | |||
|} | |} | ||
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* Damage formula per hit: | * Damage formula per hit: | ||
:[2 × Floor(INT/2) + 2 × Floor(DEX/10) + 6 × ([[Steel Crow]] level) + 80] | :[2 × Floor(INT/2) + 2 × Floor(DEX/10) + 6 × ([[Steel Crow]] level) + 80] | ||
|| | || | ||
* Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets).<br> | * Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets).<br> | ||
* The damage formula per hit is: | * The damage formula per hit is: | ||
:'''[ | :'''([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2)''' | ||
* Auto-blitz proc chance has remained unchanged.<br> | * Auto-blitz proc chance has remained unchanged.<br> | ||
* Auto-blitz amount of hits per Job level remained unchanged. | * Auto-blitz amount of hits per Job level remained unchanged. | ||
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:'''[SkillLV × (30 + DEX) × (100 + INT) / 100]''' | :'''[SkillLV × (30 + DEX) × (100 + INT) / 100]''' | ||
|| Same comments as Blast Mine to justify the changes. | || Same comments as Blast Mine to justify the changes. | ||
|- | |||
|[[Image:Phantasmic_Arrow.png|24px]] [[Phantasmic Arrow]] | |||
|| | |||
* Quest requirement is 5 Harpy Feathers. | |||
|| | |||
* Quest requirement is '''removed'''. | |||
|| | |||
The quest is difficult to complete since Harpy Feathers are very rare in this version if the game. | |||
|- | |- | ||
|} | |} | ||
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* Does [125 + (25 × SkillLV)]% ATK with a whip weapon. (250% at max level) | * Does [125 + (25 × SkillLV)]% ATK with a whip weapon. (250% at max level) | ||
|| | || | ||
* Does [175 + (25 × SkillLV)]% ATK with a whip weapon. ('''300%''' at max level) | * Does [175 + (25 × SkillLV)]% ATK with a whip weapon. ('''300%''' at max level). In addition, the skill gets an extra +100% ATK if used while performing. | ||
* Has a 0.3s fixed cooldown | |||
|| Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. | || Increase skill damage output to a 300% ATK maximum (400% while performing). While still not as strong as other archer skills, it does provide more damage while supporting a party. | ||
|- | |- | ||
|[[Image:Musical_Strike.png|24px|]] [[Musical Strike]] | |[[Image:Musical_Strike.png|24px|]] [[Musical Strike]] | ||
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* Does [125 + (25 × SkillLV)]% ATK with an instrument weapon. (250% at max level) | * Does [125 + (25 × SkillLV)]% ATK with an instrument weapon. (250% at max level) | ||
|| | || | ||
* Does [175 + (25 × SkillLV)]% ATK with an instrument weapon. ('''300%''' at max level) | * Does [175 + (25 × SkillLV)]% ATK with an instrument weapon. ('''300%''' at max level). In addition, the skill gets an extra +100% ATK if used while performing. | ||
* Has a 0.3s fixed cooldown | |||
|| Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. | || Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. | ||
|- | |||
|[[Image:Frost_Joker.png|24px|]] [[Frost Joker]] | |||
| | |||
* Inflicts the [[Freeze]] status with a success chance of [15 + (5 * SkillLv)]% to all enemies in range. | |||
| | |||
* Inflicts the [[Freeze]] status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range. | |||
* The skill's success rate now differs based on how close enemies are to the bard. | |||
|Being able to inflict a screen-wide status effect, safely, was seen as something of an oppressive force for build and gear diversity in WoE. The increased success rate for targets close to the bard allows the skill to still be useful in WoE. | |||
|- | |||
|[[Image:Dazzler.jpg|24px|]] [[Scream]] | |||
| | |||
* Inflicts the [[Stun]] status with a success chance of [25 + (5 * SkillLv)]% to all enemies in range. | |||
| | |||
* Inflicts the [[Stun]] status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range. | |||
* The skill's success rate now differs based on how close enemies are to the dancer. | |||
|Increases build diversity in WoE by making lower-VIT builds more viable, while still retaining the usefulness of the skill. | |||
|- | |||
|[[Image:Mr._Kim_A_Rich_Man.png|24px|]] [[Mr. Kim a Rich Man]] | |||
| | |||
* Monsters that die within the area of effect grant [25 + (11 x SkillLV)]% additional EXP (maximum +80%) | |||
| | |||
* Monsters that die within the area of effect grant [10 + (8 x SkillLV)]% additional EXP (maximum +50%) | |||
|Reduces the gap between Kim and non-Kim setups. Not as big as a nerf as it may seem when considering the [[EXP Rebalance]] mechanics | |||
