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2/05 Skill Changes pt2

February 4th, 2015 | Posted by 2nafishisgood in Korean Elsword Updates | Patch Notes

Chung, Ara, Elesis, Add, Chiliarch changes. read changes

Chung

Skill Name

Skill
Level

Learning
Level

After changing

Before change

Pandemonium
– Chaos

19

79

Shout (physical): 3127%
Chaos
– Monster’s guard ignored
– Critical Resistance Reduction: 50.2%
– Duration: 10 seconds

Shout (physical): 3127%
Chaos
Guard ignored, attack is critical
– Hit critical chance + 51%
– Duration: 12.2 seconds

Pandemonium
– Fear

19

79

Shout (physical): 2010%
Fear
extra dmg, can’t use skills
– extra dmg: 20% of inflicting damage scale (relative to the Magic Attack)
– Duration: 8 seconds

Shout (physical): 2010%
Fear
extra dmg, can’t use skills
– extra dmg: 20% of inflicting damage scale (relative to the Magic Attack)
– Duration: 8.1 seconds

Sharp Shooter Syndrome

11

80

Energy release (Magic): 403% multi hit
Eye of the sharpshooter
– Critical / add damage increased: 15%
– Command magic bullet head shot: 40% chance to proc
– Duration: 30 seconds

Energy release (Magic): 403% multi hit
Eye of the sharpshooter
– Critical / add damage increased: 30%
– Command magic bullet head shot: 40% chance to proc
– Duration: 40 seconds

Tactical Field
– Endurance

11

80

Development area (magic): 1102%
Areas within the friendly Super Armor
Damage Reduction: 40%
Duration: 8 seconds

Development area (magic): 1102%
Areas within the friendly Super Armor
Damage Reduction: 60%
Duration: 10 seconds

Tactical Field
– Raid

11

80

create area (magic): 947%
MP recovery: + 16 per 2 seconds
Damage Increase: 20%
Duration: 8 seconds

create area (magic): 947%
MP recovery: + 20 per 2 seconds
Damage Increase: 25%
Duration: 10 seconds

Guard

20

77

Heavy stance damage reduction: 88%
Shock Cast (Magic): 260%

Heavy stance damage reduction: 93%
Shock Cast (Magic): 260%

Metabolic Boost


20

77

HP recovery items recover amount increased: 49%
Cannon attack KD reduction 30%

HP recovery items recover amount increased: 56%
Cannon attack KD reduction: 28%

Veteran Technique


8

78

Max HP Increase: 15%
attack speed increase: 4%
X counterattack / wakeup X does not blow away the enemy with 80% probability

Max HP Increase: 13%
attack speed increase: 4.5%
X counterattack / wakeup X does not blow away the enemy with 100% probability

Elemental Training
– Fire Water Nature


17

78

Fire / water / nature resistance : +150
Image / Freeze / Frost / Poison / Press / injuries / bleeding resistance: 30%

Fire / water / nature resistance: +180
Image / Freeze / Frost / Poison / Press / injuries / bleeding resistance: 33%

Elemental Training
– Wind Sun Moon


17

78

Wind / Light / Dark resistance: +150
Stun / curse resistance: 50%

Wind / Light / Dark resistance: +180
Stun / curse resistance: 56%

Advanced Metabolic Boost

7

79

Command MP recovey: + 32%
Critical Resistance: 50%

Command MP recovey: + 56%
Chance to not be crit hit: 75%

Strong Will


7

79

Command MP recovey: + 10%
Increases Physical Damage: 8%
Strong Will
– 1 Damage when hit while standing
– Trigger probability: 10% (2x during guard, chance 2x in the dungeon, can stack)

Command MP recovey: + 17.5%
Physical damage increased: 14%
Strong Will
1 Damage when hit while standing
– Trigger probability: 16% (2x during guard, chance 2x in the dungeon, can stack)

Remodel Rifle


17

78

Increases Critical Damage: 150% → 160%
Magic bullet range increase: 25%

Increases Critical Damage: 150% → 163%
Magic bullet range increase: 26%

Tussle Technique


8

78

Secondary Weapon / Cannonball KD rate decreased 30%
Increases movement speed stat: 5%

Secondary Weapon / Cannonball KD rate decreased 40%
Increases movement speed stat: 8%

Accurate Marksmanship


13

78

Increases Accuracy: 10%
Increases MP recovery rate: 29%

Increases Accuracy: 14%
Increases MP recovery rate: 39%

Intense Showtime

7

79

During Berserk mode skill MP consumption: -10%
During Berserk mode skill cooldown: 40%

During Berserk mode skill  MP consumption : -17.5%
During Berserk mode skill cooldown: 70%

Gas piston
System

7

79

Critical stat increase: 8%
Automatic load probability: 40%

Critical stat increase: 14%
Automatic load probability: 70%

Reload Mastery

20

67

50% chance to reload
One additional Cannonball

15% chance to reload
One additional Cannonball when hit
(PvP 7.5%).

77% chance to reload
One additional Cannonball
22% chance to reload
One additional Cannonball when hit (PvP 11%)

Modified Warhead


20

77

Cannonball strengthen
– Damage Increase: 13%
-KD decrease: -11
– Fixed / mobile shelling MP Recovery: 2.8

Cannonball strengthen
– Damage Increase: 17%
-KD decrease: -7.2
– Fixed / mobile shelling MP Recovery: 2.9

Cannoneer’s Perseverance


7

79

Shock wave (physical): 210%
Cannonball loaded: 2
Stance chance: 80%

Shock wave (physical): 210%
Cannonball loaded: 2
Stance chance: 100%

Mobile Shelling


13

78

Enhanced Cannonball Blast (Magic): 517%
Range increase: 30%

Enhanced Cannonball Blast (Magic): 517%
Range increase: 36%

Reaction armor

7

79

Damage reduction: 12% × awakening level (12 to 38%)

Damage reduction: 22% × awakening level (22-66%)

Ara

Skill Name

Skill
Level

Learning
Level

After changing

Before change

Fierce Tiger Strike


16

80

Dash (physical): 106% roll
Impact (Physical): 2561%
Strength of White Tiger
– Critical / add damage increased by 15%
– 10% increase in attack speed
– Duration: 40 seconds

Dash (physical): 106% roll
Impact (Physical): 2561%
Strength of White Tiger
– Critical / add damage increased by 20%
– 13% increase in attack speed
– Duration: 50 seconds

Suppression: Bond

8

78

Subdue(physical): 540% × energy used
Lethargy
– All speed reduction: 22%
– Physical / magic defense reduction: -44%
– Duration: 7.4 seconds
Suppression
– Remove Aura Buff

Subdue(physical): 473% × energy used
Lethargy
– All speed reduction: 22%
– Physical / magic defense reduction: -44%
– Duration: 7.4 seconds
Suppression
Remove Aura Buff

Spell: Necromancy

11

80

Eun’s cheer(physical): 1840%
Necromancy (private)
– Add Swipes attack to normal attacks(physical): 167%
Eun’s blessing (Group)
– Critical / accuracy stat increase: 10%
– Duration: 25 seconds

Eun’s cheer (physical): 1840%
Necromancy (private)
– Add Swipes attack normal attacks(physical): 167%
Eun’s blessing(Group)
– Critical / accuracy stat increase: 14%
– Duration: 33 seconds

Spell: Thunderbolt


11

80

Lightning Strike(physical): 334% multi hit
Thunderbolt
– Added a lightning-based attacks to normal attacks (physical): 167%
– Duration: 25 seconds

Lightning Strike(physical): 334% multi hit
Thunderbolt
– Added a lightning-based attacks to normal attacks (physical): 167%
– Duration: 33 seconds

Life Swap


19

79

Strike (magic): 707%
Consumption HP: 8%
Energy recovery: 2 spaces

Strike (magic): 707%
Consumption HP: 8%
Energy recovery: 3 spaces

Mana Swap


19

79

Strike (magic): 200%
Energy recovery: 1 space
(+1 on success strike)

Strike (magic): 707%
Energy recovery: 2 spaces

Repel

16

80

Increases Magic Attack: 20.4%
Duration: 7.5 seconds

Increases Magic Attack: 23%
Duration: 9 seconds

Mana Drain


19

79

Mana Snatch (physics): 488%
Mana absorption: 30

Mana Snatch (physics): 724%
Mana absorption: 36

Energy Activation


20

77

KD reduction: 24%
Debuff duration reduction: 30%

KD reduction: 23.3%
Debuff duration reduction: 29%

Abundant Power


20

77

Increases Max MP: 87
MP gained per spirit for exceeding max Energy slots: 20

Increases Max MP: 87
MP gained per spirit for exceeding max Energy slots: 23

Flashy Wit


9

77

Block probability: 24% (2x Dungeon, 2x while standing on ground. Can stack)
look back probability: 24%

Block probability: 36% (2x Dungeon, 2x while standing on ground. Can stack)
look back probability: 36%

Ultimate Spearmanship


11

80

Armor break probability: 5% (Dungeon / field x2)
Physical / magic defense reduction: 40%
Duration: 5 seconds

Armor break probability: 9% (Dungeon / field x2)
Physical / magic defense reduction: 49%
Duration: 5 seconds

Full Moon Slash

7

79

Crescent Moon / Full Moon damage increased: 10%
Charging rate increase: 40%
Secret Art damage increase: 10%

Crescent Moon / Full Moon damage increased: 10%
Charging rate increase: 70%
Secret Art damage increase: 10%

Tiger Power


7

79

active blood
– Critical stat increase: 40%
– Duration: 10 seconds
Secret Art damage increase: 20%

active blood 
– Critical stat increase: 57%
– Duration: 10 seconds
Secret Art damage increase: 20%

Self Defense Spirit


9

77

Physical / Magical Defense Increase: 10%
Max HP increase   : 12%

Physical / Magical Defense Increase: 12%
Max HP Increase: 14%

Spirit Enhancement


11

80

Energy Bullet Damage Increase: 40%
Energy Bullet size increase: 24%

Energy Bullet  Damage Increase: 44%
Energy Bullet size increase: 24%

Howling Wolf


7

79

Strong Wolf probability: 50%
Damage increase: 60%

Strong Wolf probability: 50%
Damage increase: 99.4%

Resurrection


9

77

HP recovery amount: 9.7% + 2% per energy
Cooldown on Next skill Level: 30 seconds

HP recovery amount: 12% + 2.4%
per energy

Cooldown on Next skill Level: 30 seconds

Energy Enhancement


20

77

Energy Bullet range increase: 40%
KD reduction: 20%

Energy Bullet range increase: 60%
KD reduction: 23%

Hell Gate


7

79

Secret Art damage increase: 20%

Secret Art damage increase: 35%

Specter Power Release


20

77

KD reduction: 24%
MP recovery per energy used during awakening: 8

KD reduction: 23.3%
MP recovery per energy used during awakening: 10

Assimilation

20

67

Max MP increase: 100
Claw attack increase: 50%

Max MP increase: 100
Claw attack increase: 80%

Spell: Spiritual Eye


9

77

Ignore defense: 20%

Ignore defense: 22%

Repose of Souls


7

79

Secret Art damage increase: 20%

Secret Art damage increase: 35%

Fox’s Laugh

7

79

Pulverization damage increase: 30%

Pulverization damage increase: 49.7%

Elesis

Skill Name

Skill
Level

Learning
Level

After changing

Before change

Fire Wall

11

80

Fire Attack (Magic): 194% multi hit
Heat (magic, no hitstun): 77% × 3 times per roll
Fire wall Duration: 6 seconds

Fire Attack (Magic): 194% multi hit
Heat (magic, no hitstun): 77% × 3 times per roll
Fire wall Duration: 5 seconds

War Prelude

8

78

Emit Might(physical): 1315%
Rising determination (Does not stack with Acceleration Aura, Airelinna)
– Movement Speed Increase: 20%
– MP recovery rate increased 9%
– Duration: 30 seconds

