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  • Suggestion: Saint Revamp

    SAINT REVAMP


    Introduction:
    Saint is the 2nd Specialization of the Priest, the other Cleric's 1st Specialization, to which the Saint's role is to support allies in Battles, such as Nests, Nest Raids and Dungeon runs.

    The Saint does not have that much of Damage Dealing Abilities which makes him pretty much an undesirable party member when doing Daily Quest or Dungeon Runs or Nests that does not literally require Healing because it can be conquered easily if the party knows all the mechanics, but let's just face it, we still need a Saint.

    The Saint specializes in supporting his/her allies by healing them, and removing debuffs from his team by using his Cure Relic EX, which also increases his team's movement speed by 20% for 5 seconds, which is ideal for mechanics that requires mobility in order to complete them, or poison/burns/slows etc.


    Issues:
    Have you ever wondered why most of your abilities like Shock of Relic doesn't hit the enemies? or even the boss in nests? its because the "Relics" are stationary, unless you predict where the enemy will go towards, you won't hit your SoR with a slow motion of placing your relics, and placing 1 lightning relic with the awakening isn't enough to deal damage to the enemy boss BUT you are just trying to help deal some damage, you are not the DPS after all, but the relics sometimes can be a burden to some of your team, because a character cannot phase through a relic, it will block them and might prevent some of your party member to walk, run or dodge incoming attacks when they might get cornered inside a prison of relics if you were trying to place all of the relics available to cast in 1 spot to summon a deadly SoR attack on enemies, isn't that dreadful?

    and Grand Cross have been an issue, it seems that it does not appear to be much effective as well because of the awakening enhancement of the saint job, grand cross just hasn't improved that much, unlike the Grand Cross of the Inquisitor Job which increases its damage when inside Consecration, which is pretty helpful but its a DPS' job after all.

    Holy Burst is good enough, i do agree that it works similar to SoR but with a catch: To deal more damage with Holy Burst, you should place and stack relics near the enemies in order for it to hit, but unfortunately it has a little AoE to which is not much effective especially to a boss which is agile and moves freely across the stage area on that particular stage of the nest.


    Suggestions (Some Edits indicated in Yellow , Recently Added changes are indicated in Teal )
    New Skills, Replacement of some skills and Improvement towards the awakening abilities of the Saint that will help balance out its class, from boring low dps saint, to a good decent damage dealing saint with superior healing capabilities and becomes the core support of the group that cannot be replaced with any other class that has semi-healing abilities (which they just had for chance, not literally necessary for their class)


    Priest Skill Tree Changes: Saint Skill Tree
    So, our plan here is to Remove All the Relic Skills and replace them with something that will be on par with the Gear Master's Relocate Awakening Ability, but not similar to what it does, more like something to compensate with the Relic's immobility, unlike the Gear master, all of the towers have good range, unlike the lightning relic and the bind relic, it has a smaller AoE than the Gatling Tower.
    I have decided that all my ideas was not going to make the saint class any better, it will only make him something NEW than before, it will wipe off any resemblance to the REAL and the Definition of a SAINT class so i will just have to cross out all my ideas, but you can still read it fair enough, all those texts that have grayed out are all the ideas that i have come up in order to buff up our SAINT class in the game, its all just a suggestion so there would be minor or major changes in the near future, this topic is important to help the developers balance out the SAINT class because most of all the other class are alright (for now) and are not struggling to do their DPS role in nests, except that there are many bugs that needs major fix asap.

    Lets leave all the relics, it really does make the saint look like a saint anyway, so i will just add up some new suggestions on abilities on the Saint Skill tree and make some changes on the awakening of the Saint.




    Lightning Shock
    This Ability Replaces the Lightning Relic

    is an ability that delivers a Shock of electricity across a wide AoE, each enemy hit will spread a small Shock against all other enemies that ricochets across the mob for 25% less damage each pass and saves an additional cooldown at level 19.

    Cooldown: 10 Seconds
    Light Attribute
    Magical ATK 175%

    [Lightning Shock] details
    Magical ATK 100% of the user
    Deals 25% Less Damage per shock Lasts 4 Ticks of shock
    Saves Cooldown at level 19



    Divine Healing
    This Ability Replaces the Healing Relic

    Summons a Holy Light that Resonates from within the wand that will heal allies in a wide AoE

    Skill type: Buff
    Cooldown: 10
    Light Attribute
    Healing Effect: 0.4% of the affected allies MAX HP per 2 second interval
    Duration: 30 Seconds
    Stacks Indefinitely



    Divine Cure
    This Ability Replaces the Healing Relic

    Surges a Rejuvenating Aura around the character, removing debuffs and reduces incoming damage in a wide AoE

    Cooldown: 30 Seconds
    Physical Damage 10% Reduction
    Magical Damage 10% Reduction
    Buff Duration: 15 Seconds
    Debuff Removal: 3 seconds interval of the duration



    Divine Shackles
    This Ability Replaces the Bind Relic

    Summons Constricting Energy Around the User to Bind and Hurt all enemies in a Wide AoE near the character

    Cooldown: 60/55/50/45/40/39/38/37 Seconds
    Light Attribute
    Magical ATK 50% per second
    Restriction of Movements per 2 seconds of the duration
    Debuff Duration: 10 seconds



    Divine Blessing
    This Ability Replaces the Miracle Relic

    Summons Holy Energy to oneself that bursts out of the user after some time, protecting allies and increasing damage dealt to enemies by 20% for a duration.