|- | |- | ||
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|| | || | ||
* Ticks every '''5''' seconds. | * Ticks every '''5''' seconds. | ||
|| | * Timer counts while standing, but doesn't reset with movement. | ||
|| Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). Mages with standard INT (80+) don't need this skill, but allows them to diversify into other stats and is very good for Super Novices. | |||
|- | |- | ||
|[[Image:Energy_Coat.png|24px]] [[Energy Coat]] | |[[Image:Energy_Coat.png|24px]] [[Energy Coat]] | ||
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* Every time the caster does a melee attack there is a chance that he automatically casts a certain spell. | * Every time the caster does a melee attack there is a chance that he automatically casts a certain spell. | ||
* The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost. | * The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost. | ||
:Level 1: up to LV 3 Napalm Beat/7% overall auto spell chance | :Level 1: up to LV 3 Napalm Beat/7% overall auto spell chance | ||
:Level 2: up to LV 1 Elemental Bolt/9% overall auto spell chance | :Level 2: up to LV 1 Elemental Bolt/9% overall auto spell chance | ||
:Level 3: up to LV 2 Elemental Bolt/11% overall auto spell chance | :Level 3: up to LV 2 Elemental Bolt/11% overall auto spell chance | ||
:Level 4: up to LV 3 Elemental Bolt/13% overall auto spell chance | :Level 4: up to LV 3 Elemental Bolt/13% overall auto spell chance | ||
:Level 5: up to LV 1 Soul Strike/15% overall auto spell chance | :Level 5: up to LV 1 Soul Strike/15% overall auto spell chance | ||
:Level 6: up to LV 2 Soul Strike/17% overall auto spell chance | :Level 6: up to LV 2 Soul Strike/17% overall auto spell chance | ||
:Level 7: up to LV 3 Soul Strike/20% overall auto spell chance | :Level 7: up to LV 3 Soul Strike/20% overall auto spell chance | ||
:Level 8: up to LV 1 Fire Ball/22% overall auto spell chance | :Level 8: up to LV 1 Fire Ball/22% overall auto spell chance | ||
:Level 9: LV 2 Fire Ball/23% cast chance | :Level 9: up to LV 2 Fire Ball/23% cast chance | ||
:Level 10: LV 1 Frost Diver/25% cast chance | :Level 10: up to LV 1 Frost Diver/25% cast chance | ||
|| | || | ||
* Every time the caster does a melee attack there is a chance that he automatically casts a certain spell. | * Every time the caster does a melee attack there is a chance that he automatically casts a certain spell. | ||
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This skill was proposed as a way for sages to get materials for their spells. | This skill was proposed as a way for sages to get materials for their spells. | ||
To obtain this skill, Sages must complete [[Gemstone Extraction Quest]]. | To obtain this skill, Sages must complete [[Gemstone Extraction Quest]]. | ||
|- | |||
|[[File:Berserk potion.png|left|frameless]]Berserk Potion | |||
| colspan="2" | | |||
* Sage can now use Berserk Potions. | |||
|Boost for niche AA Sage builds. | |||
|- | |- | ||
|} | |} | ||
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:[100 + 15 × SkillLV]% ('''250%''' at max level) | :[100 + 15 × SkillLV]% ('''250%''' at max level) | ||
* SP Cost: '''8''' | * SP Cost: '''8''' | ||
* Uses Weapon element instead of "Poison Element" | |||
* | |||
|| This is coupled with the change of poison versus monsters and makes the skill useful at lower levels. | || This is coupled with the change of poison versus monsters and makes the skill useful at lower levels. | ||
|- | |- | ||
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|| | || | ||
* Grants +3 ATK per skill level. (+30 at max level) | * Grants +3 ATK per skill level. (+30 at max level) | ||
|| | || | ||
* Grants +4 ATK and +0.5% CRIT per level with Katars ('''+40''' and +5% crit at max level; before the doubling effect of Katars, so think of this as a maximum of '''10%''' increased crit rate with Katars). | * Grants +4 ATK and +0.5% CRIT per level with Katars ('''+40''' and '''+5%''' crit at max level; before the doubling effect of Katars, so think of this as a maximum of '''10%''' increased crit rate with Katars). | ||
|| | * Grants '''+50%''' critical damage with katars at max skill level. | ||
|| Boost to attack, crit chance and crit damage as Katar sins fall short of many other DPS builds. | |||
|- | |- | ||
|[[Image:Venom Splasher.png|24px]] [[Venom Splasher]] | |[[Image:Venom Splasher.png|24px]] [[Venom Splasher]] | ||