Emit Might(physical): 1315%
Rising determination (Does not stack with Acceleration Aura, Airelinna)
– Movement Speed Increase: 22%
– MP recovery rate increased: 10.5%
– Duration: 47 seconds

Brutal Cutter


20

77

Slicing blade (physics): 168% multi hit
Magi Sword: Normal attacks do Double Attack
– Double Attack trigger probability: 20%
– Duration: 10 seconds

Slicing blade (physics): 168% multi hit
Magi Sword: Normal attacks do Double Attack
– Double Attack trigger probability: 23%
– Duration: 10 seconds

Shade the Illusion


8

78

summon (physical): 2103%
Dark Illusion (Buff)
– Enhanced skills (Double Attack)
for the duration

– Damage reduced by 40%
– Duration: 20 seconds

summon (physical): 2103%
Dark Illusion(Buff)
Enhanced skills (Double Attack)
for the duration
– 55% damage reduction
– Duration: 21 seconds

Kick

20

77

Kick (physical): 433%
KD Loss: -42

Kicks (physical): 433%
KD Loss: -48

Stoic- Strong


16

80

Duration: 7 seconds
Physical / magic attack power increased 30% (10% in PvP)

Duration: 8 seconds
Physical / magic attack power increase: 34% (11.3% in PvP)

Power break

19

79

Hit (physical): 598%
Debuff: 8 seconds duration (maximum 2 stack)
– Physical / magic defense reduced by 20%
– Attribute Resistance Reduction 60

Hit (physical): 598%
Debuff: 8 seconds duration (maximum 2 stack)
– Physical / magic defense reduced by 22.3%
– Attribute Resistance Reduction 66

Provoke

13

78

Basic strikes (physical): 585%
Extra strikes (physical, When Struck): 585%
Provoke
– Damage Increase: 10%
– Additional damage received: 20%
– Duration: 5 seconds

Basic strikes (physical): 585%
Extra strikes (physical, When Struck): 585%
Provoke
– Damage Increase: 10%
– Additional damage received: 22%
– Duration: 5 seconds

Red Lotus Sword


13

78

Strike (magic): 354% × 2
Sword of Flame (Buff)
– The caster magic damage increase: 10%
High Heat (debuff)
– Fire resistance reduction: 100
Duration: 10 seconds

Strike (magic): 354% × 2
Sword of Flame (Buff)
– The caster magic damage increase: 7.4%
High Heat(debuff)
– Fire resistance reduction: 110
Duration: 10 seconds

Shadow Edge

9

77

Binding wedge (physical): 552%
Redemption
– Range: 1200 (PvP 700)
– Damage share: 298% of the damage taken (30% PvP)
– Shared damage Maximum: 100% of my maximum HP (PvP 10%)
– Reduced mobility: 40%
– Duration: 8 seconds

Binding wedge (physical): 552%
Redemption
– Range: 1200 (PvP 700)
– Damage to share 260% of the damage taken (30% PvP)
– Reduced mobility: 54%
– Duration: 9.1 seconds

Enhanced Agility


17

78

Mobility: 15%
Increased attack speed: 8%

Mobility: 13%
Increases attack speed + 6.2%

Knight’s Destiny


17

78

Sword of the Guardian
– If there are party members with less than 50% HP(except field)
– Attack: + 20%
The body of the iron
– If HP is less than or equal to 50%
– Defense / Damage Reduction stat: 20%
– All element resistance +48

Sword of the Guardian
– If there are less than 50% of party members party members HP, (except field)
– Attack: + 24.2%
The body of the iron
– If HP is less than or equal to 50%
– Defense / Damage Reduction stat + 26%
– All element resistance +58

Enhanced Concentration


17

78

Magic Attack Critical Damage: 150% → 160%
Magic attack critical rate: 6%

Magic Attack Critical Damage: 150% → 163%
Magic Attack critical chance + 7.6%

Body of Fire

17

78

Fire Resistance: + 300
Flame normal attack damage + 40%

Fire resistance: +370
Flame normal attack damage + 38%

Skilled Knight


7

79

KD received increase: 20%

KD received increased: 24%

Waltz of the Sword


7

79

increased cast count: 3
Cast MP reduction: 3.3

 increased cast count: 3
Cast MP reduction: 8.4

Initiate

9

77

Hitstun time increase: 0.08 seconds
Damage Increase: 50%
MP recovery rate increase: 20%

Hitstun time increase: 0.08 seconds
Damage Increase: 63%
MP recovery rate Increases: 27%

Blooming Flame


9

77

Cooldown: 20 seconds
Blazing Fire Flower
– All skills learned cooldown decreased two seconds
– Physical / magic attack power increase: 10%
– MP 1 sec recovery
– Duration: 20 seconds

Cooldown: 25 seconds
Blazing Fire Flower
All skills learned cooldown decreased two seconds
– Physical / magic attack power increase: 13%
– MP 1 sec recovery
– Duration: 20 seconds

Fire Stigma

7

79

Flame of stigma (can’t stack with magic chain)
– Magic Defense Reduction: 12%
– Up to 4 stack
– Duration: 10 seconds
Flame of Judgment: 5 stigma stigma removed and is automatically activated
– Damage (Magic): 380%

Flame of stigma (can’t stack with magic chain)
– Magic Defense Reduction: 15%
– Up to 4 stack
– Duration: 10 seconds
Flame of Judgment: 5 stigma stigma removed and is automatically activated
– Damage (Magic): 515%

Overflowing Blood


17

78

Magic injection probability: 10%
– Up to 5 stack,  On 5 stack, HP 3% recovery (charging 1%)
– Re-injection time: 1 second
– Duration: 10 seconds
Debuffs off cooldown: 25 seconds

Magic injection probability: 44%
– Up to 5 nesting
– Duration: 16 seconds
Step 1 recovery cooldown: 22 seconds
Step 2 Recovery cooldown: 17 seconds
Step 3 recovery cooldown: 12 seconds

Overflowing Madness


17

78

Ignore defense chance: 10%
Step 1 MP recovery amount increased: 16%
Step 2 MP Regeneration Increases: 24%
Step 3 MP recovery amount increased + 32%

Ignore defense chance: 23%
Step 1 MP recovery amount increased + 26%
Step 2 MP Regeneration increased + 41%
Step 3 MP recovery amount increased + 56%

Revenge of Blood


9

77

Proc chance: 30%
HP absorption: 20% of the damage suffered
extra damage increased: 4%
– Duration: 10 seconds

Chance to absorb enemy HP: 36%
Enemy HP absorption: 20.5%
extra damage increase: 3% of normal attack
– Duration: 10 seconds

Judgment

7

79

Bleeding probability: 5%
Bleeding enemy HP absorption probability: 25%
– HP absorption amount: 20% of damage

Bleeding probability: 6.5%
Bleeding enemy HP absorption probability: 27.5%
– HP absorption amount: 20% of damage

Condemnation

7

79

Stoic – Strong triggered (Physical): 1008%

Stoic – Strong triggered (Physical): 1321%

Add

Skill Name

Skill
Level

Learning
Level

After changing

Before change

Seal of Time


17

78


– Duration: 16.5 seconds
Cooldown Reduction: 24 seconds


– Duration: 16.5 seconds
Cooldown Reduction: 34 seconds

Reverse reactor

13

78

Plasma Blast(Magic): 1534%
Plasma links
– Range: 1200 (PvP 700)
– Damage share: 300% share of the damages suffered (PvP 30%).
– Shared damage Maximum: 100% of my maximum HP (charging 10%)
– Reduced mobility: 60%
– All resistance Reduction: 100
– Duration: 14 seconds

Plasma Blast (Magic): 1534%
Plasma links
– Range: 1200 (PvP 700)
– Damage share: 340% of the damage suffered (34% PvP)
– Shared damage Maximum: 100% of my maximum HP (charging 10%)
– Reduced mobility: 66%
– All resistance Reduction: 110
– Duration: 15.4 seconds

Quicksilver Frenzy

11

80

Plasma blast (Magic): 1765%
Plasma congestion
– attack speed / jump increase: 20%
– Increased move speed: 50%
– Duration: 28 seconds
Plasma shock
– Plasma particles damage (magic): 145%
– Movement speed by 50%, 100% evasion reduction
– Debuff duration: 1 second

Plasma blast (Magic): 1765%
Plasma congestion
– attack speed /jump increase: 20%
– Increased move speed: 50%
– Duration: 18 seconds
Plasma shock
– Plasma particles damage (magic): 109%
– Movement speed by 50%, 100% evasion reduction
– Debuff duration: 1 second

Reverse Stigma

11

80

Reverse Stigma (Magic): 1228%
– Range: 1250 (PvP 900)
– duration: 6 seconds
Forced transition (Magic): 152%

Reverse Stigma (Magic): 1228%
– Range: 1250 (PvP 900)
– duration: 8 seconds
Forced transition (Magic): 152%

Force Nova


9

77

release force (Magic): 363%
Recover Resources
– Configuration mode (awakening): DP 60 recovery
– Demolition mode (non-awaken): MP 60 Recovery

release force (Magic): 363%
Recover Resources
– Configuration mode (awakening): DP 59 recovery
– Demolition mode (non-awaken): MP 59 Recovery

Force Finger


9

77

power absorb (Magic): 290%
– MP decreased: 15
Recovery Resources
– Configuration mode (awakening): DP 45 recovery
– Demolition mode (non-awaken): MP 45 Recovery

power absorb(Magic): 290%
– MP decreased: 17
Recovery Resources
– Configuration mode (awakening): DP 59 recovery
– Demolition mode (non-awaken): MP 59 Recovery

Nasod Armor mode
– Battle Gear

20

67

DP consumption decrease upon conversion: 20%
Nasod Armor Command Attack: + 60%

DP consumption decrease upon conversion: 19.3%
Nasod Armor Command Attack: + 67%

Infinite Library

20

77

KD decreased 20%
Configuration Mode (awakening) natural MP Recovery increases: 0.75/s

KD decreased: 21.4%
natural MP Recovery increases: 0.58/s

Body of Transcendence

9

77

Powerful strike
– Nasod Armor command ignores defense with chance
– Trigger probability: 14%
Dynamo configuration mode (Awakening) movement speed increase: 14%

Powerful strike
Nasod Armor command ignores defense with chance
– Trigger probability: 13%
Dynamo configuration mode (Awakening) movement speed increase: 13%

Output Exchange


7

79

DP 200 or more
– Magic Attack / Critical Chance: 5%
DP less than 200
– DP recovery increase: 40%

DP 200 or more
– Magic Attack / critical rate increase: 1.7%
DP less than 200
– DP recovery increase: 70%

Fantasy Tracer

7

79

MP Recovery in Dynamo configuration mode(awakening): 60% of the used DP

MP Recovery in Dynamo configuration mode(awakening): 120% of the used DP

Hidden Records


17

78

Increased duration: 30%
Increases Max MP: 28

Increased duration: 34%
Increases Max MP: 34

Dynamo Factory
– Transform Reinforcement

13

78

Installation skill MP consumption: -16%
When changing dynamo factory mode
-Mode duration increase: 20 seconds
– changed Install skill cooldown: -2.7 Seconds

Installation skill MP consumption: -17.4%
When changing dynamo factory mode
– mode duration Increased: 23 seconds
– changed Install skill cooldown: -2.7 Seconds

New Update!

