After a long hiatus on Ragnarok Online, I tried to update myself on all the new episodes that I've missed from kRO. The last Episode that they had was 16.2 Terra Gloria. In November 2016 kRO developers had revealed their future plans for Ragnarok Online that can be read in Warp Portal forums. One of which is the addition of 4th jobs.
From my point of view, 4th jobs at this point will only increases the power gap to non-cannon jobs like the Taekwoon tree, Gunslinger tree, Ninja tree, Super Novice and Doram. The 3rd jobs already created a huge gap in terms of roles, skill modifiers, stat allocations and level cap. The roles of classes are somewhat merged into one character due to the viability of getting both support and offensive skills in one build. Old status ailments are almost non-existent due to increase in stat points that can be allocated to provide resistance. Lastly some viable builds during Transcendence became obsolete after the transition of the 3rd jobs. So I believe having a 3-3 and 3-4 jobs can provide diversity on Ragnarok Online's gameplay especially in War of Emperium. My theorycarft of having 3-3 jobs and 3-4 jobs will somehow make obsolete Transcendent build great again.
The post will only cover my theorycraft for second half which are the 3-4 jobs. The 3-3 jobs has been covered covered on the Theorycraft for 3-3 Jobs post. Please note that I only made up the 3-4 names. If you have additonal theorycraft, please share them on this post.
Crusader/Paladin Tree
3-2 Royal Guard
- the ultimate Crusader Tree because it enhances both the magic type and physical types
- expanded on the Spear tree skills
- introduced two ultimate skills Inspiration and Hesperus Lit
- offered the concept of "Banding" or the skill that provides bonus when two or more Royal Guards are near each other though this is not really practical. Most Royal Guards bypasses this feature through the use of Inspiration for better results.
3-4 Fallen Paladin
- envisioned the concept of Fallen Bishop Hibram having both holy and dark property skills. The Holy property skill tree will be separate with Dark property skill tree until they meet on an ultimate skill.
- ultimate skill will be a small area similar to Grand Cross that has Holy Property attack at first followed by Dark Property Attack. The holy property part will have a chance to inflict a new status ailment while the dark property part will have a chance to curse the enemy. The skill will still have an HP penalty for every cast.
- has the ability to kill GR and GTB players using it's dark property skill tree
- has dark property Grandcross but has a modifier higher than Grandcross
- will have a shield buff skill that reduces the HP penalty when casting these skills.
- has a skill to change armor to either holy or dark property but will be using either two holy water or two cursed water
- explore more on shield damage skill tree similar to Rapid Smitting or Throw Shield skills
- has a horse mount with a combination of black and white color to represent the holy and dark concept.
Sage/Professor Tree
3-2 Sorcerer
- adopted the concept of a Wizard because they are given a lot of the AoE elemental spells
- new concept of summoning spirits that provides various offensive and defensive buffs
- offered new concept of changing the element of Psychic Wave an AoE attack based on the summoned Spirit.
- offered few skills for Battle professors
3-4 Dragon Slayer
- envisioned the class to be offensive but has options to become full support
- introduce at least 1 more ground based skill preferably relating to earth and/or poison. I don't consider Land Protect as earth since it does not provide bonus damage to earth property based skills so having an earth ground spell will be amazing.
- has a self buff skill that can reduce in-coming Fire, Water, Wind, or Earth attacks probably we can call this Dragon Skin skill.
- has a debuff skill to increase fixed cast time on a single target similar to howling of mandragora
- have skills that synergizes with either Volcano, Deluge, Whirlwind or the new ground based skill. Existing synergies are Deluge + Wall of Fog, Volcano + Icewall and whirlwind + Fire Wall.
- offer a new concept relating to dragon slaying continuing the Dragonology skill tree. A dedicated skill tree should be created for the dragons.
- has a summon dragon as part of the dragon skill tree. It can be mounted and you can cast spells while mounted.
Monk/Champion Tree
3-2 Sura
- the ultimate Monk Tree because it maintained it's concept of having high damaging skills
- has the combos but people are bypassing the combos because the final part of the combo is a low risk high reward skill like Extremity Fist and Hell Gate. Their penalties are easily bypassed.
- introduced the new concept Pressure Point
3-4 Awakened Spirit/Avatar
- offer a new concept of opening chakra points using spirit spheres. The concept will be similar to Guy of Naruto where in the character will be opening the chakra gates. The more opened gates the more powerful it becomes.
- the opening of gates should take time but will only be limited to opening of 3 gates. Opening the first gate will have a buff icon that lasts for 5 minutes. On this state the user will have set of skills available. The set of skills are preferably spammable.
- After 1 minute has passed on the buff icon of the 1st gate, the player can now open the 2nd gate. Once the 2nd gate is opened it will have few more skills available but more powerful. A new buff icon will appear for 5 minutes indicating that 2nd gate is opened and replacing the previous buff icon. The 1st gate skill are still available to use but the 2nd gate skills will have high aftercast delays.