    Cooldown: 150
    Light Attribute
    Magical ATK 670%/1240%/2380%
    Delayed Cast Animation: 2 Seconds
    Physical Damage Reduction 30%
    Magical Damage Reduction 30%
    Buff Duration: 10 seconds

    Increases damage dealt to enemies affected by 20%
    Debuff Duration: 30 seconds



    Protection Shell
    needed some changes

    Reduces Physical and Magical Damage to oneself and allies

    Cooldown: 10 seconds
    Physical Damage Reduction 10%
    Magical Damage Reduction 10%
    Buff Duration: 180 seconds



    Elemental Blessing
    Replaces Blessing of Light

    Increases Elemental Attribute ATK and DEF to oneself and allies

    Cooldown: 10 seconds

    [Self Buff] details
    Light ATK 20% Increase
    Light DEF 24% Increase

    [Party Buff] details
    Light ATK 5% Increase
    Dark ATK 5% Increase
    Fire ATK 5% Increase
    Ice ATK 5% Increase
    Light DEF 5% Increase
    Dark DEF 5% Increase
    Fire DEF 5% Increase
    Ice DEF 5% Increase

    Buff Duration: 180 seconds



    SAINT SKILL TREE/AWAKENING CHANGES

    So, the Relics have been replaced with new other abilities, now its the time to replace Shock of Relic with something better

    God's Hand
    Replaces Shock of Relic

    Smites the ground with the holy wand, Summoning 5 small relics from the heavens to drop them in an area around the user that knockbacks all the enemies and stuns them for a duration

    Cooldown: 50 Seconds
    Light Attribute

    Magical ATK 1250%/2500%/3750%/5000%

    [Relics] details
    Deals 100% Magical ATK of the user
    AoE 5m



    Lightning Shock EX
    Ex Upgrade of Lightning Shock

    Effect
    Increase AoE of the skill, improves damage reduction of shock debuff and adds Punishment Effect that shocks enemies for 100% Magical ATK of the user, decreases light defense and saves additional cooldown

    Light Attribute
    AoE of 10m
    from 25% less damage dealt per shock to 15%
    Reduces 10% of Light Defense
    Debuff duration: 10 seconds

    [Punishment] details
    Shocks enemies at an interval of 2 seconds of the duration
    Magical ATK 100% of the user
    Debuff Duration: 10 seconds


    Divine Healing EX
    Ex Upgrade of Divine Healing

    Effect
    Increases AoE of the skill and recovers oneself and allies MP per second.

    AoE of 10m
    MP Recovered 0.8% for an interval of 2 seconds of the duration


    Divine Cure EX
    Ex Upgrade of Divine Cure

    Effect
    Improves AoE of the ability, increases buff duration and immediately removes debuff and gives you and your allies immunity for a short duration, additionally each time a pulse of energy surges, it pushes away all enemies around the user and knocking them back.

    AoE of 10m
    Protection Buff duration increases by 5 seconds, total of 15 seconds duration
    Immunity Buff duration: 5


    Divine Shackles EX
    Ex Upgrade of Divine Shackles


    Effect
    Improves Damage dealt, increases damage dealt to restrict immune enemies and all enemies affected with Punishment by the time the ability is cast, will triple the amount of damage they will receive by the duration of the Punishment effect.

    Increases Damage dealt by 100%
    Immune enemies will receive 150% more damage
    Increases Punishment Effect by 300%



    God's Hand EX
    Ex Upgrade of God's Hand

    Effect
    Improves Cooldown, AoE and the Relics Summons Lightning shocks right after it slams the ground

    Light Attribute
    Cooldown: 30 seconds
    AoE of **

    [Lightning Relic] details
    Deals 100% of Lightning Shock's Magical ATK



    Class Mastery I
    Intellect Increases by 50%
    Increases Movement Speed by 30% when relic type of skill is used, Additionaly if Divine Marking is used, Magical ATK increases by 10% and increases all Healing Effects by 10% for each Healing Relic Present when Divine Marking is used ( 0.4%*3max relics ) 0.75% of the affected character's HP is healed per second.