7

79

MP recovery amount increased 6% (up to 5 stack)
Duration   : 10 seconds

MP recovery amount increased 9% (up to 3 stack)
Duration   : 10 seconds

Transform
Offense mode

7

79

Damage Increase: 10%

Damage Increase: 14%

Nasod Armor Mode
– Overlimit

20

67

MP gain depending on Attacking/attacked in mode
– Configuration mode (awakening) MP gain growth: 8%
– Demolition mode (non-awakening), DP acquisition growth: 8%
Nasod Armor Command Attack + 30%

MP gain depending on Attacking/attacked in mode
– Configuration mode (awakening) MP gain growth: 8.09%
– Demolition mode (non-awakening), DP acquisition growth: 8.09%
Nasod Armor Command Attack + 29%

Mind Control

13

78

  recovered skill cost amount accordance with the mode used,
– Configuration mode (awakening) DP recovery: 5% chance to recover 8%

(non-awakening)MP recovery:

5% chance to recover 8%
debuff duration Reduction : 50%

  recovered skill cost amount accordance with the mode used 
– Configuration mode (awakening) DP recovery: 5.5% chance to recover 9%

(non-awakening) MP recovery: 

5.5% chance to recover 9%
debuff duration Reduction : 56%

Time Control

11

80

Skill cooldown reduction: 50%
– Trigger probability: 40%
Increased attack speed: 4%

Skill cooldown reduction: 60%
– Trigger probability: 60%
Increased attack speed: 6%

Mind Circle

7

79

Configuration Mode (awakening): MP recovery + 15
Disassembly mode (non-arousal): DP recovery + 15

Configuration Mode (awakening): MP recovery + 24
Disassembly mode (non-arousal): DP recovery + 24

ESP

7

79

Mind Break Target: Up to four objects
Damage Reduction: 60%
– Trigger probability: 5%

Mind Break  Target: Up to four objects
Damage Reduction: 100%
– Trigger probability: 8%

Chiliarch

Skill Name

Skill
Level

Learning
Level

After changing

Before change

Dead Hands

20

77

Magic blast (Physical): 888%
Touch of Death
– Physical Damage Increase: 18%
– Maximum Encroaching fear debuff one target hit by normal attack.
– Duration: 17.6 seconds

Magic blast (Physical): 888%
Touch of Death
– Physical Damage Increase: 17.6%
Maximum Encroaching fear debuff one target hit by normal attack.
– Duration: 17.6 seconds

Combat Readiness


20

77

MP recovery item efficiency increase: 50%
KD decreased 20%

MP recovery item efficiency increase: 51.8%
KD decreased: 22.1%

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127 Responses

  • Meh says:

    Still nothing that actually helps put all characters on par with these skill changes. So it’s whatever. Call me when RS, LK, SD, YR, CA, DiE, NW, VP gets a nerf to put them on par with the rest of the cast.

    • Endgame says:

      You can’t be ****ing serious.

      LK and RS are trash.

      DE….. “DiE”s as soon as you catch him. (Why is “DiE” a thing? I can at least understand the stupidity behind “GrM” even though no one should EVER think anyone’s talking about a Game Master in the context. Especially not NA’s do nothing ones. But DE….. is the only thing in the game with the initials.)

      VP has been gutted ever since they nerfed Gravity Ball’s launch and has been completely depending on Ring of Fury catches since. Idiots overreacted to a few YouTube videos of VPs using other people as dummies without even factoring that she needs to catch them first. And Phantom Breathing got immediately nerfed anyway. Even the Hell Stone vacuum “buff” people made a big deal out of was nothing.

      You don’t even mention WS, the true most overpowered non-Elesis class. And of course, no mention of GM, the most broken class of all.

      Really, CA is the only class you listed that actually belongs on such a list.

      • Anonymous says:

        CA is not CrA.

        CA is Code Architecture for Eve.

        CrA is Crimson Avenger for Elesis.

        • Endgame says:

          Crimson Avenger should get priority on “CA” because no one really talks about 1st Jobs.

          Same goes for Code Empress and “CE”.

          But hey, “GrM” and “DiE” are things even though no other class has “GM” (Honestly, who the hell talks about Game Masters? Especially NA’s do nothing ones?) or “DE”. So I think we can throw logic out the window here…..

          • Anonymous says:

            I think there may still be cases where people will talk about first jobs. Not as much, but still.

            As for DiE, I think everyone just likes that it spells out DIE (Which is fitting because he’s a crazed maniac destroyer as DiE) And GrM, it’s just weird calling her GM (

          • Anonymous says:

            I accidentally clicked on post before finishing. I was trying to type in the brackets that “I say that from personal experience”

      • Too funny says:

        LK and RS are trash? LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

        WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

        ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
        Shut the fuck up.

        • Endgame says:

          What a compelling argument. Your page stretching sure conviced me that I need to shut the **** up and not claim that classes with non-existent catching games are “trash”.

        • Baconater says:

          You know what’s too funny?

          The fact that you think RS and LK are challenging to face.

          What’s next? Asura Pre-Fox Meal nerf and CrA are “too weak”?

          I think you are the one who needs to “Shut the fuck up.”
          ㅋㅋㅋㅋㅋㅋ

  • fasdf says:

    ARE YOU FUCKING KIDDING ME? THEY RUINED CRA ASURA AND CBS EVEN MORE

    • Meseki says:

      And how was that not justified? All three of them could be really stupid, and this helps them not be as stupid.

      If anything, YR was really ‘ruined’, since she lost an orb on Mana/Life Swap. That’s probably the simplest way to make her less stupid though.

    • Unduex says:

      Crimson Avenger really needs to be hit harder then she did get hit, CrA is really broken so she wasn’t “ruined more” she was somewhat hit with what she truly deserves. Same thing goes for Asura and CBS. The nerfs Asura got weren’t even that bad and with CBS the things they hit didn’t need to be hit. More people use Thousand Star in PvP as apposed to Energetic Heart.

      • Endgame says:

        KOG is never going to give their favorite child the nerfing she deserves. (Outside of nerfing Rushing Sword into the ground for the sake of mount sales. Especially since it didn’t even impact her in PVP. Well, those playing her properly in PVP at least.)

        Even when they do nerf her, they will either make another change to the “nerfed” skill that makes it even stronger than before, (See: Fire Stigma losing its silence debuff only to gain a massive damage buff. Condemnation losing the Stoic – Strong MP cost reduction only to gain a massive damage boost.) or just like with this patch, they will give her miniscule nerfs that do nothing to harm her supremacy. (See: Fire Stigma and Condemnation still doing much more damage than their original incarnations.)

    • Baconater says:

      And that’s a bad thing how………..????????

  • CBSLover says:

    please rethink to change Enerrgetic Heart duration for cbs it’s allready to low and now it’s even worse @W@

    • Baconater says:

      “please rethink to change Enerrgetic Heart duration for cbs it’s allready to low and now it’s even worse @W@”

      You could have perma-EH pre-nerf.

  • ShadowsFortune says:

    Obviously KoG sees that Royal Guard is too weak and doesn’t need a buff at all.

    I’m level 80 and i’m fucking dealing shitty damage. KoG are you fucking serious? The base job skill Nether Shredder does more damage then my fucking level 40 CG skill.

    Royal Guard isn’t even that good in PvE, and here you have Chiliarch broken as fuck in PvP, 1hit-ko oblivion while Royal Guard has a broken siege (Consumes twice as much mana if used too quickly), they said they fixed the bullets being reflectable on Royal Guards stance. Bullshit, the X (Charged shot) is still reflectable, the CG skills are fucking map sweepers basically, and RG’s 300MP skill does so shit damage it’s ridiculous and a waste of mana.

    My damage is like i’m throwing cotton at my enemy, forgot to mention i use a +9 Weapon with Ice III element.

    And these nerfs? They just nerfed classes that are weak as fuck already. I’m disappointed that they never touched my Royal Guard, but hey i’m more pissed off that they nerfed classes like CN.

    To be honest CBS doesn’t really need a nerf, but god damn she is really fucking brokenly overpowered if she is geared well.

    KoG you better fucking make Royal Guard atleast a bit more powerful in PvP and PvE, i swear to god that Chiliarch beats Royal Guard in every fucking aspect, in terms of damage, in terms of passives, hell royal guards passive is total shit it doesn’t even give you any buffs, just makes 60MP skill do more damage, but it’s actually STILL FUCKING WEAK, if you miss you lose your buff, and if you don’t hit them within 20 seconds, you lose the entire buff, you have to hit them 35 fucking times without them running or getting KD’d to run. (every 7 hits you get one stack.) Meanwhile Chiliarch can stack it ALL at once with dead hands, AND IT BUFFS her CG skill damage and then fucking kills your HP. hell apollyon is fucking good for PvE meanwhile my Combination Gauge skills are fucking worse than the ones at base job, yes i’ve compared them.

    I’m not even sure how the fuck Elsword KR is rank 18# in top played korean games, it’s fucking ridiculous with these patch notes, just watch everyone leave the game like they did last summer because of a shit revamp like this, i’m waiting for KoG to pull another “Free level 60 jumping event” to bring back more players who rage quit because of this shitty nerf, they nerfed unnecessary classes, and buffed useless skills or unpopular skills.

    I’m done my damn rant.

    tl;dr : KoG can’t buff or nerf for shit.

    • Aimon says:

      i usually try not to mind TOO much with this stuff, but I’m gonna have to agree with you. i am pretty disappointed with these recent nerfs.

    • Dio says:

      Royal Guard is still a 1st job, calm down. We still dont really know how it will end up in its 2nd job

    • Baconater says:

      “Royal Guard isn’t even that good in PvE”
      That’s the first thing wrong with this.
      Especially with you not giving any hint of what build you run.
      “1hit-ko oblivion ”
      That being the second one. Do you know how Oblivion works?
      “Royal Guard has a broken siege (Consumes twice as much mana if used too quickly)”
      A. Don’t use it too quickly. lol
      B. It’s 50 MP for two combination bars. Whether or not the Siege part of the skill is great is irrelevant. That alone makes it vital for RG.
      C. It’s total damage is around 3.3k~. For a 100 MP tier skill.
      “they said they fixed the bullets being reflectable on Royal Guards stance. Bullshit, the X (Charged shot) is still reflectable,”
      How many mobs with reflective properties do you even run into? Even then, just use the Z input for that mob specifically.
      “the CG skills are fucking map sweepers basically”
      This is a problem how in PvE? Not only is Eschaton great as a room clearer, it also surpasses Nether Shredder in damage depending on the boss’s width. On small bosses, Evil Claw or Nether Shredder.
      Evil Claw being worth something now with the additional RG MP recovery, along with it being another switching skill.
      Nether Shredder should be self explanatory.

      “RG’s 300MP skill does so shit damage it’s ridiculous and a waste of mana.”
      Again, which skill are you referring to? I’m going to take a guess and say Fantasy Impromptu-1st Movement
      Everyone should know that skill and the one it links into is purely for looks. It isn’t viable whatsoever. Demonic Breath, on the other hand, is faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrrr superior. It fits well with the rest of the 200 MP tier skills.
      “My damage is like i’m throwing cotton at my enemy, forgot to mention i use a +9 Weapon with Ice III element.”
      Well, maybe you should use skills actually worth using.
      “And these nerfs? They just nerfed classes that are weak as fuck already. I’m disappointed that they never touched my Royal Guard, but hey i’m more pissed off that they nerfed classes like CN.”
      Everyone got hit, except RG.
      The only difference is that those who were weak ALSO got buffs as if in consolation. Take CN, for example.
      MDA is now WORTH LEVELING PAST LEVEL 1. Hell, you can actually take it in PvP now without feeding MP to the opponent.

      “To be honest CBS doesn’t really need a nerf, but god damn she is really fucking brokenly overpowered if she is geared well.”
      Why are you saying a class doesn’t need a nerf, but then admitting that class is broken?????
      “i swear to god that Chiliarch beats Royal Guard in every fucking aspect,”
      Name one good map clear that ChA has. One.
      Even Apollyon at max stacks still has a ridiculously small range, compared to say Eschaton(hint hint)

      “hell royal guards passive is total shit it doesn’t even give you any buffs, just makes 60MP skill do more damage, but it’s actually STILL FUCKING WEAK”
      Creeping Terror(formerly known as Encroaching Fear) works the same way. The only difference is that CT applies faster. Did you ever even consider Noblesse(NB) having skills that take into account the Souls?

      In terms of their 60 MP active, Trigger – Soul Eruption deals 2,264% with max souls. As a 60 MP active.
      60.
      MP.
      Not only that, it also REGAINS BACK that amount of MP. Meaning it is a free active.
      A free active that deals 2,264%. I don’t think that classifies as “STILL FUCKING WEAK”.
      We look at Trigger- Surge of Souls and see that it deals 1,690% and burns 25 or so MP with 5 souls. Along with regaining at least half of the MP used back.