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|[[Image:Preserve.png|24px|]] [[Preserve]] | |[[Image:Preserve.png|24px|]] [[Preserve]] | ||
| colspan = "2" style = "color: green; text-align: center;" | NEW SKILL | | colspan = "2" style = "color: green; text-align: center;" | NEW SKILL | ||
| style = "color: green;" | | | style = "color: green;" | | ||
* Allows Rogues to not lose the skill learned via Intimidate even when hit by a different skill for duration of the skill. | * Allows Rogues to not lose the skill learned via Intimidate even when hit by a different skill for duration of the skill. | ||
* Plagiarism Lv. 10 required to obtain this skill. | |||
'''Note:''' It is part of the rogue's skill tree as such you will be required to invest '''one''' point of your skill points in it if you are planning to take it. | '''Note:''' It is part of the rogue's skill tree as such you will be required to invest '''one''' point of your skill points in it if you are planning to take it. | ||
|- | |- | ||
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* Job Level Requirement to Learn: 35 | * Job Level Requirement to Learn: 35 | ||
* Quest requirement is 20 Iron. | * Quest requirement is 20 Iron. | ||
|| | || | ||
* Weight requirement of cart has been removed. This skill now does '''250% damage at all times'''. | * Weight requirement of cart has been removed. This skill now does '''250% damage at all times'''. | ||
* Job Level Requirement to Learn: '''15''' | * Job Level Requirement to Learn: '''15''' | ||
* Quest requirement changed to '''Iron Ore''' and reduced to '''15'''. | * Quest requirement changed to '''Iron Ore''' and reduced to '''15'''. | ||
* Element of the attack will now always match the weapon equipped instead of being pseudo-neutral | |||
|| The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed. | || The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed. | ||
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|- | |- | ||
|[[Image:Skin_Tempering.png|24px|]] [[Skin Tempering]] | |[[Image:Skin_Tempering.png|24px|]] [[Skin Tempering]] | ||
|| | || | ||
* DEF+(1 * SkillLv), FireDEF+(4 * SkillLv)% | |||
|| | |||
* DEF+(4 * SkillLv), FireDEF+(6 * SkillLv)% | |||
|| | |||
|| Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element. | || Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element. | ||
|- | |- | ||
|[[Maximize Power]] | |||
|Disables SP Regeneration | |||
|No longer disables SP Regenration | |||
|Blacksmiths were a bit underwhelming in PVM partially due to the limiting condition to keep this skill online; it has been removed to give them a bit of a boost. | |||
|} | |} | ||
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|- | |- | ||
|[[Image:Axe_mastery.png|24px|]] [[Axe Mastery]] | |[[Image:Axe_mastery.png|24px|]] [[Axe Mastery]] | ||
|| | || | ||
* Adds +3 ATK per skill level. (+30 at max level) | * Adds +3 ATK per skill level. (+30 at max level) | ||
|| | || | ||
* Adds +5 ATK per skill level and reduces attack delay by 8% at max level. ('''+50''' atk and '''+8%''' aspd at max level) | * Adds +5 ATK per skill level and reduces attack delay by 8% at max level. ('''+50''' atk and '''+8%''' aspd at max level) | ||
|| A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs. | || A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs. | ||
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|| | || | ||
* Cast Time 2 Seconds | * Cast Time 2 Seconds | ||
* Cost 1 Plant Bottle | * Cost 1 Plant Bottle for every plant. | ||
* Lower levels spawn multiple plants at once. | |||
* Plant duration decreases as level increases. | |||
||This skill has been redesigned from the ground up. Cast Time is reduced to '''1''' second, and '''every cast spawns a single plant,''' but only one type of plant may be spawned at a time. A number of plants may be spawned that do not cost Plant Bottles at each skill level: | |||
* Lv 1: 5 Mandragoras | |||
* Lv 2: 4 Hydras | |||
* Lv 3: 3 Floras | |||
* Lv 4: 2 Parasites | |||
* Lv 5: 1 Geographer | |||
If the Alchemist is holding any Plant Bottles, they may spawn +1 of any plant at the cost of one bottle. Furthermore, Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a '''60 second''' cooldown for the user, the same as the lifespan of all of these plants. | |||
|| | || | ||
