Arcanum

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Everything posted by Arcanum

  1. to join oly u need to be 61+ anyway, so might as well lock class change for chars lv60+. problem solved. people will still have more than enough time to decide if they want to change class while leveling up, since there's 40 levels to hit 60 after the 1st class change at lv20.
  2. ​WTF r u talking about? CP pots are retail feature. PVP is already ruined by gladi long range stun. That is also a retail feature. So if u don't want cp pots let's remove the gladi long range stun too. ​even PK scrolls are a retail feature, but unlike retail where you can use them everywhere, the admins had the good sense to put a limit on them and lock their use to floran only, in order to make them a bit less broken. the fact that something unbalanced has been added to retail doesn't mean that it must be added here as well, especially when it makes parts of the gameplay even worse, in this case PvP. regarding your complaints about gladi, first of all it's not always landing, it can be dispelled by any physical hit/skill, and it can be avoided too by certain classes with a bit of luck. they're not the only class with ranged stuns anyway, and there's archers that can pretty much 2-shot any mage if they manage to land 2 critical hits in a row. beside, it's just 5 seconds stun. i would be more worried about the close-range stun, since it's 9 seconds, and that skill was always there even before Classic, yet nobody never complained. you have also EE buffs for resist stun, and in 2.0 you'll have majestic sets with 50% stun resist, so you can't really keep complaining. i'm glad that the admins are asking our opinions about items and other stuff for a more balanced gameplay, and since most of the people here don't want CP potions, it's already a good sign.
  3. in theory they should be added, as stated in the 2.0 patch notes, but only up to c5 weapons, wich means there won't be any top A from the Freya weapon serie. as for the mastery discussion, regardless of the results, classes with specific weapons will still go for them in order to use most of their class skills( triple slash from gladiators, dances from BDs, etc). the only doubt left here will be for destroyers, since they'll eventually have to lv up 2 different weapon mastery at the same time to maximize damage, and tanks like SWS/TK or SK if they want to deal more damage with greatswords in PvE, or against mages/healers/support in PvP. all of the above still depends on the results about the weapon mastery test.
  4. i can eventually understand having CP Elixirs since they're not extremely broken and can still manage to do a decent job, but not CP potions. have you ever tried to fight as a tank vs tank or warlord vs warlord back in c5 days? that was one of the most idiotic PvP setups ever made in this game, and i would rather not waste 20 minutes to kill a single enemy just because he keeps spamming CP potions. there's no player skills required in that, the only thing that matters is the amount of consumables carried, wich is by itself a failure of a game mechanic, because in the end it will not balance anything, but rather it will make PvP more broken and boring than before. quick healing potions are already bad enough and they totally ruined the basic PvP "balance" that was known in previous chronicles, so at least don't add more crap that could ruin PvP even further.
  5. ​that sounds really weird to me, as far as i remember different weapon mastery shouldn't stack together, only exception made for lv1~20 basic mastery wich are not even real weapon mastery, but rather just passive p.atk boosts. by that logic, every class with 1h sword/blunt mastery can deal more damage with both 1h and 2h sword/blunt while keeping the same passive bonus increase on p.atk for both types, and that's exactly what L2Calc is showing. at this point, however, i'm not sure anymore about what could or couldn't be a bug, and since 2h weapons have more p.atk by default, it's a given that they increase p.atk by a higher ratio compared to 1h weapons. the only test that could prove anything here would be to lv a knight or warrior to 20 and then, after putting on a 2h sword or blunt, try to see if the p.atk gets boosted by 1h sword/blunt mastery. if it does, then L2Calc was right. otherwise, that tool won't be very reliable anymore. on a sidenote, if it will result to be true, then there could also be an additional change in gear setup pvp-wise when 2.0 comes and SAs gets added.
  6. no, it doesn't. there's a reason why destroyers have two different weapon mastery for 2 handed weapons and 1 handed weapons. any other mastery from knight or warrior classes works only with 1 handed weapons.