      “Meanwhile Chiliarch can stack it ALL at once with dead hands,”
      At the costs of 150 MP, which is a fair trade off. Dead Hands is only used to stack CT instantly. CT itself is already easy enough to stack, which I already said it was. And you’re also implying that NB won’t have a similar buffing skill.
      “AND IT BUFFS her CG skill damage and then fucking kills your HP.”
      Stated above.

      “meanwhile my Combination Gauge skills are fucking worse than the ones at base job, yes i’ve compared them.”
      You should really stop using Fantasy Impromptu-2nd Movement.
      It impairs your judgement on things.

      “I’m not even sure how the fuck Elsword KR is rank 18# in top played korean games, it’s fucking ridiculous with these patch notes, just watch everyone leave the game like they did last summer because of a shit revamp like this, i’m waiting for KoG to pull another “Free level 60 jumping event” to bring back more players who rage quit because of this shitty nerf, they nerfed unnecessary classes, and buffed useless skills or unpopular skills.”
      And we can see said impairment here. KR is ranked 18(presumably from Gamenote, which we don’t even know how it calculates popularity…) for the same reason why people still play Elsword. People find it fun.
      You can pull out all these terms such as “bribery events”, but what’s the point in having an event that’s great…but you still consider the game shit? For benefits in-game? A game you heavily dislike? That doesn’t make any sense. Not only that, most people consider this patch specifically to be a temporary band-aid for something upcoming. Something much more drastic. This? This was something that was done because of how stupid the level 80 cap boosted passives by. And is it such a crime to give people more of an incentive to pick alternative skills instead of the more commonly used ones? If it is, I fear that we should start locking people up for it. Maybe we can also lock people up for ignorance, such as yours.

      Tl;Dr: Stop looking at things with bias anyone can see from a mile away and actually consider what KoG did. Like, really…

      • L says:

        I think the guy was being sarcastic, like the guy on Aura Kingdom who said that his build is the wrong way of using the class even if he has lots of proc buffs and survival bonuses to make dps class live just as long as tanks.

  • zetgeist says:

    kog` once again proves they have no clue what they’re doing with anything. even sega does a better job at balancing, and they -suck- at it.

  • vette says:

    WTF KoG are you doing are you breaking or fixing the character from i see you guys are breaking them beyond repair to break them this bad you guys better be up to something good case this is just sad and stupid

  • Yasu says:

    Shota boy got fucked. DAMNNN MY NIGGA.

  • Rheaco says:

    And CN’s everywhere sigh once again while the nerf train picks them up at the station and takes them for a ride
    I am so done with this game

    • Baconater says:

      “And CN’s everywhere sigh once again while the nerf train picks them up at the station and takes them for a ride
      I am so done with this game”

      Do you not see MDA?????????????????????????????

      • CNlover says:

        nah its not a “weak” class. The buffs are OP no matter what you say and rlly needs nerf. the delay time of atomic shield u can catch opponents now, CN are like, charge MP awakening then iron scaps or the other one with the long spear. ITS NOT BAD.

        u can just run away with the summons of CEM and CBS, i dunno

  • Endgame says:

    Holy ****ing shit!

    They gave Dimension Witch straight up buffs! VP and EM got unnecessary nerfs. But DW…… buffs….. what?!

    And they actually NERFED Nature Force for the first time ever?!

    …..But surprise surprise, Elesis’ nerfs accomplish nothing at all. Even though Fire Stigma saw a 135% damage decrease, 380% damage every 5 non-Special Active hits is STILL excessive.

    So GM kills 40% of your defenses with two stacks of Power Break instead of 44.6% and Provoke increases damage taken by 20% instead of 22%. It doesn’t ****ing matter. She will get more than twice that damage back from the high end level 80 gear when they add it. She scales WAY better with gear than anyone else thanks to those debuffs and Initiate, which is still by far the most ridiculous passive in the game even with the nerf they just gave it.

    At least Condemnation got A nerf….. sure, it’s still ridiculous that CA hits for a significant amount of damage just for mana breaking…..

    …..Some changes seem pointless though. From 8.1 seconds to 8.0 seconds? What?!

  • xKurumix3 says:

    Quicksilver Frenzy… Why.. WHY?!

  • NerfAishaMore says:

    I love this Aisha nerf ahhh feels so good

    nerf Elesis too ahahah

    IP got a slight buff in kd reduction but that mana gain is still good

    lmao

    People with no skills play elesis add ara Aisha brain dead noobs ahha more nerfs for these characters!

    I support 1+

    • Endgame says:

      I certainly agree that braindead noobs play Add. In fact, KOG designed every single aspect of him to cater to such people. Be it from his Z mashing combos, the part where so many of his attacks are homing/lock on attacks, to the fact that you have to be stupid to not be offended by his “look how edgy I am! I’m so cool!” character design.

      But if you’re whining about “running” Aishas….. you’re the braindead noob here.

      • L says:

        Question, how would you design a male character with a tragic back story without making him look emo or a narcissistic; Allen walker eye tattoo, accelerator rip off?

        I was gonna put Tokyo Ghouls too, but I am not sure why Ttr or DiE have a black sclera.

        And btw, if you don’t mind me asking, are you the one who was complaining about how there shouldn’t be males in this game on the forum?

        • Anonymous says:

          Time Tracer doesn’t have the black Sclera. Only Diabolic Esper.

          But while I don’t know the how, I do think it makes sense. Add was always insane, but now he’s an insane DESTROYER.

        • Endgame says:

          Raven has a tragic backstory and he’s not overly emo. (Mainly because he was being mind controlled during his whole “REVENGE!” phase.) He’s just the strong silent type these days. (Judging from the characters commenting on each other thing from a while back.)

          In case it’s not clear from Temple of Trial’s ending, depending on which characters you’ve cleared it with, Rena’s clear quotes make it clear that Helputt did in fact, blow himself up at the end. Chung FAILED his mission. But you don’t see him wanting to destroy the world over it.

          Bruce Wayne/Batman is the original “Dark Knight”. He even watched his parents die right in front of him just like Add! But he manages to uphold his “no killing” rule (In most continuities at least.) no matter how utterly evil his opponents get, instead of going full blown edgy killing spree on creatures that had nothing to do with his problems while laughing maniacally. (Even though, let’s be honest: People like the Joker and Ra’s Al Ghul are too dangerous to be kept alive.)

          Warcraft has Thrall. He had a MUCH worse upbringing as a slave than Add. (He was raised to be a gladiator. One time he lost to an ogre. His owner invited people who lost money on the match to come and beat him.) Yet after the fact, he actively seeks peace between the humans despite how they treated him. (Not to say the humans’ treatment of orcs was entirely unwarranted. Orcs did invade them first…..)

          Simply put, tragic backstory =/= “edgy” male characters. Add is an asshole designed to appeal to angsty pre-pubescent teenagers. They aren’t even TRYING to make him sympathetic at all.

          • L says:

            Do you know any character with a tragic backstory that’s edgy? Like Ban? I wouldn’t say Meliodas would be edgy, but he did have a tragic backstory, but he fights for peace (somewhat).

          • L says:

            Besides, isn’t everyone in the game going on a killing spree that have nothing to do with their goals? Well, besides Elsword who goes around killing since it kind of does have to do with his goals.

          • -anon- says:

            You do know that not everybody is the same right? Not everyone would be able take the deaths of a close one as well as the people you just mentioned. It mostly depends on their will and personality. some people would even go as far as killing themselves because they can’t live without the people they care about. they either have the strength and courage to overcome it, or they don’t. it either makes them stronger, or breaks them. this can also change them in many different ways even to the point of altering their personality, even as a way of coping.
            Not everyone is as strong to be able to keep a good outlook on life, and instead can end up very,very pessimistic.
            (I’m pretty bad at explaining stuff right….)

            TL;DR : not everyone is the same. Everyone takes,reacts and copes to pain differently.
            though i’m probably talking to a brick wall.

          • Endgame says:

            Yes. That is kind of the point of me listing examples. People who’ve been through worse handling it better.

            But my point is that Add’s actions are completely inexcusable. He’s a “hero” that’s technically a villain, and the Elgang actually letting him join the group just makes them look stupid. (Especially since the events of his animated trailer are apparently canon. Eve finding his lab is mentioned in his 5-6 clear quotes.)

          • L says:

            So then like Shinichi going through a transformation which causes him to lose his humanity. That Shinichi is now capable of smiling when he said he killed his own mother(parasyte controlling her body) to a fortune teller?

            Or like how Kaneki undergoes a change after eating Jason?

            Or how Sasuke went rogue to chase after Itachi which resulted in him joining Orochimaru?

          • L says:

            Well, Kaneki trusted Tsukiyama and look where that landed him. Elsword trusted Raven, someone who was causing a problem in Altera because of the Nasods messing with his head. Trusting Add, a stranger who is very malicious towards Eve suddenly helps, and becomes a “hero” and attempts to join the group is just as bad as Elsword trusting anyone else who suddenly helps. Common enemy does not mean the other person is your ally. It’s like trusting Slaine with piloting when he can only auto-pilot with Tharsis only to have him back stab you for laying your hand on his love interest. Thing is, I thought Add was going to go full Tsukiyama on Eve when he first came out because Elsword decided it was a good idea to let him join without investigating first.

          • Endgame says:

            I’m not familiar with those other examples, but Sasuke is definitely a prime example of someone who used his past as an excuse to be an absolute asshole to everyone.

            It got to the point where Itachi even knew what he was going to try to pull and had a plan to use Naruto to geass Sasuke into being a good boy. Was that guy genre savy or what?

          • L says:

            Just wondering how would you design a character with a tragic back story+losing insanity without the character being an asshole. Outside of the examples you listed, do you have any idea how KOG “would’ve” made Add more sad and more pitiable than he is now?

  • Memoriam says:

    This is a very lazy way to try and balance out level 80 skills. I’m guessing this is an emergency application and they’re just buying time until they flesh out development. But that begs the question, once the real revamp gets release how many people will KoG manage to piss off. I get that people dislike changes to their characters, however, I can understand that certain skills need to be reworked before they get excessively powerful (Nasod Recharge for code Empress for example). Still that’s no excuse to reduce the effectiveness of said skills to the level 70 cap (or worse) and call it a balance revamp; it wasn’t before and it certainly isn’t now.

    • Endgame says:

      I think it was clear since they first released the ST Revamp that KOG has no ****ing clue what they’re doing anymore, and all the talent left the company in order to form Naddic. And then Elesis came along and beat us over the head with the message.

      Some of us knew this was going to be a problem since the very beginning. I even made an old topic on the NA forums analyzing certain skills and what they’d be like at level 20 based off of the boosts per level at the time. People didn’t actually read the entire thing, but I outright mentioned one of the possibilities in the long ass topic: In order to prevent ridiculous power creep, KOG would have to continously nerf the skills whenever they get too powerful. (Although most of the nerfed skills in this patch WEREN’T too powerful and most of the ones that are weren’t even nerfed enough.) This not only defeats the entire purpose of having skills get progressively stronger as they get leveled up, this also has a negative impact on lower leveled characters.

      Simply put: Yes, the old Skill Trees let you max out everything, but everything worked fine. It was a lot easier to balance that way. (Especially the passives.) Why should you not be allowed to max out everything and experiment with all the skills? You’re limited to using 8 skills at a time anyway…..

  • Anonymous says:

    Some of these changes I agree with (I like my chars to have an elemental resist divisable by 25) But others are just… Did you even TRY, KoG?

    Chung is a nooby char, but he’s also one of the characters that can be owned somewhat easily if you know him AND a noob plays him. But your nerf just didn’t make him not-nooby. I can say the same for Add, too.

    Ara and Elesis, idk what to say. They do take some practice to use properly, but they’re also not that hard to use after certain points (Elesis before Job Changing is oddly easier to use than Elboy himself, and he was a pain in the rear to use).