This skill was rarely used due to the cost of plant bottles. Now a limited number of plants are freely available at all times, with the capability of expanding the monstrous garden. This essentially grants Alchemists extra autoattacks and/or a Heal every 6 seconds for free. The Alchemist's stats affect plants, primarily STR adding damage and DEX adding hit, making STR a core stat for most Alchemists. The new platinum skill Herbicide helps Alchemists stay mobile and avoid wasting plant bottles on unnecessary plants. | |||
Plant Bottles | Plant Bottles can be used from inventory without the skill, so an Alchemist can skip it and brew bottles to still have a Geo, or even buy them from other Alchemists. It is possible to have 3 Geographers active at once, or 3 Parasites and 1 Geo. More info at [[Alchemist Plants Guide]]. | ||
More info at [[Alchemist Plants Guide]]. | |||
|- | |- | ||
|[[Image: | |[[Image:Summon Marine Sphere.png|24px|]] [[Summon Sphere Mine]] | ||
|| | || | ||
* Damage formula: 2000 + 400 * SkillLV | |||
* Costs 1 Marine Sphere Bottle | * Costs 1 Marine Sphere Bottle | ||
|| | || | ||
* Damage formula: 1000 + 200 * SkillLv + 25 * Base VIT (max 4550) | |||
* Marine Sphere Bottle cost '''removed'''. | * Marine Sphere Bottle cost '''removed'''. | ||
* '''Cooldown after cast increased to 5 seconds'''. | * '''Cooldown after cast increased to 0.5 seconds'''. | ||
* A new platinum skill immediately detonates all of your summoned Marine Spheres after a short cast time. | |||
A | || The reagents are tedious to farm, so the skill was rarely worth using. Now this skill provides an alchemist reliable AoE damage, and if they wish to brew '''30''' bottles for the remote detonation skill, the sphere mines become much easier to use. | ||
|| | Without needing reagents, it demands a cooldown or will become spammable and imbalanced. | ||
|- | |||
|[[File:Am acidterror.png|left|frameless]]Acid Terror | |||
| | |||
* Damage formula: (100+40*SkillLv)% ATK | |||
* Costs 10 SP | |||
* Cast Time 1s | |||
* Consumes 1 Acid Bottle. | |||
| | |||
* Damage formula: (100+'''80'''*SkillLv)% ATK | |||
* Costs '''8''' SP | |||
* Cast Time '''0.5s''' | |||
* '''Can be used without Acid Bottle''', but if there is at least one in your inventory an Acid Bottle will be consumed. | |||
* The Break Armor effect will only have a chance to trigger if an Acid Bottle is consumed. | |||
|Useful as a PVM tool to pick off targets, or aggro them to lure them into range of other skills. Allows PVP builds to spec harder into STR for more damage. | |||
|- | |||
|[[File:Am demonstration.png|left|frameless]]Demonstration | |||
| | |||
* Stay duration (Min-Max Lv): 40 / 45 / 50 / 55 / 60 sec | |||
* Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 Alcohol | |||
| | |||
* Duration of the AOE is halved | |||
* Interval between damage ticks is halved | |||
* New Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 '''Burning Heart''' | |||
|More useful as a PVM tool, and more threatening in PVP situations. Allows PVP builds to spec harder into STR for more damage. | |||
|- | |||
|[[File:Am potionpitcher.png|left|frameless]]Aid Potion (Potion Pitcher) | |||
|Enables throwing potions with increased healing efficacy. | |||
|Each skill level (and type of potion) provides an additional effect on the target: | |||
* Red Potion: casts Cure | |||
* Orange Potion: grants Endure for 10s | |||
* Yellow Potion: casts Status Recovery | |||
* White Potion: casts Lv. 2 Renew | |||
* Blue Potion: grants Magnificat for 60s (on the target only, not the whole party) | |||
|Additional effects justify the cost of using a consumable, especially when playing solo. | |||
|- | |- | ||
|[[Image:Resource_Roundup.png|24px|]] [[Resource Roundup]] | |[[Image:Resource_Roundup.png|24px|]] [[Resource Roundup]] | ||
| colspan = "2" style = "color: green; text-align: center;" | NEW Platinum Skill | | colspan="2" style="color: green; text-align: center;" | NEW Platinum Skill | ||
| style = "color: green;" | Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist. | | style="color: green;" | Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist. | ||
This is a platinum skill that any Alchemist can learn via quest. | This is a platinum skill that any Alchemist can learn via quest. | ||
Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. | Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. | ||
To obtain this skill, Alchemists must complete the [[Resource Roundup Quest]]. | To obtain this skill, Alchemists must complete the [[Resource Roundup Quest]]. | ||
|- | |- | ||