- After 1 minute has passed on the buff icon of the 2nd gate, the player can now open the last gate. The last gate will have the ultimate skill similar to Hell Gate or Azura Strike. The 3rd gate buff will last for 3 minute or when the ultimate skill has been used 5 times.
- you cannot remove the opened gate buff by any means except death.
- still use knuckles and spirit spheres
- can explore on expanding the tree on Root and Mental Strength as part of either 1st gate or 2nd gate
- has a buff skill that can remove new status ailments
- skills will be either neutral property or earth property
Rouge/Stalker Tree
3-2 Shadow Chaser
- offered the concept of Masquerade and Floor Painting
- expanded on the concept of copy skills
- introduced the ultimate stealth skill which is Invisibility
3-4 Gambler/Ganster
- new concept of skills highly dependent on RNG sort of high risk high reward
- some skills will require use of zeny to cast just like using the money to bet. The class will be a zeny drain similar to the concept of Blacksmiths
- an ultimate skill will be a buff skill which lets you spin a roulette with 12 outcomes. Each spin will require zeny to cast. 11 of the outcomes will just give you slight buffs or negative buffs. The last outcome is the Jackpot buff. Triggering the skill will be like the Shield Spell of Royal Guard
- Jackpot buff will have an insane effect greater than Inspiration of Royal Guards but all your class skills will now require a fix amount of zeny to cast. The Jackpot buff will have a visible animation above the characters head and cannot be removed by any means except death.
- has a damaging skill with 50-50 chance of dealing either a damage skill or inflict a new status ailment. When used under Jackpot buff it will have a bonus damage together with the new status ailment.
- has a passive skill to autocast the current level of Mug when doing melee attacks. The skill will be the source of zeny for casting your skills
- will have a similar debuff skill like Masquerade but the caster will be rolling a dice first to determine what debuff will be inflicted.
- has a dedicated skill tree for bow users that is separate from the RNG skill tree.
Alchemist/Biochemist Tree
3-2 Genetic
- expanded on the Cart skill tree
- expanded on the idea of creating new materials to create a new one
- potion creation and use these potions to create both damaging and defending skills
- expanded on use of Homunculus S
3-4 Pharmacist/Botanist/Scientist
- able to use Homunculus S
- envisioned the concept of the job class had further studied the New World to create new materials
- has a similar Special Pharmacy skill to create the materials but most of the ingredients are farmable in the New World
- can create a New World potion that can remove a specific new status ailment. New World potion formula will be easy to create because I envision it to be a readily available potion.
- has a skill similar potion pitcher where in each level dictates which New World potion that can be thrown to a character to cure the ailment. Created potions are not consumables and are stored on the ETC section. The skill will be like the Status Recovery of Priest.
- has a skill tree branching summon flora where in they can evolve the summoned plants into a more powerful plant
- has a skill with a signature of Splendid. I'm thinking of an area of effect with a radius similar to Wall of Fog but the animation will be Fireflies. The area will increase the maximum magic damage of friendly characters while enemies will have a change to be inflicted by Hallucination ailment.
- has a skill with a signature of Manuk. I'm thinking of an offensive skill similar to Acid Bomb but throwing a Bottled Bradium instead. The skill will be an Earth Property attack.
- has a skill with a signature of Manuk but this time I'm thinking of a Water Property attack in the form of Snow. Throw a Snow Bottle on the floor to create an area damage like Killing Cloud and has a chance to inflict Freezing status
Bard/Dancer/Minstrel/Gypsy Tree
3-2 Maestro/Wanderer
- offered new concept of Chorus and Solo performance
- offered new concept of Melodic traps
- has a skill that explored the use of arrows
- basically most of their skills are the same except for 3 Solo performance skills
3-4 Grand Performer
- honestly this is the hardest to conceptualize because the previous class are a split class with signature skills that defines each split.
- envisioned the class to became a single class again
- still use instruments and whips as weapons
- will have a base skill called Grand Stage where in it is a an area created by the class similar to Land Protect. Within the Grand Stage all Grand Performer class within the party sharing the same stage will have bonus DEF and MDEF depending on how may performers are there. The skill will be spammable but no added effect to other job classes
- a new concept called routines can only be executed within the Grand Stage. Basically this will be their combo in which they can spam two or more skills sharing the same routine. Once a routine is started you cannot shift to another routine until the routine timer is finished or until you get out of the Grand Stage effect.
- a Singing routine is a skill tree where in the set of skills will all be buff skills. The aim of this tree is you will become a support performer.
- a Dance routine is a skill tree where in the set of skill will all be status ailment inflicting skills. The aim of this tree is you will become a debuffer performer.
- an Acrobat routine is a skill tree where in the set of skills will all be short range damaging skills which uses instruments and whips. The aim of this tree is you will become a damager job.
- has a new arrow based skill similar to Severe Rainstorm which is not dependent on the Grand Stage skill.
No comments:
Post a Comment