    Based on personal experience, Ara was balanced already. And even though I can’t play CrA yet, Dark Knight, while OP in most dungeons, is the ONE character I’ve used lately that actually DIED in Gates of Darkness.

    You know, one way to balance this game is to make it so that everyone has a third bar (Aisha, Raven, Eve) (I don’t consider LuCiel’s inactive MP bar a third bar because that can only be used by switching but I do consider the combination guage as one) Awakening system (Elsword, Rena, Aisha, Elesis, LuCiel), unique jump (Elsword, Raven, Chung, Elesis), Air Dash , AND GET RID OF MEMORIZE! Seriously, Memorize made Aisha WORSE! I remember once doing so freaking well with VP (Before third paths came to NA, I then took a long break from her but did eventually return to using her for a bit) and then BAM! Memorize is in NA and suddenly I CAN’T USE HER AS WELL AS I USED TO BE ABLE TO! Also, change Eve’s jump PLEASE! I know she’s a Nasod and all but it’s SO FREAKING WEIRD! Even ADD doesn’t jump like that AND HE USES NASOD TECH!

    And yeah, skills need to be balanced too, but what I listed alone is causing balancing issues.

    • Death says:

      Chung is not nooby, calling Chung nooby is calling DC and IP nooby, who does take time to get used too. Ada and elesis is ridiculously easy to use.

    • Elton says:

      sorry to butt in but, dont say ARA is balanced. OMG combo an SD and it just blocks most of it and she already has 300mp and waste them in orbs and then BAM Flying kite. the flying kite nerf is really pointless and for KOG they should decrease damage instead or put Mana Requirement. I understand, nerfing FK means they need to nerf other ara skills too like Suppression

  • TerryH says:

    You remember when they nerfed TT and made him crap? seems like they did that with all these characters now

  • Inpass says:

    This Patch sucks.
    They do nothing about skills like Phoenix Talon and Shining body giving the character the ability to shut down all magic and projectile using classes. They do nothing about Elsword’s stoic. Why is it still at 50mp? It should be at least at 80 mp with a higher cool down by now. Elsword’s block does not need to have the potential to deflect every skill even ones that have delay. Not to mention he already has a passive that reflects magic so that’s 3 things that shuts down half the cast. Nothing is done about Rune Slayer having an absurd damage output without the usage of buffs. Storm blade doesn’t need to have the ability to not be mana broken. Hell stone is still overpowered as ever and can be spammed on top of restricting mana breaking. Poison Cloud doesn’t need to have such a big damage burst from the start but rather it should have a bigger overtime damage for people who stay in the cloud. At least in that way it would actually provide some pressure and not be an absurd amount of damage for no reason at all. Mana shield doesn’t need to be reducing as much damage as it does. Chain Lightning does too much damage with little mp return for it to be considered a “balanced” skill. 2-4 hits from Chain Lightning is all of your HP. Wind Sneaker’s back kick, high kick, middle kick, frames need to be adjusted. It shouldn’t be able to still hit if the opponent strikes first and causes a hit stun. Arelinna should have a higher Mp cost and duration. Night Watcher shouldn’t be able to have the ability to inflict massive DoT while not even comboing. Chung’s Tactile Field- Endurance should not be able to provide super armor on top of Mp recovery. That practically makes him and his teammates unable to be approached especially if there’s another TT on that team. Ara’s Swallow Assault should be able to be mana broken. Her secret arts should be able to be mana broken. Her Resurrection skill should have a higher cool down to prevent Ara players from running away until it’s ready to be used again. Rakshasa Stance 1&2 shouldn’t have that much damage burst. Suppression:Energy shouldn’t be able to wake up catch. Flashy Wit should have a lower proc chance. Her X drops should have higher KD. Elesis’ kick should be adjusted so it actually hits the frame when used and not just under certain conditions. Iron Body-Strong doesn’t need to be at 120mp for every Elesis just make it so if you get the passive on CA it’ll increase to 120mp. Assault Strike shouldn’t be able to completely stop the ability to mana break. CA’s >>zxx shouldn’t be able to freeze the mana bar making the opponent unable to mana break. Haha and the way Add is designed. I realize he’s a glass cannon and needs to have high damage but all that MP gain is unnecessary he’s not a mage so he doesn’t need to have access to all that MP. Reckless Fist just needs an overall nerf. A character shouldn’t be able to completely control a match with only 1 skill (Charged Bolt). Raven’s core system is ridiculous. It shouldn’t be to the point where a character’s system causes a whole community of players to retaliate.

    • Inpass says:

      What else.. Oh yeah. I forgot to mention Ara shouldn’t be able to collect orbs as freely. The only time she should be able to gain orbs is if she hits the opponent. That’s it.

    • Endgame says:

      I find it disturbing that you have more complaints about Elbrat than you do his big sister that is superior to him in every way.

      AND that you actually think GM and BH should get Stoic – Strong unnerfed when it’s still a lot better than normal mana breaking now that it costs as much MP as they normally end up costing. (SS negates the damage from the hit that activates it, for instance. And I don’t think I ever saw patch notes say that they fixed SS being able to break out of Hyper Actives either.)

      • Inpass says:

        The reason why I complain more about Elsword compared to Elesis is because when looking at every job of the two characters the only job I see that’s truly necessary to complain about on Elesis is Crimson Avenger. Her other two jobs in my opinion are fine and are on par with the rest of the cast. Elsword on the other hand RS has the safest catch he has 3 skills that can shut down magic and projectile using classes, LK has some of the highest HP in game making him one of the most tanky characters, his vitality and destruction aura are by far better than Elesis’. While Elesis can spam skills (only in pve) with vitality Elsword can gain Mp faster in vitality and dish it out better in both pvp and pve. For destruction since Elesis’ destruction isn’t automatic that means there’s room for it glitching causing the howl to not work as opposed to Elsword where it’s automatic and thus that problem doesn’t occur. Infinity Sword has the best mp drainage without the usage of an actual skill. Elesis on the other hand Grm has a good damage output but the only thing that really shines about that job is the ability to spam rushing sword. Blazing Heart is a strong class but when you compare it to the brother branch that is Rune Slayer Rune Slayer outshines Blazing Heart in every way. Rune Slayer has the ability to absorb projectiles and magic, auto gain mp, drain massive MP, inflict various DoTs, has a skill that’s unable to mana broken, has very low KD, can provide pressure with usage of runes, has access to several defense debuffing skills and has one of the safest catches in game. Blazing Heart has none of that. She only has 1 Mp draining skill, she can only inflict fire DoT, she has nothing that absorbs, reflects, projectiles unless you count fire wall which is a very useless skill since it isn’t flexible. And her equivalent of Air Rune leaves her too vulnerable in the air for a long period of time which it doesn’t for Elsword. Crimson Avenger on the other hand is very overpowered not only can she steal massive hp and drain hp, she can cut off mana breaking, and dish out a very high amount of damage in just a single combo. But that’s it that’s the only class of Elesis that shines is Crimson Avenger. Yes I do think GM and BH should get Stoic-Strong unnerfed and here’s why. Now that Stoic-Strong instantly knocks down making it impossible to catch off of unless you’re on a ledge there’s no meaning for it to be 120mp for BH and GM the classes that cannot abuse that skill and only use it as a mana break. CA on the other hand which can not only do damage with Stoic-Strong be retain the damage buff I feel should be the only Elesis class to get the nerf of Stoic-Strong since it surpasses that of a normal mana break. Yes Stoic-Strong negates damage but it’s one hit. You realize that even though Elesis can break away from Hyper Actives with the usage of Stoic-Strong she’s unable to do so from the start of the HA and the very last duration of the HA after stoic-strong has been used and she’s trying to get away. This means she took 2/3 of the damage of the HA. The Start and the Finish thus taking majority of the damage. Sure it may seem unfair in some eyes that you can do that but it’s not much of a big deal when you think about it in mathematical proportions. That’s my two cents about it. Please tell me if I overlooked anything you said?

        • L says:

          You are forgetting some commas, but I don’t think my opinion matters to anyone here anyways.

          • Inpass says:

            Was never taught where to put commas because the American education system is shit. So sorry.

          • L says:

            No it’s my fault. I shouldn’t have brought that up in the first place. I am sorry for being a hassle.

        • Meseki says:

          Anything like Aisha/Rena’s ^X can beat RS’s >>^XZ, and if it’s only one hit, the risk of the reflection getting you caught isn’t that high. LK has some of the worst catching in the game, and Destruction isn’t really better than Elesis’ Annihilation; Destruction forces you to take all the hits during the roar (so something like Hell Stone will really hurt), and the automatic activation means you can’t choose to tank if they have bad damage output. Elesis’ Annihilation roar failing can usually be avoided by not using it during a multi-hit attack. Elesis’ Gale mode still reduces cooldowns by 50% in PvP, allowing nearly (or actually) un-Mana Breakable combos with Heavy Stunner, and probably better cooldown stalling with >>Z loops due to the reduced KD.

          Infinity Sword’s MP burn isn’t as good now, since it has a cooldown of 1 second, preventing double activations on IS’s multi-hit combos and Compact Counter. Blazing Heart, unlike Rune Slayer, has good offensive catches, such as Leap, Dodge and Slash, Scaldic Sword, and Sword Eruption. BH’s >>X is also notably safer than it should be. BH also has a powerful, unresistible DoT that doesn’t even require a skill to stack (and can be nearly fully stacked from a single XZZ), and can get its duration reset just by hitting with a fire command (which doesn’t require an actual catch). Unless the BH is stupid, it shouldn’t be that easy to punish >>^XZ without being grazed by a fireball (stacking Invincible Fire), as I’m pretty sure they can air dash out of it.

          Stoic-Strong still gives the Elesis being comboed the wakeup advantage, combined with super armor, forcing the opponent to not be on the offense for a little while unless they have a stun they are able to use. Stoic-Strong negating a hit also makes it superior to a Mana Break, as it will protect you from a single-hit burst damage skill, while Mana Breaking will not. Some Hyper Actives can be completely escaped with Stoic-Strong, some can’t (those with suction?); however, no other character has the option to possibly escape a Hyper Active after being hit unless it was badly placed.

          • Inpass says:

            LK actually has some of the best catching in-game. Mortal Blow, Windmill(can be used as a wake up catch), block, Mad charge, iron body(which can be used as offensive and defensive), etc. His destruction aura is better than Elesis. The fact howl can glitch and as you just said ” Elesis’ Annihilation; Destruction forces you to take all the hits during the roar (so something like Hell Stone will really hurt)”. Elsword doesn’t have to deal with the problem of taking hits even during the howl. Multi-hit attacks don’t really have to do with the howl failing even though that is a product of causing it to fail at times. Gale mode may reduce cool downs by 50% but when you compare it to Elsword’s vitality mode it’s unable to be used as effectively. Elsword gains MP better and faster in vitality, he’s able to abuse more higher costing mp skills while in that mode unlike Elesis where she can only abuse skills such as Sword Eruption, Rushing Sword, DnS, etc. The same thing can go for Elsword with un-Mana breakable combos. LK’s X hits halts MP charge as well as kick, RS has such a high damage output along with various Mp drain skills which makes it very easy to pull off un-Mana breakable combos. The same thing goes for IS as well. While IS’ s MP burn isn’t as good as it once was it’s still one of the best if not the only passive that can drain massive mp without the use of an actual skill. Rune Slayer has way better catches than Blazing Heart which can be used offensively and defensively. Such as being able to provide pressure with runes which Blazing Heart doesn’t have access to. Stoic, which can be used both offensively and defensively unlike Elesis’ Stoic. >>^xzz which has a longer lingering frame than BH’s >>^zxx all while being able to freely move within the air unlike BH, Counter which can negate all attacks, etc. Leap isn’t much of a good catch as it used to be now with the removal of stoic. This means while in the animation you’re able to be stopped if the opponent hits you. While BH has a strong DoT passive that can restack, Rune Slayer can use Elemental Enchant and deal a bigger damage burst from the Dot inflicted with less mp recovery to the opponent than BH can. While Stoic-strong can provide such a pressure it’s only able to be used on the defensive side and has to be used with caution because it requires a higher sacrifice of MP (that over a normal mana break) which you could use for something else. The opponent if they know what they’re doing can easily get past an Elesis using Stoic-strong as a wake up advantage. In most cases it would be better to mana break because of certain power stun skills as well as the extra 20mp to use. Elsword on the other hand can use stoic without much fear of a sacrifice due to its low cost of Mp and use it both on the defense and offensive side. Stoic-Strong while it negates hits is not superior than normal mana breaking unless you’re CA. If you’re BH or GM not only do you lose the power buff from Stoic-strong after you’re hit it instantly knocks down making it impossible to catch off of unless you’re on a ledge. That and since it costs 20mp extra it’s actually a bigger disadvantage than normal mana breaking. Other characters do have the ability to escape Hyper Actives after being hit. For example, Blade Master’s emergency escape has potential to trigger during Hyper Active and since most Hyper Active skills are wide in area he would be able to strife away to safety. Please let me know if I overlooked something?