|[[Image: | |[[Image:Herbicide.png|24px|]] [[Herbicide]] | ||
| colspan = "2" style = "color: green; text-align: center;" | NEW Platinum Skill | | colspan="2" style="color: green; text-align: center;" | NEW Platinum Skill | ||
| colspan = "2" style = "color: green;" | Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode. | | colspan="2" style="color: green;" | Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode. | ||
If cast on self (hold shift or use /noshift), it will destroy all currently summoned Plants (but not Marine Spheres). | |||
|- | |- | ||
|[[Image: | |[[Image:Remote Detonator.png|24px|]] [[Remote Detonator]] | ||
| colspan = "2" style = "color: green; text-align: center;" | NEW Platinum Skill | | colspan="2" style="color: green; text-align: center;" | NEW Platinum Skill | ||
| colspan = "2" style = "color: green;" | Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. | | colspan="2" style="color: green;" | Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. Aftercast delay of this skill has been recently changed to 3s with a fixed minimum cooldown of 0.5s. | ||
|- | |- | ||
|} | |} | ||
Line 1,036: | Line 1,173: | ||
|| -- | || -- | ||
|- | |- | ||
|Soul Harvest | |||
|NEW Platinum Skill | |||
|See [[Soul Harvest]] | |||
|} | |} | ||
Latest revision as of 15:14, 2 May 2024
Template:Articles Needing Updates
Several skills have been rebalanced and now behave differently on Payon Stories than their official server counterparts.
Swordsman
Skill | Original Value | Changed Value | Comment |
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HP Recovery |
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Increased for the same reason as Payon Stories' overall standard (every 4 seconds standing, every 2 seconds sitting). |
Bash |
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Reduced the SP equations to give the Swordsman more control over the skill. |
Magnum Break |
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Decreased the SP Cost from 30 SP to 18 SP. Also increased range of skill by 1.5x. It should see greater use now and is easier to use. |
Moving HP Recovery |
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Reduced job level requirement as this skill provides a small passive boost when leveling and should be given early on as with other passive skill changes. |
Knight
Skill | Original Value | Changed Value | Comment |
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Twohand Quicken |
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In the vanilla game, auto-attack builds are relatively weaker.
While the usage of skills should in general provide higher returns given the SP cost, agility builds for Knights are well behind other Knight builds. Therefore, changes to both survival and DPS were implemented through this skill change. |
Bowling Bash |
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Gutter lines are something that were never really addressed by the creators of the game and as a band-aid, their original fix was to just increase Bowling Bash damage.
We do not think that lazy method is appropriate, so we have set Bowling Bash to do a little less damage (still very powerful and able to one-shot enemies when an endowed or elemental weapon is equipped) but with the added utility of not having to edit your GRF files or memorize gutter line placement. |
Spear Mastery |
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This skill was improved to help round out the Spear builds that Knights may opt to take.
As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment. |
Brandish Spear |
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The second hit was born as a bug, but after consideration, it was decided to keep it since this balances this skills to be (somewhat) comparable with Bowling Bash. |
Crusader
Skill | Original Value | Changed Value | Comment |
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Holy Cross |
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Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line. |
Shield Charge |
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This skill is incredibly underwhelming and while the Stun provides some utility along with its huge knockback, the skill was given a little damage boost to compensate for its purely defensive behavior. |
Spear Quicken |
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Spear builds were something that required a little bit of a boost.