  7. it would be better if it was limited only to the castle lord. however, if it's an item that all clan members can buy and wear, then i don't mind putting them in all the other castles too. giving out free consumables to everyone may screw up a bit the economy, so i would rather not have them. i would rather prefer to have very small amounts of Coins of Luck, like for example 1 coin for 1 day of log-in for 1 character only per accaunt, so people would be able to buy hair accessories or PAs if they manage to keep playing on this server and stay active. the rewards should start only after hitting lv40. not interested much to be honest, especially because once people are flagged, there's no need for attackforce anymore in pvp. it would be more than welcome, and it would create more competition. absolutely, and without any doubt: PLEASE, NO. they already ruined PvP in previous chronicles together with quick healing potions, so i would rather not see them in game ever again. fighter vs fighter was reduced to who had more CP/QHP to spam, so please, please keep that shit out of this server.
  8. ​agree but i dont really now. i have played black desert and it was like a single player. noone talked to noone. eso the same. no drama... l2 is like so much different ​that's because most of the modern games are more focused on casual gamers rather than anything else, while in lineage 2 if you want to accomplish anything you'll have to either spend a lot of time in game alone, or party up with other people if you want to improve your character growth faster. lineage 2 wars have also a meaning behind, because unlike faction vs faction games where you're forced to fight X opponent because of lore/game system, in lineage 2 you can have any reason to fight someone, and you can fight with anybody. that is also why lineage 2 promotes a better "bonding" between players that play together in clans, something that not many games have managed to accomplish. the game itself can be hard and not very forgiving sometimes, so having someone to help you in l2 has way more value compared to other games of the same genre. Tera had potential when it came out gameplay-wise, but in the end it became another game for casuals.
  9. if the buffs haven't been changed from the previous chronicles, then it would be: source: http://lineage.pmfun.com/list/buffstats but as i said, i don't know if they've been changed in classic, so don't take that for guaranteed.
  10. i'd rather not waste my time and money moving back and forth from town to town when i need to check for something. it's fine at giran harbor.
  11. theorycrafting won't help anyway. a detailed answer from the admins will.
  12. ​I saw some test if i remember well. https://translate.googleusercontent.com/translate_c?depth=1&hl=pl&ie=UTF8&prev=_t&rurl=translate.google.pl&sl=ru&tl=en&u=https://4gameforum.com/threads/520638/&usg=ALkJrhgBURR0XDWcTNQmo-t1jXlFHPYwZQ Ok so: -Holy weapon works on physical atacks including bows (DOESNT WORK on nukes), no idea if it works on physical skills tho. - 20 holy attack (only holy wepaon buff) gives 3% bonus vs every monster (doesnt matter if monster is undead or not) -Holy attack/resist stacks( dance of light + hW+ toggle should be more effective), same as ressists i assume. -Bonus is pretty low ​alright, can any admin confirm if it works this way? i've been told that the damage difference given by holy weapon buff usually is around 10-15 damage on normal hits, but i haven't been able to test it properly. perhaps it's more visible during critical hits. if it does give an extra 3% damage on every type of monster, then i'm not sure about the damage the undead should receive, since they're weak to holy. gladiator's buffs for mob weakness for example gives 5% extra damage, but that's only a self buff. as there's mobs with weak p.def, perhaps holy weakness works as an additional -p.def modifier vs physical holy attacks.
  13. some people say it doesn't work on this server because it's broken, some say it works but the difference in damage is very low, some say it doesn't work on ranged attacks but only on melee, some say it works on every mob, others say it works only on undead and demons. do they even stack together at all( buff + dance + toggle ), or they're capped at +20 holy p.atk maximum? as far as i remember, holy( be it buff, dance or toggle )worked only on undead monsters, it was affecting both close and long range attacks, and it was stacking with other similar effects. keep in mind, however, that in this case we're going back to the hellbound chronicle, after the elemental stones update. as things are now, i'd like to get infos directly from the admins if possible, just to clarify any doubts and get the correct answer. and also to avoid wasting mana for buffs during farm/RBs if they're not working at all.