    Buff Duration: 5 Seconds

    Magical ATK Increase Duration: 5 Seconds


    Class Mastery II
    When Divine Marking is used, Shock of Relic Turns into Instant that can be used immediately, and if Divine Marking is used, Light ATK is increased by 20% for a short time

    Buff Duration: 20 Seconds

    Own Magical ATK increases by 5% Passively




    Lightning Shock Awakened
    Increases Damage of the skill and shocks for 2 times at a certain probability, additionally when lightning relics are summoned by God's Hand, damage is increased by 100%

    Increases skill damage by 100%
    Second Shock 100% Magical ATK of the Lightning Shock
    Damage Increased by 100% when Relics are present.
    Chance of 2nd shock is 50%



    Divine Marking
    Added New skill on Saint's Skill tab

    the character points the wand infront, leaving a trail of holy energy that will mark the ground, Summons 1/2 Passive Relics, and all summoned Lightning, Bind, including the Miracle Relic will be relocated onto the Marked Area and Lands hard onto the ground that deals damage based on how many relics where summoned to the area.

    Skill type: Instant
    Cooldown: 25 seconds
    Light Attribute

    Magical ATK 100% Per Relic Summoned


    Lightning Relic Awakened
    Adding this to the original tooltip

    When summoning a lightning relic near a passive relic, it will activate the Passive Relic and converting it into "Divine Relic" that will deal x1 base damage of Holy burst once in an area.


    Antiphona Pool
    A suggestion to improve this skill ability

    Comment on this ability:
    Antiphona Pool is an Awakened ability of the Saint Class, to which is powerful enough to deal large amount of damage against immobile enemies or large enough mobs that has trouble running around the stage area, most boss cannot be hit by this ability if they don't stay near the affected area of the holy dot, so in my opinion, it should be working like the "Tracking Arrows" of the Bowmaster skill tree, to which will track the enemies, stick with them and deals the damage it should on a normal basis but adding up the tracking feature, this would be proved useful on any type of nest, ofc in pvp this should be nerfed honestly im not covering all the abilities towards PVP related skill details on this topic, so please avoid any pvp topic, because this is only for PVE purposes, saint is pretty much owned in pvp anyway even if you say it has relics and binds "ooooh" no, just no.

    Suggested Effect:

    Summons a Holy Dot to the front, nearby enemies will be tracked by the Holy Dot and deals additional damage the longer it sticks with an enemy.

    Movement speed of the Dot is 300

    Blessed Sign
    This Ability Just needs some faster casting speed and animation so the skill delivers the damage quick enough the saint could avoid being smashed by the enemies, this is just too slow for someone who needs to stay alive in order to heal his party members, the damage is great, additional damage is taken by enemies who sticks too near the affected area of the ability, which is great the longer they stay there so it works perfectly with the Class Mastery III, but the slow casting animation and the speed on how many times it will hit the enemies it too slow, unlike the guarding who has much improved its Role the more updates it receives.


    Suggested Effect:

    Needs more faster casting speed


    Saint Bubbles

    Its pretty much used for only 2 abilities, 1 is enhanced healing relic, the other is enhanced antiphona pool which only adds 2 more dots to the front (if added with my suggested tracking feature of tthe skill, it should be fine)


    Suggestion:

    Make the Bubble Usage Less for the Enhanced Antiphona pool and make it 20 bubbles used when ability is used while there is enough Saint Bubble available for usage of the enhanced version, or add a feature that increase the Magical ATK by 0.2% per bubbles available, so that it will boost up the Healing capabilities of the Saint further.
    Last edited by CLYMAX; 10-01-2017, 01:55 AM. Reason: Added new skill, Some Edits

  • #2
    For Lightning Shock, I feel that it's too op.
    I assume that it does a total of 575+575%(1150%), it saves cooldown at max level so it'll be 2300% at non-ex
    Once the player learns awakening, the skill damage would be increased by 100% - 4600%, if relics are present - 9200%, if a second shock appears then 18400% - and if there's a damage plate then it would be too high.
    And the EX version will reduce light resist which is... just no. There is a reason why they removed only one element resist reduction debuff and changed it into all element for a particular skill.

    I feel that Elemental Blessing should not have the party buff mainly because it'll be unfair to the other healers. The other healers more or less have the same feature but with different ways that they operate. (Physician - high heal, lower cd. Light Fury - Consistent Healing, all healing skills have different. Saint - Burst Heal, easy curing, long cd.) - The normal lineup have both a Saint and Physician inside, if this buff is implemented, light fury may not have a chance to enter a party.

    Divine Healing is too much - 2% per second for 10s would be 20% - killing off Light Fury since their Chakra Energy EX heals up to 3 people including the user. So... no.

    Divine Cure is also too op since allies will get immunity.