They pale in comparison to GC builds in term of PVE DPS, but the entertainment value out of these builds was stressed by the community and not only were 2H spear speeds increased via this skill, but also the introduction of a small bonus to 1H spears gives the skill even more versatility, especially considering the huge investment of skill points. |
Spear Mastery |
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This skill was also improved to help round out the Spear builds that Crusaders may opt to take.
As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment. |
Acolyte
Skill | Original Value | Changed Value | Comment |
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Blessing |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. |
Increase AGI |
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Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations. SP cost also increased to compensate the longer duration. |
Demon Bane |
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This skill was reworked to improve certain builds, specifically Combo Monks and Battle Priests.
The higher damage potential of auto-attacks was a means to expand the viability of some lesser used builds in the Acolyte tree. |
Holy Light |
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The increase to this spell's damage, which scales with level, provides more viability as a spell that can be weaved into an Acolyte's rotation while supporting others.
The lower cast time also provides greater versatility. This allows skillful players to contribute to DPS during downtime more effectively. |
Priest
Skill | Original Value | Changed Value | Comment |
---|---|---|---|
SP Recovery |
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Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). |
Battle Mastery formerly Mace Mastery |
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This skill is only really used by melee priests.
So a large value bonus was provided to it. This skill now impacts all weapon damage and increases attack speed of priests substantially. |
Turn Undead |
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Increased damage by 2.5x to keep the skill more beneficial than Holy Light given the changes to that skill. |
Gloria |
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Doubled the duration of Gloria. |
Magnus Exorcismus |
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Now also damages all other enemy types and elements (except holy) at 50% reduced damage. This change allows ME priests to farm in a greatly variety of maps, like Glast Heim Chivalry |
Slow Poison | REMOVED | This skill has been removed and replaced with Renew. | |
Renew | NEW SKILL |
| |
Holy Strike | NEW Platinum Skill |
|
Monk
Skill | Original Value | Changed Value | Comment |
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Dodge |
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For a skill that takes up to 10 skill points, the reward should be useful. |
Mental Strength |
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This skill used to require nearly no gear to effectively become an unstoppable tank.
With these changes, gear will now be required to reach the same pinnacle tanking ability as before. The justification is that an ungeared Monk should not be more effective at tanking than a fully geared Knight. |
Iron Fists |
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As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds. |
Raging Quadruple Blow |
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This small bonus was added for some flavor to the Monk combo build. |
Raging Thrust |
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This small bonus also was added for some flavor to the Monk combo build.
The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. A moderate attack increase for a short period is reasonable. This does also chain further into Asura Strike, which may give a Combo Monk more incentive for using that skill in combination. |
Snap |
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This balancing change was meant to provide a little balance for PVP and WoE.
Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion. |
Summon Spirit Sphere |
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| |
Absorb Spirit Sphere |
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Small bonus to success chance makes this skill more practical in PVE. |
Throw Spirit Sphere |
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This skill may be adjusted if considered too powerful in the current landscape. |
Spiritual Cadence |
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Increased for the same reason as Payon Stories' overall standard. For reference, natural HP ticks every 4 seconds standing, 2 seconds sitting, and natural SP ticks every 6 seconds standing, 3 seconds sitting. |
Chain Combo |
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Combo Finish |
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Archer
Skill | Original Value | Changed Value | Comment |
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Arrow Shower |
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Players have requested that this skill be improved for precision by making it both targetable and making the pushback more consistent. That said, to balance the skill, we have decided to no longer allow the ability to move traps. Furthermore, the knockback has been reduced by half. |
Improve Concentration |
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Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP. |
Arrow Crafting |
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As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level. Arrow Crafting Quest |
Hunter
Skill | Original Value | Changed Value | Comment |
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Blitz Beat |
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Falconer builds have seen less play given how strong Double Strafe builds are.
However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play. |
Blast Mine |
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Trapper builds have also been outshined by Double Strafe builds.