  14. ​1/2 of c1. still better than offi L2C rates anyway, those are crippled as fuck. ​so its harder than c1? ​as far as i remember, in c1 there wasn't exp buffs from proclaimers, and neither passive exp boost from clan skills. i could be wrong about the second one, but i'm pretty sure about the first. in any case, if we consider both passive/active exp buffs( that's about +9~13% exp if you're playing in a decent clan ), exp rates are pretty much like in c1. exp curve, on the other hand, is another story. you'll start to see a difference in exp gain after reaching lv21, and even more at higher levels past 45.
  15. ​1/2 of c1. still better than offi L2C rates anyway, those are crippled as fuck.
  16. after 30, exp-wise execution ground 1st area has more exp gain than plains of dion's hill with silenos. after 35, hardin's academy. red rock ridge works too, but the mobs over there usually cast damage skills, so you'll have to bring a lot of potions. [edit] https://l2wiki.com/classic/Category:Hunting_Zones you can check and compare mobs stats, from hp to exp/sp/adena/items drops.
  17. ​u can AoE with gladi too, especially after 47 when you learn the ranged AoE. but as any class with ranged AoEs, you'll need someone with recharge in order to keep up with mana regen. as for farming spots, anything that has a specific monster-type weakness would be better suited since you deal more damage and use less mp. or, you could try with undeads if you have holy weapon.
  18. apparently people don't care about getting banned, this guy has been around for a while too: in my opinion you shouldn't give them second chances, if they get caught the first time just perma ban them right away and they will learn their lesson.
  19. ​GMs should check the market one time each day of the week if possible, because if it's against the rules, then you should know that there's plenty of people selling wrong designs or even mixed armor sets at giran harbor everyday, so they won't stop doing it for sure unless something change. there's already enough assholes around griefing people for fun, but that's a part of the game. however, if you truly want a healthy server, you should at least consider getting rid of scammers. permanently.
  20. that's also another reason that explains why people have stopped doing RBs with melee weapons: because some RBs have debuffs. so rather than doing RBs with melees and get debuffed 100% of the times, it is way safer to do them with bows, since debuffs apparently do not trigger at all, or trigger very rarely. if you include less mp management required for heals, along with less risks of wiping involved due to kiting, it's not a surprise that everyone is doing them with bows nowdays.
  21. i have in mind a more offensive setup, especially because i don't like to waste time and money in order to get down a single RB: - BD for dances + hex; - SwS for increased critical rate with song; - SE for heals, VR + stigma; - PP for haste/zerk lv2, greater might and additional heals; - DA for reflect damage + summon; - WK for Blessing of Queen(+crit rate/damage); - add 3 warriors/assassins/archers of your choice. a shaman with poison/bleed can be an alternative dps for one of them too, plus reflect damage buff from WC if you plan to go full melee. mana burn for healer guards helps as well. that's only regarding melee setups of course, and you can still have all damage dealers on either melee weapons or bows depending on the difficulty of the boss.
  22. ​by NOT learning every single skill that the class offers you. especially those that you will never use due to weapon restrictions, or obsolete skill setup with crap damage and high mana usage compared to others taken on higher levels that are actually better. https://l2wiki.com/classic/Classes_in_Lineage_2 you can pretty much see every single skill of every class over there, so you can plan ahead what to/not to get even before starting a character from lv1.
  23. those jewels were never meant to be worn by "common people" anyway, getting epics is basicly the most competitive thing the game offers right now, so it's bound to be for organized clans only. on the other hand, everyone has the same chances to get a weapon to +16, or entire armor sets to +6.
  24. consider also that there's plenty of people "bleeding out" from Innova's offi, so there's always a chance that they would restart over here, especially when the exp/adena rates are more balanced than offi. overall the server is fine. populated, just not overcrowded. plus it's summer, so people would rather go to vacation than logging in to play. the server had some problems a year ago pre-launch phase due to a CBT held for far too long without any infos from the staff about the client situation, but a year later it seems that most issues have been fixed, and the staff looks dedicated enough to the project. that's also why people that lost hope and went away a year ago are now coming back. from what i've seen so far, lv20-40 areas aren't much populated since the server has been around for a while, so most people are around lv50/60+ by now. there's still AoE exp parties around sometimes, but those are mostly done by alts of other high lv characters. there's barely any small groups, especially because many people are soloing with boxed buffers too.