    God's hand is too op - Considering the player already has his "Blessing of Light buff" and "Striking", the damage will overpower all cleric classes especially when there's Lightning Shock.

    Divine Shackles will kill pvp because players facing the Saint will not even be able to touch the player because of the binding debuff - also 50% more damage for enemies immune to bind will kill off Light Fury once again.

    Divine Blessing - Too op for a defensive buff, same thing, killing off Light Fury.

    [Extra note]
    Saint's current gameplay revolves around the positioning of relics which is part of the skill factor for players playing it. Saint right now is also not that bad of a damage dealer honestly speaking as most of its damage comes from how the player positions his relics and the player's playstyle.

    Just my two cents yea




    Class Mastery 3 guide with some details
    Edited as of 28/11/2017

    Comment


    • #3
      Originally posted by CLYMAX View Post
      The Saint does not have that much of Damage Dealing Abilities which makes him pretty much an undesirable party member when doing Daily Quest or Dungeon Runs or Nests that does not literally require Healing because it can be conquered easily if the party knows all the mechanics, but let's just face it, we still need a Saint.

      I am confused here, you say it does not require healing, but then say we still need a Saint?

      The Saint specializes in supporting his/her allies by healing them, and removing debuffs from his team by using his Cure Relic EX, which also increases his team's movement speed by 20% for 5 seconds, which is ideal for mechanics that requires mobility in order to complete them, or poison/burns/slows etc.


      I swore that it increased speeds by 15%


      Suggestions:
      New Skills, Replacement of some skills and Improvement towards the awakening abilities of the Saint that will help balance out its class, from boring low dps saint, to a good decent damage dealing saint with superior healing capabilities and becomes the core support of the group that cannot be replaced with any other class that has semi-healing abilities (which they just had for chance, not literally necessary for their class)

      I don't particularly agree with this, how it stands now every healer has its own little niche that allows it to be viable in a party... Depending on what your party needs.
      Saint - Cure relic
      Light Fury - Raid buff + Multiple heals + Mana Restoration
      Physician - Dps + Slime buff + Ice Stack

      I wouldn't think that making the Saint "The core support of the group that cannot be replaced with any other class" Is a good Idea, and It would ruin what I think they were trying to do for the three support roles. Saint does need some tweaks, but not like what they did to 80 cap Light Fury...


      Priest Skill Tree Changes: Saint Skill Tree
      So, our plan here is to Remove All the Relic Skills and replace them with something that will be on par with the Gear Master's Relocate Awakening Ability, but not similar to what it does, more like something to compensate with the Relic's immobility, unlike the Gear master, all of the towers have good range, unlike the lightning relic and the bind relic, it has a smaller AoE than the Gatling Tower.

      Well, If they did decide to turn Saint into a DPS, I would be against removing the unique class mechanic where the saint uses Relics, this is the only game to have such a unique feature... It was pretty cool.
      Instead of removing relics, It would probably be more fair to either give them wheels, or make it possible for them to teleport to you... In PVE anyway.
      They could also include a button to remove the relics, in case it could block someone.


      Protection Shell
      needed some changes

      Reduces Physical and Magical Damage to oneself and allies

      Also shouldn't be a team buff if the duration is this long...

      Cooldown: 10 seconds
      Physical Damage Reduction 10%
      Magical Damage Reduction 10%
      Buff Duration: 180 seconds



      Elemental Blessing
      Replaces Blessing of Light

      Increases Elemental Attribute ATK and DEF to oneself and allies

      Cooldown: 10 seconds

      [Self Buff] details
      Light ATK 20% Increase
      Light DEF 24% Increase

      [Party Buff] details
      Light ATK 5% Increase
      Dark ATK 5% Increase
      Fire ATK 5% Increase
      Ice ATK 5% Increase
      Light DEF 5% Increase
      Dark DEF 5% Increase
      Fire DEF 5% Increase
      Ice DEF 5% Increase

      Buff Duration: 180 seconds


      I don't think they need a party buff of this level, perhaps solo only... The only class that has a party buff that isn't in their starter tree that I can think of is Physicians slime buff........



      I will update the awakening enhancement for grand cross and holy burst tomorrow.

      Thanks for taking your time to read my post, if you have any comments or suggestions, please do reply on this post, any negative impressions about the topic is respectfully accepted[/SIZE]


      Hey you really worked hard with alot of this, I replied to what my knowledge of saint let me say. I do agree that Saint needs a buff as in my opinion the other healers currently bring much more to the table than Saints are able to bring, but I would think about balancing it so that it allows all three classes to have something special that suits your teams needs, as well as doesn't make the PVE scene too easy.
      Hello Sir! Please free to mention me or send me a private message if you need any assistance! I will try my best to help you to the best that I can!