          • Endgame says:

            Meseki gets it.

            But I would just like to add something: Although an ^X from Aisha or Rena is mostly all it takes to shut down RS’ >>^XZ, and thus, exposing how terrible it really is as an offensive catch…..

            …..NA’s lag can lead to the stupid RNG passive to have two different results. It would reflect the fireball on my screen even though he was hit and fell down on my screen. Or vice versa: My end showed the fireball hit but he didn’t flinch.

            But if my DW fought a RS level 59 or lower….. pretty much a free flawless victory. One of the few kinds of opponents I could actually play aggressively against without lag screwing me over.

          • tenane says:

            “…since it costs 20mp extra it’s actually a bigger disadvantage than normal mana breaking.”

            ???

            for real?

            stoic strong 120mp, the extra 20mp is for negating last damage and for breaking people’s combos easily… effortlessly… breaking people’s mind (lol)

            and don’t standardize that mana break mp cost is 100mp

            yes, its minimal mp cost to mana break is 100, but its actual mp cost isn’t fixed cost but ranged cost, and its range is 100~300+ mp, not to mention that they still take last damage which triggering mana break, while elesis can break combo without taking last damage and still keeping her super armor just for 120mp (100% 120mp)

            and actually, 120 mp for breaking combos is still low cost and noob friendly

            and you said it yourself, “…knocks down making it impossible to catch off of unless you’re on a ledge”

            “…unless you’re on a ledge” so it can be used to counter catch in some situation

            so what’s the big idea for whining 120mp stoic strong?

          • ShadowsFortune says:

            Stoic for elesis is fucking retarded because you can escape most hyper active skills.

            Hyper actives were made to be unmanabreakable but stoic changes that thing entirely.

            Also Stoic doesn’t save you “From one single hit”, if you use a skill that spams damage on elesis while she uses stoic, she will repeatedly block it, over and over until there is a second or two that you don’t attack.

            Rune slayer seriously needs a fucking nerf, i can’t fight that overpowered shit.

            Blazing heart isn’t o’p unless you have Fire III element along with some passives, it can really rape your HP, but honestly she isn’t that strong.

            Grand master is fine i guess, she isn’t o’p either.

            Infinity sword is seriously fucking broken, i swear he works well with any fucking element. I have 300MP and then he catches me, he takes down my MP so quick that i end up with 80MP or so after a few hits and i can’t mana break. Phantom sword is seriously ridiculously overpowered.

            Elemental master seriously needs nerfing with meditate or some shit, i hate the fact that EVERYONE plays her and infinity sword due to the advantages they have, i literally ran into 7 different elemental masters in a row in KR. They just use binding suckup which i can’t mana break, and then they spam chain lightning, then binding suckup, then chain lightning again, then meteor shower in the fucking start of the game. I CAN’T EVEN MANA BREAK ANYTHING, BECAUSE OF BINDING SUCKUP. She gets too much fucking mp with meditate, and chain lightning is seriously fucking overpowered in every aspect, it atleast will always take half of your HP.

            I’m glad wind sneaker got nerfed, but jesus christ they should scrap nymph altogether it’s fucking unfair how rena can run with that tanky ass defense and then heal all the damage she took, if they won’t scrap it, atleast increase the MP usage, it’s dumb as fuck how wind sneaker runs from me all the god damn time, especially since her hit boxes on her skills are broken, i get hitstun from behind her when she uses skills.

            Trapping ranger is fucking strong when geared, those DoT’s really rape your HP, i died in mere seconds thanks to o’p rena.

            KoG, please remove entangled, it’s cancer to Elsword.

            They don’t even touch Royal Guard, and they buff dead hands on Chiliarch.

            They need to seriously fix some fucking classes, i swear the ONLY classes i see in PvP now is Elemental Master and Infinity Sword and Rune Slayer.

            Also that >>ZX skill of crimson avenger should be mana-breakable, i hate how crimson avenger can just SPAM it on you, and you won’t knock down from it. Example: >>ZX *Hits* <>ZX *Hits*

            It’s fucking stupid, it shouldn’t be spam-able.

            Done my damn rant again.

          • Meseki says:

            @ShadowsFortune

            Any Blazing Heart that is trying to win will have those things, since it isn’t hard to get them. Infinity Sword should not be burning that much MP in KR anymore; Brutal Slayer has a 1 second cooldown, so it would take over 3 seconds to burn 100 MP (and even longer after this update), which is more than enough to Mana Break if you already had the MP. Phantom Sword you can, and should, just run away from.

            If you’re talking about level 80 EMs, did you even look at the nerfs to Elements’ Friendly and Element Study? It was clear that 5 total MP per second when not charging was broken, and they fixed it.
            After this update, Wind Sneaker’s defense should not be a problem, as you should be stacking Add. Damage in PvP. Especially since Airelinna – Nymph’s healing was nerfed below old level 70 values.
            And I really don’t get why people don’t realize that the only problem with Entangle is that it costs 10 MP noted, instead of 30 MP.

          • Endgame says:

            RS is overpowered, but BH, aka RS 2.0 isn’t unless you go triple Fire, which the class is designed to do?

            …..

            Here, I’ll let you in on a little secret:

            4 stacks of Fire Stigma + Red Lotus debuff + Mega Slash + Crit = She hits really ****ing hard (20k+ crits at level 70. We’re at level 80 now.) and doesn’t even knock down. She can hit really hard and just keep the combo going.

            And you think RS is the more broken of the two? Never mind how base Elesis alone has a better aggressive catching game than both LK and RS…..

    • Anonymous says:

      I’m sorry but what? They did nothing to Elsword’s Stoic? You’re wrong there. Before the 1st skill revamp, it gave -80% damage reduction and lasted 6.5 seconds. This was at level 60. Then they nerfed it to 30% damage reduction and 6 seconds. Now, KoG nerfed it to 20% damage reduction and a 5 second duration. If anything, nerfing that is the one thing that they HAVE been doing even when it did not deserve to be nerfed again…

  • UNub says:

    Good stuff. Not too happy about the RF awaken nerf, but his competition is dead right about now. DW’s Accel Aura is back, so mounts ahoy!

  • Bluichu says:

    As a YR main I’m very disappointed on the minor nerfs on her which was straight-forward to just decrease the strength on some of her passives and skills (mana swap) I don’t see the need that KOG should have done so. It doesn’t help in PvP nor PvE, it justs make me confused and disappointed that they would render a character because they seem “OP”. Same goes for any other character, if u were RS, VP, CBS, or any other main that got nerfed, I’m sure u would feel about the same of what I’m feeling, anger. It makes the gameplay feel much slower and the sensation of having the raw power of the character u loved before a waste due to these nerfs which is just depressing… If KOG wanted to tweek/nerf/buff any of these characters, they should of asked the players themselves then relying on what they saw as op.
    I still question why they nerfed CEm and why they didn’t nerf MM’s Chaser(boost mana cost or reduce damage), guess they thought reducing the mana regen would solve the solution.

    • Meseki says:

      Nerfing the Swap skills’ orb gain was the easiest way to decrease the effectiveness of the overpowered Rakshasa Stance 1/2 combination, since the only thing that stops you from using them is orbs. In fact, making orbs more valuable (in terms of resources required to obtain them) helps a lot of things be less stupid.

      Having ‘raw power’ at the expense of fairness in-game is never a good thing. And these comments do a great job of showing why just ‘asking the players’ what is and isn’t OP is a horrible idea. So many people here have incorrect ideas of what is and is not overpowered.

      Shooting Chaser was already nerfed; it’s the most expensive 100 MP-tier skill in the game, costing 130 MP. Considering that his free MP for Install switching was cut off and the range of Chaser was reduced in PvP, that makes it much more fair.
      Also, the change to New Update increases the potential MP regeneration MM can get.

      • YR is op? the best joke says:

        If you know how to play Ara,not just looking at her skills or observe others play, then you should realize that YR is the weakest of pve Ara. Even with Repel, Purgatory is never op and very situational, especially after KR updated no-delay patch. In KR, most pve Ara are SD or AS. YR do still exist but rare encounter. SD can clear mobs faster than YR with Swallow Assault while AS is more friendly to new players. YR, if not play by veteran, tend to lag behind her party or get killstealed (which she cannot get orbs from Eun mode). She needs more effort to be decent in any pve runs. Purgatory looks good on number and paper alone but not that godly in practice. This identity’s nerf just tell YR to use free class change to change to AS or SD.

        • not a joke says:

          They did it just for the “PVE” thing. Imagine a YR converts 3 orbs at the start to lose HP. HP IS pointless to YR. And then whats next? infinite 0 mp orb consmpting skills. And then when they ressurect they just run away. ORBS are still easy to obtain in this nerf. Wind Wedge mygad is almost 2000% + damage for just 35 MP.
          And some orb skill which deals 2000% Magic Damage with only 20 MP and so forth.
          U better be thankful resurrection was not nerfed because if i was the GM i made it 1 minute cooldown.
          U did not even mention SUPRESSION, 100 Mana for like 4000+ damage too with powerful debuff, it can also cast after enemy knockdown, and then again the “orbs” are still easy to obtain.
          then u are still complaining. U may be often fighting Rank “SSS” wannabe SD’s who just do FK’s all day, but YR class is more unfair.
          Some ara nerfs are necessary specially orb, but u got a point too, and they made a lazy balance, but let’s just wait since KOG is full of mystery, removing Reaper title and making some class broken.

        • Meseki says:

          YR may be slow in PvE (compared to the other Aras, which I believe are faster than average), but have you considered how ridiculous she is in PvP when used well?

          According to ElWiki, Mana Swap costs 10 MP now, and level 21 (which only requires a skill ring) gives 2 (+1 for hitting) orbs. That means that even without skill notes, she can deal un-Mana Breakable damage that exceeds 2,500% (even accounting for PvP modifiers) for only 30 MP as long as she has 8 orbs (that she will get back if she hits) by just doing Rakshasa Stance 1 > Rakshasa Stance 2 > Mana Swap.
          Resurrection was barely nerfed compared to the old level 70 values, and I’m pretty sure her Suppression is still stupid.
          If ElWiki is correct about the current state of Mana/Life Swap, they’ve only slightly slowed down YR, but it isn’t enough to fix her issues in PvP, since orbs are cheaper to get now.

          Also, the killstealing problem was fixed with the Ara revamp; every 9 commands you hit with gives you the same effect as killing an enemy in Eun mode.

  • Errrrrr says:

    These nerfs are hawt :)

  • Telstel says:

    FJWAOFINEOFNWEOFNOWNFOIWNFO!!!!!!!!
    THEY NERFED CHUNG TO BACK BEFORE THE EVENT REVAMP!!!
    More so with the TF Raid, if your going to cut the mana regen on the skill then fucking add a mana regen passive!
    This is a fucking a joke!

  • Existence says:

    The comments in this needs a nerf
    pls nerf comments plox

  • Frost says:

    I still can’t understand why they decrease BH’s passive PvE skills.. thanks KOG, you know your thing surely.