By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter. |
Land Mine |
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Same comments as Blast Mine to justify the changes. |
Freezing Trap |
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Same comments as Blast Mine to justify the changes. |
Claymore Trap |
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Same comments as Blast Mine to justify the changes. |
Phantasmic Arrow |
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The quest is difficult to complete since Harpy Feathers are very rare in this version if the game. |
Bard/Dancer
Skill | Original Value | Changed Value | Comment |
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Musical Lesson |
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The increase in damage will make non-bow weapons a little more desirable. |
Dancing Lesson |
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The increase in damage will make non-bow weapons a little more desirable. |
Throw Arrow |
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Increase skill damage output to a 300% ATK maximum (400% while performing). While still not as strong as other archer skills, it does provide more damage while supporting a party. |
Musical Strike |
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Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party. |
Frost Joker |
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Being able to inflict a screen-wide status effect, safely, was seen as something of an oppressive force for build and gear diversity in WoE. The increased success rate for targets close to the bard allows the skill to still be useful in WoE. |
Scream |
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Increases build diversity in WoE by making lower-VIT builds more viable, while still retaining the usefulness of the skill. |
Mr. Kim a Rich Man |
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Reduces the gap between Kim and non-Kim setups. Not as big as a nerf as it may seem when considering the EXP Rebalance mechanics |
Magician
Skill | Original Value | Changed Value | Comment |
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SP Recovery |
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Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). Mages with standard INT (80+) don't need this skill, but allows them to diversify into other stats and is very good for Super Novices. |
Energy Coat |
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As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level. |
Wizard
Skill | Original Value | Changed Value | Comment |
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Sense |
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This skill was absolutely useless. Added some reason to get it. |
Sage
Skill | Original Value | Changed Value | Comment |
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Sense |
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This skill was absolutely useless. Added some reason to get it. |
Advanced Book |
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Up to 10% MATK and 2% ASPD buff should make books almost on par with rods. |
Dispel |
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In the future this skill will be useful in PVM situations. The change makes it more accessible in more builds. |
Auto Spell |
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There is a huge difference between soul linked skills and regular ones.
The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored. |
Abracadabra |
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Reworking of Hocus Pocus skills will happen in the near future, and should make this skill see usage other than purely an MVP generator |
Dragonology |
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A small boost when the sage kills a dragon |
Gemstone Extraction | NEW Platinum Skill | A new platinum skill that will give sages a small chance to drop gemstones and elemental stones when killing enemies.
This skill was proposed as a way for sages to get materials for their spells. To obtain this skill, Sages must complete Gemstone Extraction Quest. | |
Berserk Potion |
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Boost for niche AA Sage builds. |
Thief
Skill | Original Value | Changed Value | Comment |
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Double Attack |
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Increases damage through higher double attack chance, making the thief class a little more competitive with classes such as archers when fighting.
Note: Sidewinder Card also benefits from this change. It now adds 7% Double Attack to the weapon that is compounded in. If the user already knows Double Attack it will use that skill level chance. |
Envenom |
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This is coupled with the change of poison versus monsters and makes the skill useful at lower levels. |
Detoxify |
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Gives versatility to the skill and provides an extra way to confront an ailment that doesn't has many ways to deal against. |
Assassin
Skill | Original Value | Changed Value | Comment |
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Right-Hand Mastery |
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Dagger sins are incredibly weak (one of if not the weakest melee builds). In addition to the higher double attack chance, improvements to enchant poison, the increase to attack power when double wielding should greatly improve viability of this build. |
Left-Hand Mastery |
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Same as above. |
Enchant Poison |
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Increased the chance slightly to provide a little more viability with keeping a weapon enchanted.
Increased the duration greatly to bring this more in-line with an endow-type skill. |
Katar Mastery |
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Boost to attack, crit chance and crit damage as Katar sins fall short of many other DPS builds. |
Venom Splasher |
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This allows it to be more consistent with other "finisher" skills. |
Venom Dust |
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A cheaper catalyst will allow this skill to see more use. |
Rogue
Skill | Original Value | Changed Value | Comment |
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Strip Weapon |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
Strip Shield |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
Strip Armor |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
Strip Helm |
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The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters. |
Sword Mastery |
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Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability. |
Back Stab |
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Redesigned to be an easier to use gap closing skill.