      -Subscribed to every forum section except Trades-

      Discord: Couplord#5195
      NA IGN: SirCoup

      Comment


      • #4
        Originally posted by WolfLover View Post
        For Lightning Shock, I feel that it's too op.
        I assume that it does a total of 575+575%(1150%), it saves cooldown at max level so it'll be 2300% at non-ex
        Once the player learns awakening, the skill damage would be increased by 100% - 4600%, if relics are present - 9200%, if a second shock appears then 18400% - and if there's a damage plate then it would be too high.
        And the EX version will reduce light resist which is... just no. There is a reason why they removed only one element resist reduction debuff and changed it into all element for a particular skill.

        I feel that Elemental Blessing should not have the party buff mainly because it'll be unfair to the other healers. The other healers more or less have the same feature but with different ways that they operate. (Physician - high heal, lower cd. Light Fury - Consistent Healing, all healing skills have different. Saint - Burst Heal, easy curing, long cd.) - The normal lineup have both a Saint and Physician inside, if this buff is implemented, light fury may not have a chance to enter a party.

        Divine Healing is too much - 2% per second for 10s would be 20% - killing off Light Fury since their Chakra Energy EX heals up to 3 people including the user. So... no.

        Divine Cure is also too op since allies will get immunity.

        God's hand is too op - Considering the player already has his "Blessing of Light buff" and "Striking", the damage will overpower all cleric classes especially when there's Lightning Shock.

        Divine Shackles will kill pvp because players facing the Saint will not even be able to touch the player because of the binding debuff - also 50% more damage for enemies immune to bind will kill off Light Fury once again.

        Divine Blessing - Too op for a defensive buff, same thing, killing off Light Fury.

        [Extra note]
        Saint's current gameplay revolves around the positioning of relics which is part of the skill factor for players playing it. Saint right now is also not that bad of a damage dealer honestly speaking as most of its damage comes from how the player positions his relics and the player's playstyle.

        Just my two cents yea



        i do agree that most of my suggestions seems to be too OP, i did read it twice now but since i posted this when im begging to sleep because my eyes are half closed, i should probably edit that up and balance it out.

        Lightning shock is too OP i do agree, needs more editing well most of my suggestions literally needed some editing, the only problem is that Lightning relic, shock of relic, antiphona pool and blessed sign are all the saint's main DPS, its too damp to be called a decent dps, i would rather call it somewhat of filler to the team member, especially the grand cross awakening and holy burst needs more work.

        the current saint is literally fine, i know that but maybe we should try to face some changes that for a saint to deal some good amount of damage against enemies and enemy boss in nest, that said player should cast and stack relics all over the place, to which i've experienced that whenever the boss is agile, moves around and chases other characters, the saint won't be able to deal a decent amount of damage since the relics are stationary, unlike the duck towers of the engineer to which has a relocate awakening active skill, but that is a different matter because gear masters are DPS and supposed to focus on their main role: dealing damage by using their towers etc.

        Comment


        • #5
          IMO, removing Relics from Saint's skill kit is like removing the Saint class' uniqueness. I don't know if you are an old player or a relatively new one, but from the start, Relics are the fun of being a Saint. Without Relics, Saints would be definitely boring. In my past MMORPG experiences, main supports (Saint is DN's main support) just made to buff and heal, then repeat. DN is my first MMORPG that introduced technicality with supporting, and removing that 'technicality' is the reason why I stopped being a Saint altogether cause for me it is getting boring.

          I do not know if Saints still do this but pre-90 cap Saints (when LF was all the rave and Saints were a dead class) were expected to do Support, not DPS. And supporting as a Saint requires you to have an extensive knowledge of the Nests/Raids, and thats one of the main points of the Saint's technicality. The thought of making the Saint a walking Relic is simply too op and takes out all the fun. It's actually waaaay easier now to support (*ehem* no Great Heal before).

          A recall skill just like GM's would be nice but with how Tower Recall works, your Healing, Cure and Bind Relics would be in a very difficult place considering that Relics actually die from boss attacks unlike GM Towers. But just be contented that the Awakening gave Saints some skills that do not require Relics and actually deal decent damage. If you are having troubles with your DPS (please do not expect being on par with DPS classes cause you simply cannot except when you have OP gears), learn to be flexible. Flexibility on your damage skills is also part of a Saint's tecnicality, whether to cast SOR when you have 1 LR or wait for the second LR and risk having the boss run away. Saints are actually in a good as I say situation, you can handle yourself in DQ and finish some Nests when your DPS partymates are ded af. But yes, the Devs have to balance the damage and level of difficulty to your supporting skills, or else Saint would be a staple and start igniting again this issue of class discrimination (there's only gear discimination now, kek, don't count pubs cus this statement doesn't apply to them)

          While your suggestions are great (but in need of polishing), this removes the 'fun' of being a Saint and is like introducing a whole new class, and also eradicating the roles of LFs and Physicians. All three support classes in DN have their own niches depending on what the party needs.
          Last edited by Skyros; 10-01-2017, 12:16 AM.