    • Endgame says:

      Elesis may be subpar to average in PVE, but she absolutely dominates PVP. Even BH, the “weakest” one is much more dangerous than most give her credit for.

      Granted, KOG has made it perfectly clear that this is exactly what they want by continuing to not nerf her in any meaningful way and only even nerfing her while doing across the board nerfs.

      Also, they want to boost mount sales and not even favorite child Elesis is safe from nerfs for the sake of those…..

      • Frost says:

        I read mostly all of your post on the forums, but in that time Add wasn’t on sight. So, now since you talk a lot that Elesis is this and that, I want to know what you think about Add also.

        • Endgame says:

          Add isn’t broken. He is just an easy mode class. This is not the same thing as being the absolute best class when everyone actually knows how to play their class.

          The problem is, as usual, that the community at large has no idea how to play and puts forth no real effort to learn how to deal with these classes they whine about. (And because they tend to gravitate towards the male characters, hence, thinking Elbrat and Raven were the broken ones when they were the only males when they were actually worse than Aisha, Rena, and Eve.)

          They have this anti-“running” religion. If you “run”, be it to bait the opponent into a trap (Even clever Elbrats can bait Roll catches if they “run”.) or otherwise, you are a noob and bad at the game. Hence, misconceptions such as RS’ >>^XZ being a “godly” catch. (It’s only good as a defensive catch. Idiots rushing at each other turns it into a defensive catch.)

          Add’s homing/lock-on skills are the source of “OP” complaints, but here’s the thing: They can be dodged. You can bait Adds into firing them off and missing. (Aisha can teleport away with ease, Eve’s got her godly aerial mobility, Elesis can Dodge & Slash right through them, etc.) But Add cannot do anything to avoid an Awakening screen freeze. Nor does he have access to this himself.

          And when Add is caught, he is ****ed. He has worse defenses than rice paper. In fact, I think Adds getting slaughtered by other Adds and thinking it has more to do with Add’s damage output than Add’s lack of defenses helps feed the narrative. (But the other classes with similar or higher damage output like GM, CA, and WS? They get mitigation passives and sometimes self-healing…..)

          Add has weaknesses. But it would appear that anyone smart enough to know how to fight Add has already left the game or at least gave up on PVP.

          • Muemue says:

            Chars like Lu/Ciel are reasonable despite having 2nd bar of mp coz of their low dmg high cost skills

            But DiE on the other hand makes his DP bar acts like 2nd bar of mp while most his skill dmg remains un-normalized. Not to mention the fact that high awakening charge means higher mp gain when hit and getting hit.

            I have seen DiE dish out 400 mp/dp worth of skills 15 secs into the game after being comboed once for few hits….. while most other char only gotten 100mps to use it for mana break. How is that fair -_-”

            Elevation plays between platforms are suppose to be a contest of mind game, but no longer is when any add can spam 2 or more homing actives from higher or lower platforms.

            You speak as if catching add is easy when they have tons of ways to catch you with cheap mp cost ways and stays on offensive while you are busy holding your Z for mana break. Good luck getting your mp back from 0 to stay afloat while add’s mp/dp is already far and beyond by then.

            Sry but dodging skills can only do so much when DiE outnumber your dodge skills with tons other easy to spam catching skills

  • Anon says:

    Was really hoping for a code nemesis buff .-. … but she got nerfed instead. lel what.. i don’t understand.

  • Ruska says:

    Someone can tell me WHY THE HELL they nerfed so much Reckless Fist ???? its my favorite character and yes it can blow up someone if you catch him but wow nowdays everyone just flyyyy around and teleport and do things and i just can shadow step and half meter stoic punch -.- comooon wow anybody thinks that RF needs a nerf????

  • CrimsonIblis says:

    MY POOR CRA!

  • Elsword DE says:

    Pls stop pushing female chars und nerfing male chars , elsword and raven are ruined chars from all.
    And when ravens core aktivates in defense mode he should be able to cancel that with all skills und movements
    and not only with shadow step. And Elsword and Ravens 3 path should get a unique system like other 3 path chars.
    The damage from all chars should represent there weapons a slicing sword makes normally more damage on a body than a kick, more logic pls.

  • Metria says:

    Y THE FUCK U DO DIS KoG????

    Y U RUIN MY ARA?????

    HOW THE FUCK I CAN COLLECT ORB NOW????????

    SUM1 PLEASE TELL ME HOW THE FUCK I CAN STAND DIS SHIT!!!!!!!!!!!!!!!!!!!!!!!!!!

  • aasdasdasdad says:

    the hell they only nerf elesis a little please someone that is the only job that can break hyper skill easyly with his stoic strong and can do insane damage and negate mana break and please his skill is too far more Op other than any other character(rushing slash ,dodge and slash , leap everything can learn in basic with little Mp) with Ca which is extremely broken with his stoic strong ,damage boost in his sistem and hp absorb what you call this balance you must be fu cking kidding me and his combo is too great at damage and low kd which is better Than any char move set even IS is far more nerfed than CA althought Ca is more broken a lot than IS is that you hate Elsword that much ? and give the Elesis more Op Cause elesis more popular than elsword ? and you even nerf elsword passive skill which is sh it(vitality for example even chung beat him in term passive) only rune slayer passive that overall good even the passive level 60 doesn do much compared to other character and his sistem only good at vitality destruction ? damage is still lose to annilahtion give super armor at uncessary condition unlike elesis and elesis annilahtion just fucking good what with that crit100% and damage of combo get increase 1,5 and you can stoic strong when you need even gale is pretty much good that cooldown reduction and mp cut is too much compared to other elsword is pretty shi t his basic job even the worse there is no good active until you change job even worse their only super armor move are only stoic(which require timing) and impact smasher IS give opponent mana to much with his many hits LK combo is the shitties compared to other RS he didn’t even have 100tier mp catch skill nor 200 or 300 and elesis job have everything and you didn’t even nerf her very much why you name the game elsword anyway when your main character is very lacking compared to other character i don’t understand with this nerf is to uncessary to many char you just want to make elesis look stronger don’t you?

  • Dreamslayer says:

    …..I honestly think they overdid it on the WS nerfs. I’d put forth a coherent argument as to why and which specific skills but it’s nearly 4am and I need to sleep..if I remember that I said this I’ll come back later and clarify. One thing though: For those who said “They finally nerfed Nature Force”, this is actually the second time it’s been nerfed. The first damage nerf buffed it a bit at the same time by making the kicks not consume MP when you did them, but the original version was by far the superior one, if you look at the skill from a pure damage-focused perspective. I’d actually liked the nerfed damage version that didn’t consume MP when you kicked more, but nope, they had to nerf it below Lv. 1 status of the original. I’m weirdly enough mainly a PvE Rena, so at this point I don’t even feel like playing much more WS for a while until I have more free time and also get over my current “**** you, KOG” mental state. This is a very lazy attempt at “balancing” and should have really been thought through more.

  • Inpass says:

    @tenane
    “…since it costs 20mp extra it’s actually a bigger disadvantage than normal mana breaking.”

    “???”

    for real?

    Yes for real. Stoic-strong’s original MP cost is 100 so saying “the extra 20mp is for negating last damage and for breaking people’s combos easily… effortlessly… breaking people’s mind (lol)” is irrelevant. I’m not standardizing anything. “yes, its minimal mp cost to mana break is 100, but its actual mp cost isn’t fixed cost but ranged cost, and its range is 100~300+ mp, not to mention that they still take last damage which triggering mana break, while elesis can break combo without taking last damage and still keeping her super armor just for 120mp (100% 120mp)” Yes, the minimal MP cost to break is 100 but the cost is fixed at 100 for you to actually mana break which is why if you’re below that margin you’re unable to do so. Just because you’re able to hold MP past that margin and successfully break the extra held MP doesn’t mean it isn’t fixed at 100. A standard mana break requirement is 100mp not anywhere past that. That’s why it doesn’t take a full 300 mp to use that feature, which means it is fixed at 100 to be able to activate that feature. Just because 120mp is a “low” cost doesn’t justify that anything. Saying what is “noob friendly” and what isn’t is irrelevant.
    “and you said it yourself, “…knocks down making it impossible to catch off of unless you’re on a ledge””
    “…unless you’re on a ledge” so it can be used to counter catch in some situation” Yes, it can be used to counter in some situations but that doesn’t mean it’s better than actual mana breaking. Hell, actual mana breaking can be used as an advantage to the person mana breaking as well. Excluding the fact it cuts a combo short it can also be used as a wake up advantage as well. For example, say you mana break a combo and an opponent lingers by you (this situation is exceptionally well for characters like Raven) after you wake up you’re put in a infinite frame meaning you cannot be attacked or affected by delay for a small duration you can use that to your advantage by awakening soon after and get a successful catch. Not only that but a player that knows how to fight an Elesis will stay to a ledge. Why is this? It’s because staying by a ledge is a disadvantage to Elesis, a character that mostly has skills that require the opponent to be stationary to take full advantage of. So, while using Stoic-strong on a ledge as an attempt to re-catch off the push while it can be advantageous by nature it is also disadvantageous to the Elesis to do so as the opponent won’t be completely stationary as they fall. So to each their own with the alternative methods of mana breaking. My big deal about Stoic-strong being a 120mp despite being able to be used in an advantageous situation some of the time is the fact that not only is it 20mp extra for the two jobs that really don’t need it it’s the fact that there’s various other skills other characters have that not only act the same in nature as Stoic-strong but have a lower Mp cost than Stoic-strong even before the nerf. For example, Raven’s emergency escape and strife. While in core you’re able to quickly get away to safety while breaking a combo and if quick enough can turn back around and recatch the opponent with only 40? 50? MP as a sacrifice. There’s also various other cases such as Eve with core, Aisha with teleport and double jump making her have lighter frames than other characters. Elsword with stoic if you knock him off a ledge he can use stoic and recatch, Chung with heavy stance, so on and so forth. So my big deal is if so many other characters have access to such a similar way of catching or stopping a combo and re-catching what makes Elesis’ such a big deal, at least for BH and Grm.

    • tenane says:

      so you did standardize… noone can perform 100% 100mp mana break… 100mp mana break is pretty much theoretical, while in practice noone can perform 100% 100mp mana break

      actual mana break cost is decided after you charged it
      “When you are attacked when the green bar has been charged beyond the first break line (100MP), you will lose MP equal to the amount that is charged and will be forced to knockdown”
      http://elwiki.net/w/Mana_Break

      if you’re already having 100+ mp, it’s become more difficult to perform 100mp mana break, even expert players can’t perform 100% 100mp mana break when they have a lot of mp

      that’s why some people keep their mp slightly below 100, so when it hits 100, they’ll mana breaks immadiately with minimum mp cost, around 100ish, but this method will leave them with low or 0 mp. if they have 100+ mp, 150 or 180 for example, there’s still a risk that they will deplete a lot of their mp or even worse, all of their mp. of course elesis can perform this as well as any characters do

      and for elesis-only? she can keep all her mp without worrying, because she has 100% 120mp stoic strong. if she has 180 mp, by using 120mp mana break she still has 60 mp left, it’s so damn easy and accurate

      what I mean is, stoic strong is 100% 120mp while mana break is ranged at 100~300+ mp (no 100% attempt)

      noob friendly… because of how easy stoic strong is, it’s like
      oops, I get caught… meh, I’ll just stoic strong them :p (pushing single button)
      while for mana break:
      oops, I get caught…. *charging mana break*… (holding Z/X key, trying to timing it right, noone knows how many mp he/she breaks, perhaps it’s low cost or higher than intended)
      and for the worst of mana break:
      oops, I’ve holding it too long… *cancel it*… *trying again*
      by the time he/she charging mp, he/she will receive some attack, while stoic strong can be done right away

      its cost increased from 100mp to 120mp so elesis player can decide whether to use normal mana breaking (especially when her mp is slightly below 100) or using stoic strong to maintain her mp remaining with 100% 120mp cost
      even with 120mp, most player still spam it whenever she is getting caught…
      if it’s still 100mp, of course it’s 100% choice to just stoic strong all the way, its mp cost is equal to perfectly mana break, quickly with less effort or thought, just by single button (that’s what irritates people)