Future development may add a toggle to revert back to the original function of this skill at the user's choice. |
Raid |
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|
-- |
Preserve | NEW SKILL |
Note: It is part of the rogue's skill tree as such you will be required to invest one point of your skill points in it if you are planning to take it. |
Merchant
Skill | Original Value | Changed Value | Comment |
---|---|---|---|
Discount |
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Using one skill to buff another (and one skill that is almost always taken by merchants) will help merchants improve the gameplay experience. | |
Cart Revolution |
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The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed.
Therefore, the requirement of weight has been removed. |
Crazy Uproar |
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This skill is grossly overprice for its effect and intended job level (15) at which it can be learned, therefore the cost was reduced. |
Blacksmith
Skill | Original Value | Changed Value | Comment |
---|---|---|---|
Adrenaline Rush |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. |
Weapon Perfection |
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Constantly buffing skills that provide constant passive buffs is not reasonable skill design. |
Over Thrust |
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Brings buff duration in line with Weapon Perfection.
Penalizing a skill does not make sense. |
Skin Tempering |
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Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element. |
Maximize Power | Disables SP Regeneration | No longer disables SP Regenration | Blacksmiths were a bit underwhelming in PVM partially due to the limiting condition to keep this skill online; it has been removed to give them a bit of a boost. |
Alchemist
Skill | Original Value | Changed Value | Comment | |
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Axe Mastery |
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A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs. | |
Summon Flora |
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This skill has been redesigned from the ground up. Cast Time is reduced to 1 second, and every cast spawns a single plant, but only one type of plant may be spawned at a time. A number of plants may be spawned that do not cost Plant Bottles at each skill level:
If the Alchemist is holding any Plant Bottles, they may spawn +1 of any plant at the cost of one bottle. Furthermore, Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a 60 second cooldown for the user, the same as the lifespan of all of these plants. |
This skill was rarely used due to the cost of plant bottles. Now a limited number of plants are freely available at all times, with the capability of expanding the monstrous garden. This essentially grants Alchemists extra autoattacks and/or a Heal every 6 seconds for free. The Alchemist's stats affect plants, primarily STR adding damage and DEX adding hit, making STR a core stat for most Alchemists. The new platinum skill Herbicide helps Alchemists stay mobile and avoid wasting plant bottles on unnecessary plants. Plant Bottles can be used from inventory without the skill, so an Alchemist can skip it and brew bottles to still have a Geo, or even buy them from other Alchemists. It is possible to have 3 Geographers active at once, or 3 Parasites and 1 Geo. More info at Alchemist Plants Guide. | |
Summon Sphere Mine |
|
|
The reagents are tedious to farm, so the skill was rarely worth using. Now this skill provides an alchemist reliable AoE damage, and if they wish to brew 30 bottles for the remote detonation skill, the sphere mines become much easier to use.
Without needing reagents, it demands a cooldown or will become spammable and imbalanced. | |
Acid Terror |
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Useful as a PVM tool to pick off targets, or aggro them to lure them into range of other skills. Allows PVP builds to spec harder into STR for more damage. | |
Demonstration |
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|
More useful as a PVM tool, and more threatening in PVP situations. Allows PVP builds to spec harder into STR for more damage. | |
Aid Potion (Potion Pitcher) | Enables throwing potions with increased healing efficacy. | Each skill level (and type of potion) provides an additional effect on the target:
|
Additional effects justify the cost of using a consumable, especially when playing solo. | |
Resource Roundup | NEW Platinum Skill | Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist.
This is a platinum skill that any Alchemist can learn via quest. Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. To obtain this skill, Alchemists must complete the Resource Roundup Quest. | ||
Herbicide | NEW Platinum Skill | Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode.
If cast on self (hold shift or use /noshift), it will destroy all currently summoned Plants (but not Marine Spheres). | ||
Remote Detonator | NEW Platinum Skill | Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. Aftercast delay of this skill has been recently changed to 3s with a fixed minimum cooldown of 0.5s. |
Super Novice
Skill | Original Value | Changed Value | Comment |
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HP Changes |
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-- |
SP Changes |
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-- |
Soul Harvest | NEW Platinum Skill | See Soul Harvest |
Classes of Payon Stories | |
---|---|
Novice • Super Novice | |
Acolyte • Archer • Magician • Merchant • Swordman • Thief | |
Priest • Monk • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Knight • Crusader • Assassin • Rogue |