          Comment


          • Skyros
            Skyros commented
            Editing a comment
            Well, with Bind being directly to the boss significantly hampers it's utility. In my end, I had a -20% CD Plate and a Skill Tech for Bind because as long as the boss stays in 5m (Bind Relic's effective range) and the Bind Relic holds, Saints have potentially the best -20% Def debuffing skill in the game as the CD Plate and the Skill Tech ensures 100% uptime of the debuff. Making Bind Relic be in the effective attack area of the boss does indeed solve Bind Relic's effective range problem for debuff, however, this potentially can rob Bind Relic of the said 100% uptime for the debuff as the boss might kill it indirectly.

            I think these reasons, together with the one I mentioned earlier for the Healing and Cure Relics made the Devs think that having a 'Relic Recall' skill impractical for Saint. A Saint wouldn't want to sacrifice his utility Relics for a potentially explosive SOF (unless needed, but really, leave the DPSing to your PT-mates). Relic positioning, extensive knowledge of Nest/Raid Mechanics and boss movements is what a Saint needs to master.

          • CLYMAX
            CLYMAX commented
            Editing a comment
            those are actually points that proved me wrong on what saint's weaknesses are in my opinion, it literally changed my perspective of how Saint's ability will work depending if the user was an amateur or a complete master of his/her own class, thanks, but it still requires some buffing up of the saint that will prove that Saints are the core members of the party and those LF and Phy are just proxy while saint's heal are in cooldown, and Saint have the protection shell which denies a chunk of damage dealt by enemies to your allies because of its 30% reduction in damage, but its tricky though.

            i wasn't really focused on what saints could do in the hands of an experienced player, looks like i was wrong in every thing i've suggested in this thread thanks for clearing it out for me.

            i will leave this thread open and i wont edit anything anymore for others to read all my suggestions and all the points you've said so they wouldn't be discourage if they were a Saint player

          • Skyros
            Skyros commented
            Editing a comment
            Well Saints are hard classes to master, however, being a good Saint warrants you to glory. Too bad that I lost my passion in being a Saint, but I would like to welcome and share my knowledge to newer players. Saint has been my first character in the game and it will hold a special place in my heart. Being a Saint is hard, yes, it will take you months of learning and lots of time to master.

        • #6
          Originally posted by CLYMAX View Post
          Lightning Relic Awakened
          Adding this to the original tooltip

          When summoning a lightning relic near a passive relic, it will activate the Passive Relic and converting it into "Divine Relic" that will deal x1 base damage of Holy burst once in an area.


          Antiphona Pool
          A suggestion to improve this skill ability

          Comment on this ability:
          Antiphona Pool is an Awakened ability of the Saint Class, to which is powerful enough to deal large amount of damage against immobile enemies or large enough mobs that has trouble running around the stage area, most boss cannot be hit by this ability if they don't stay near the affected area of the holy dot, so in my opinion, it should be working like the "Tracking Arrows" of the Bowmaster skill tree, to which will track the enemies, stick with them and deals the damage it should on a normal basis but adding up the tracking feature, this would be proved useful on any type of nest, ofc in pvp this should be nerfed honestly im not covering all the abilities towards PVP related skill details on this topic, so please avoid any pvp topic, because this is only for PVE purposes, saint is pretty much owned in pvp anyway even if you say it has relics and binds "ooooh" no, just no.

          Suggested Effect:

          Summons a Holy Dot to the front, nearby enemies will be tracked by the Holy Dot and deals additional damage the longer it sticks with an enemy.

          Movement speed of the Dot is 300

          Blessed Sign
          This Ability Just needs some faster casting speed and animation so the skill delivers the damage quick enough the saint could avoid being smashed by the enemies, this is just too slow for someone who needs to stay alive in order to heal his party members, the damage is great, additional damage is taken by enemies who sticks too near the affected area of the ability, which is great the longer they stay there so it works perfectly with the Class Mastery III, but the slow casting animation and the speed on how many times it will hit the enemies it too slow, unlike the guarding who has much improved its Role the more updates it receives.


          Suggested Effect:

          Needs more faster casting speed


          Saint Bubbles

          Its pretty much used for only 2 abilities, 1 is enhanced healing relic, the other is enhanced antiphona pool which only adds 2 more dots to the front (if added with my suggested tracking feature of tthe skill, it should be fine)


          Suggestion:

          Make the Bubble Usage Less for the Enhanced Antiphona pool and make it 20 bubbles used when ability is used while there is enough Saint Bubble available for usage of the enhanced version, or add a feature that increase the Magical ATK by 0.2% per bubbles available, so that it will boost up the Healing capabilities of the Saint further.
          All your suggestions for Awakening Changes completely makes Saints OP and remove LFs and Physicians out of the picture as supports

          Tracking Antiphonary Pool and proposed change to make Antiphonary Pool bubble cost to 20 makes Saint potentially have INSANELY HIGH consistent heal, making LFs lose their niche as ones with consistent healing. Antiphonary Pool grants 3 bubbles in every hit and considering Antiphonary Pool hits for I think 9 hits in total, this makes Antiphonary Pool grant 27 Bubbles in every cast. Triple that Bubble number with Enhanced Antiphonary Pool making you have 81 bubbles in total for a single casting. First, this makes a Enhanced Antiphonary Pool and Grand Cross grant more that 100 bubbles (considering you hit your GC, which is relatively easy unless you're lagging) which means in a 30-second rotation, you can provide a Healing Relic that heals for 0.2% of their HP+ 20% of your Magic Attack. This makes LF's Chakra Energy measly (Chakra Energy has 30-sec CD and only heals for 15% of max HP). Second, one of a Saint's problems is maximizing the 3 Holy Dots of Enhanced Antiphonary Pool for bubble generation, having Holy Dots track your target means you won't have problems in that. Also the 20-bubble requirement is too low, just cast a single GC (Grand Cross deals 7 hits max) and you are set.
          For PVP, tracking Antiphonary Pool has an extremely potent damage potential considering each tick is 190% for 9 hits and you can't shake it off cause it tracks with 300ms (which is way too fast for PVP btw)

          For the Blessed Sign change I do not have much of a problem about that. Really Saints can eat some hits if they want. You have an emergency heal, Block, and you can simply cast Sliding Step to cancel Blessed Sign. Blessed Sign is a high-risk, high-reward skill and its all up to the caster if they want to eat some damage to maximize the DPS potential from Blessed Sign or cancel it to be safe. CM3 Blessed Sign even reduces the risk way easier as CM3 Blessed Sign have a significantly long front range. Your suggestion of a more faster cast speed makes Blessed Sign's risk level negligible. You can cast CM3 Blessed Sign and be relatively safe, and deal tons of damage and potentially together with your tracking Antiphonary Pool.
          I also dont approve of making Protection Shell and Elemental Blessing in essence a permanent party buff skill. There's a reason why they removed party buffing and the first place and DN wouldn't want to go back to that anymore. As I said, these changes you propose makes LF and Physi essentially useless and would spring up a whole new wave of buffing/nerfing support classes. You cannot have it all considering DN has far too many classes.

          Saint= Low damage (can potentially outDPS LF however requires practice and ample nest/raid experience), potentially unlimited cure and -def debuff, best burst heal in the game w/ some consistent healing, has a +Def buff, the Jack of all Trades in supporting
          Light Fury= Medium damage, consistent healing, reliable +Def buff in the game and also has a burst MP regen skill
          Physician= has the best damage of the three, low cooldown burst heal, the only class with +Atk buff in the game, negligible consistent healing, can sacrifice DPS to cure.

          Every support class has their own niches as you can see. Your proposed Awakening changes robs the other two support classes of their specialties. Revamping is a fickle thing, either it becomes successful or it adds to the problems of the game.

          Last edited by Skyros; 10-01-2017, 03:16 AM.

          Comment


          • CLYMAX
            CLYMAX commented
            Editing a comment
            that quite answered all my doubts to the saint's abilities, good pointers thanks for the comment

        • #7
          just change CM3 into Heal than Holy Bolt :3 then give like bonus action speed or cooldown reduction for relic spamming...Saint's don't need too many damage skills cause they're Saint's (like literally the pure support class) not to mention SoR is already strong af but depends on good setup

          i think CM3 should be like this:
          [Heal] cooldown is reduced and AOE and heal value is increased slightly. After using [Heal], [Grand Cross] and [Antiphona Pool] gains 5 more bubbles per hit.

          and then add more options on what skills the bubbles can be used for...or maybe something like: "When [Saint Bubbles] reach 100, action speed is increased" or "When [Saint Bubbles] reach 100, you can use [Relic Skills] without consuming mana and cooldown" where all Relics are considered Relic Skills except for Miracle Relic. Kinda like giving more importance to the bubble gathering mechanic.

          "Behind every mask lies a man who can't live in his own sins..."

          Comment


          • Skyros
            Skyros commented
            Editing a comment
            What Saints need right now is non-Relic reliant skills. I think the Devs are trying to balance things out on how Relic reliant and how non-Relic reliant skills deal damage. Double Lightning Relic+ Holy Burst + SOR gives a really good damage, however, has a really abysmal risk level. DN is turning to a DPS-race, and not giving Saints more flexible DPS skills makes them unwanted (this only applies to non-raid scenarios, though I'm starting to see LF + Physician support base in other DN Servers). The addition of non-Relic related skills balances out the damage Saints can potentially attain with the scenario I mentioned earlier. You can choose to cast a single LR+ HB+ SOR, then cast other skills to make up for the lost damage with a relatively lower risk without taking out the 'fun and technicality' of the Saint class.

            Your proposed CM3 still presents the same problem that the TS presented in his own proposition of the Awakening Skill Changes. Too much Bubble gain. I think it's debatable for now, but it depends on how much CD is reduced from Heal. Consider this, if 3+5 bubbles are attained per hit, using only Grand Cross nets 56 gained Bubbles (I used Grand Cross because it is way easier to get full hits compared to Antiphonary Pool) combine that with a normal GC and AP then you can have an Enhanced Healing Relic every 15 or so, seconds. Enhanced Healing Relic can potentially give a heal of 300% of your MAttk, and making the Bubble generation too easy will make Saint the best Healer ever and will completely eradicate his competitors.

            Although, I agree with you in giving Saints more flexibility on how to use their Bubbles (though the part of using Relic Skills w/o consuming CD is daymn OP as long as your Bubble count is at max). Bubble gathering is equally important for Saints specially in the supporting department as the potential Enhance Healing Relic pay-off is extremely good. I would really like a +Action Speed buff for Saints.

          • KillianQ
            KillianQ commented
            Editing a comment
            i just realized i said that in a wrong way xD i actually meant giving 1 free Relic...kinda like an instant skill where whenever you reach max bubbles your Relic Skills will be like INS skills where you can cast them for free even if it's on CD...and it will consume all bubbles...kinda gives you more options on where you should use your bubbles...so it's either the action speed buff or the Relic INS

            for the Heal part maybe the CD reduction part is unnecessary since you can take a Heal CD plate for it and having a long CD would prevent it from being too "useful" and make it more situational...and it should be something like: After using [Heal] your next [Grand Cross] or [Antiphona Pool] will gain an additional 5 bubbles per hit.

        • #8
          Better ask KDN lmaop

          Comment


          • #9
            I think we could change the aiming mechanic of the relic (or at least for some of the relics [Lightning Relic & Bind Relic]) like that of the RM's Satellite Beam, Artillery's Cannonade, or AH's (Non-AH mode) Savage Attack aiming mechanic.

            Also, something about Protection Shell doesn't really fit in. The buff it gives is great and all but the casting animation is a bit lackluster.

            Would putting the buff part of Protection Shell onto Blessed Sign be ok?
            >The Buff would constantly apply while casting Blessed Sign. Those within the circle would only be affected and would leave a lingering 10sec buff. Blessed sign can be ended quickly within 7hits during the cast by using Normal Attack Button but the buff is applied in a larger area.

            The problem now would be something to replace Protection Shell spot in the Priest tree. I was thinking something like the Shining Wave or Shield of Light ability of Warrior of Light in Dissidia Final Fantasy 012. It just knocks them back and deals damage (maybe stuns them????). I was thinking of whether or not to add an effect in either CM2 or as a latent effect where if it hits a relic it would increase its duration by 3 seconds.

            Comment


            • vjdarktm
              vjdarktm commented
              Editing a comment
              Wouldn't that put the Saint in a situation that's almost the same as the LF was when he still had the float?

            • CLYMAX
              CLYMAX commented
              Editing a comment
              no, placing relics are not the same as from the LF's healing skill was, LF is not the same as the Saint, he can deal a serious amount of damage alone, he could just use his heals the moment it is needed in a wide area, Saint requires to actually land healing relics all around the stage in order to support all the party members that spreads out the stage in order to lure out the boss and not get caught when the other one is in danger, they split around so it wouldn't make the party die all together when someone will, certain mechanics marks players so they need to spread out in order to prevent a team wipe and deal damage from behind, or sides of a particular boss.

              LF has a wide area on their heals, saint has too but its not enough unless you stay near the spot of the relic's healing range, LF's heals could actually heal faster than the healing relic, saint needs to reserve his Great Heal in order to use it at times necessary when a particular player missed to do something on a mech and the team got hurt pretty bad, LF's and Physician are just sub-healers, meaning they are a substitute for Saint whenever the heals are in cooldown, so they should always reserve their heals whenever possible if Saint cannot provide any heals yet.

            • vjdarktm
              vjdarktm commented
              Editing a comment
              Was just referring to the Saint's relic being like an LF (with float) being put anywhere and having almost no worries that it'll be a nuisance because you can just phase through it.
              It would be great to phase through the relics but wouldn't that just defeat the purpose of it being a relic (i.e. an object that is tangible) and would be just better if they completely changed relics into signs or symbols being etched into the ground by the Saint (which feels a lot like a Physician's Healing Shower mechanic).
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