      “Excluding the fact it cuts a combo short it can also be used as a wake up advantage as well. For example, say you mana break a combo and an opponent lingers by you (this situation is exceptionally well for characters like Raven) after you wake up you’re put in a infinite frame meaning you cannot be attacked or affected by delay for a small duration you can use that to your advantage by awakening soon after and get a successful catch.”
      mana break can be used to wake up advantage, yes, against people who like challenges by staying nearby the KD’ed opponent… usually people gets away, make their distance when the person he/she comboed is mana breaking…
      and like you said, this method need awakening bead (why do you involved awakening bead? awakening bead doesn’t do crime, they aren’t guilty, they’re innocent, don’t involve them :p)

      “So, while using Stoic-strong on a ledge as an attempt to re-catch off the push while it can be advantageous by nature it is also disadvantageous to the Elesis to do so as the opponent won’t be completely stationary as they fall”
      lol, did you forget? after bouncing back attackers, stoic strong keep its super armor (swap the damage buff to super armor buff), so the only possibility here is whether she successfully counter catch them or stay away after the attempt failed

      BM’s emergency escape? he need to being hit on the back, and it has its chance of activation (quite low), not to mention this skill chance is nerfed in this patch (now it even lower chance)

      nasod core (shield) + shadow strafe you mean? this method need some condition, that is:
      1. raven must be in awakening state (again, required awakening bead)
      2. nasod core must exist
      3. raven must using nasod core shield from beginning (by being hit on the face and on the ground), eventough he’s being hit on the face while not having nasod core around then nasod core appears because of the hit, he’s still not using nasod core shield because he’s already receiving hit
      4. shadow strafe must be ready to use, the shadow strafe doesn’t have super armor frame and not so fast as edan or valak did, it has slight seconds before he become shadow, both unnoted or noted shadow strafe… so the attempt to escape through isn’t 100%, and it’s a lot harder against fast-attacking characters or being mobbed, that’s what make raven player being careful to timing, so the shadow strafe didn’t fail him

      “While in core you’re able to quickly get away to safety while breaking a combo and if quick enough can turn back around and recatch the opponent…”
      no, you’re wrong… even after raven successfully escape using shadow strafe, it’s impossible to quickly enough to turn back, even with level 1 shadow strafe (lowest strafe distance), because whenever people see raven goes through them, they will dash away (using >> or <<), especially forward dash can mostly cancel combo…

      not to mention nasod core shield sometimes gives advantage to KD'ed opponent whose wake up attack should KD (like aisha, eve, add) but the nasod core shield makes raven stand still

      actually, if you want to compare shadow strafe, compare it with dodge and slash, even shadow strafe need to level shadow pierce + note to attack without KDing, while DnS can be used repeatedly and can be used to catch even without another skill or note

      for stoic strong? as long as you have 120mp and on the ground, then it's done… or as long as you already activating this, the next attack you receive will bounce back attackers no matter how many of them

      aisha with teleport? she can't use teleport while being hit unlike stoic strong. if she teleported while being hit, probably it's laggy fight or your attack hitbox strangely doesn't reach her hitbox

      the only thing you can compare its similarity with stoic strong is mana break, because both of them can be used to break combos while being hit from any direction both awakened or unawakened, no use of awakening bead

      "My big deal about Stoic-strong being a 120mp despite being able to be used in an advantageous situation some of the time is the fact that not only is it 20mp extra for the two jobs that really don’t need it it’s the fact that there’s various other skills other characters have that not only act the same in nature as Stoic-strong but have a lower Mp cost than Stoic-strong even before the nerf"

      well, well, so that's your big deal…
      elesis can do normal mana break, stoic strong, and annihilation to break combos
      elsword has normal mana break and destruction to break combos
      while the other mostly has normal mana break only
      elesis has the most way to break combos, she has the most choice

      so why the whining? are you wanna be spoiled by spamming old 100mp stoic strong whenever get caught? equal to a perfectly godly mana breaking? or are you a lazy type who don't wanna charging for normal mana break?

      well, I've tell you a method to mana break with low cost, you can perform it when your mp is slightly below 100mp, so it's your choice to decide to use, normal mana break (can be replaced with annihilation)? or stoic strong?

      even elesis can perform normal mana break you know

      stoic strong 120mp, the extra 20mp is for its easiness and accurateness (100%ness) to use
      while the other 100mp is for damage buff, bounce back attackers while negating the hit, and swap it with super armor buff

      I don't know when you started playing elsword, but somehow the 100mp is quite similar like adrenaline skill which giving damage buff and owned by all characters from before ST-revamp and now is deleted, and stoic strong damage buff applied to both physical and magical attack unlike adrenaline skill (power adrenaline and magic adrenaline which improve physical attack and magical attack respectively)

      hmm… so, to compare:
      stoic strong (attacked) vs mana break
      stoic strong (attacking) vs adrenaline skill
      oh wow… so op…

      so like you said
      "… for the two jobs that really don’t need it…"
      stoic strong did give damage buff before being hit while mana break doesn't (lol?)
      so, it's really two different jobs eh
      mana break being used defensively while stoic strong for both defensive and offensive…
      stoic strong is like combination of mana break (oops, annihilation to be exact) + super armor + adrenaline skill (which is now owned by elesis only) just for 120mp…
      that's not much, and is still op

      • Inpass says:

        “so you did standardize… noone can perform 100% 100mp mana break… 100mp mana break is pretty much theoretical, while in practice noone can perform 100% 100mp mana break”

        “actual mana break cost is decided after you charged it”
        “When you are attacked when the green bar has been charged beyond the first break line (100MP), you will lose MP equal to the amount that is charged and will be forced to knockdown”
        http://elwiki.net/w/Mana_Break

        if you’re already having 100+ mp, it’s become more difficult to perform 100mp mana break, even expert players can’t perform 100% 100mp mana break when they have a lot of mp”

        “that’s why some people keep their mp slightly below 100, so when it hits 100, they’ll mana breaks immadiately with minimum mp cost, around 100ish, but this method will leave them with low or 0 mp. if they have 100+ mp, 150 or 180 for example, there’s still a risk that they will deplete a lot of their mp or even worse, all of their mp. of course elesis can perform this as well as any characters do”
        Maybe you just ignored everything I said but let me explain it again. I can’t standardize something that is already fixed. When attacked the actual mana break cost isn’t decided after you charge it. It’s already decided from the getgo. Like I said just because you can charge and break the extra MP doesn’t really mean anything. The fact of the matter is you’re unable to use the feature if it’s below 100 so at 90- it won’t happen. The same thing applies that it doesn’t take 300mp to use the feature. This means if you were unable to mana break at 100 but instead 300 was the required cost to use the mana break feature then at 300 you would be able to do so and anything below that you would be unable to do so. If you had an extra 15 (315mp) and held it past the 300mp margin you could still break that extra mp but only after you’ve reached the 300 marking point. So yes it is fixed not standardized. I don’t know of a simpler way to explain that.

        “and for elesis-only? she can keep all her mp without worrying, because she has 100% 120mp stoic strong. if she has 180 mp, by using 120mp mana break she still has 60 mp left, it’s so damn easy and accurate”
        True. Doesn’t mean anything though.

        “what I mean is, stoic strong is 100% 120mp while mana break is ranged at 100~300+ mp (no 100% attempt)”
        Mana breaking requires 100mp no less. Regardless of you being able to hold extra mp and sacrifice it.

        “noob friendly… because of how easy stoic strong is, it’s like”
        “oops, I get caught… meh, I’ll just stoic strong them :p (pushing single button)”
        “while for mana break:”
        “oops, I get caught…. *charging mana break*… (holding Z/X key, trying to timing it right, noone knows how many mp he/she breaks, perhaps it’s low cost or higher than intended)”
        “and for the worst of mana break:”
        “oops, I’ve holding it too long… *cancel it*… *trying again*”
        “by the time he/she charging mp, he/she will receive some attack, while stoic strong can be done right away”
        That’s irrelevant and it shouldn’t have been included again. The reason why I call this irrelevant is because this is your own personal feeling and is subjective. Thus making this irrelevant to even pay attention to. Please don’t add this again.

        “its cost increased from 100mp to 120mp so elesis player can decide whether to use normal mana breaking (especially when her mp is slightly below 100) or using stoic strong to maintain her mp remaining with 100% 120mp cost”
        “I don’t understand what you’re trying to say here”
        “even with 120mp, most player still spam it whenever she is getting caught…”
        Okay? Because it can only be used as a defensive tactic due to the duration being shorter than most and having a higher mp sacrifice.
        “if it’s still 100mp, of course it’s 100% choice to just stoic strong all the way, its mp cost is equal to perfectly mana break, quickly with less effort or thought, just by single button (that’s what irritates people)”
        It isn’t equal to that of a mana break and I just explained why countless times. The rest is irrelevant because it is your own personal feelings. So disregarding that.

        ““Excluding the fact it cuts a combo short it can also be used as a wake up advantage as well. For example, say you mana break a combo and an opponent lingers by you (this situation is exceptionally well for characters like Raven) after you wake up you’re put in a infinite frame meaning you cannot be attacked or affected by delay for a small duration you can use that to your advantage by awakening soon after and get a successful catch.””
        “mana break can be used to wake up advantage, yes, against people who like challenges by staying nearby the KD’ed opponent… usually people gets away, make their distance when the person he/she comboed is mana breaking…”
        “and like you said, this method need awakening bead (why do you involved awakening bead? awakening bead doesn’t do crime, they aren’t guilty, they’re innocent, don’t involve them :p)”
        That’s like saying if I do something to lead to something else the situation isn’t the same. That’s not true at all. Just because it takes an extra component to do something doesn’t mean anything in the long run. This can be applied to Stoic-strong. Unless she has a ledge she can’t do anything so she needs a ledge to even recatch thus they aren’t guilty or innocent, don’t involve them. (Whatever that means…)

        ““So, while using Stoic-strong on a ledge as an attempt to re-catch off the push while it can be advantageous by nature it is also disadvantageous to the Elesis to do so as the opponent won’t be completely stationary as they fall””
        “lol, did you forget? after bouncing back attackers, stoic strong keep its super armor (swap the damage buff to super armor buff), so the only possibility here is whether she successfully counter catch them or stay away after the attempt failed”
        It’s not 100% in stone that she will successfully counter catch them.

        “BM’s emergency escape? he need to being hit on the back, and it has its chance of activation (quite low), not to mention this skill chance is nerfed in this patch (now it even lower chance)”
        While this is true he doesn’t technically need to be hit from the back every time. If the area of a skill is wide or long in range it can still be triggered because it is hitting his back frame as well. The chance of the skill is irrelevant because the skill still does the same thing by nature.

        “nasod core (shield) + shadow strafe you mean? this method need some condition, that is:”
        “1. raven must be in awakening state (again, required awakening bead”
        “2. nasod core must exist”
        “3. raven must using nasod core shield from beginning (by being hit on the face and on the ground), eventough he’s being hit on the face while not having nasod core around then nasod core appears because of the hit, he’s still not using nasod core shield because he’s already receiving hit”
        “4. shadow strafe must be ready to use, the shadow strafe doesn’t have super armor frame and not so fast as edan or valak did, it has slight seconds before he become shadow, both un-noted or noted shadow strafe… so the attempt to escape through isn’t 100%, and it’s a lot harder against fast-attacking characters or being mobbed, that’s what make raven player being careful to timing, so the shadow strafe didn’t fail him”
        Like I explained before just because it is situational and or needs a method to use it doesn’t negate the fact that it’s still able to be done. That’s like saying since Stoic-strong only uses 120mp and a ledge to re-catch you need those conditions and because you need those conditions the rest is irrelevant. That’s not the case at all.

        ““While in core you’re able to quickly get away to safety while breaking a combo and if quick enough can turn back around and recatch the opponent…””
        “no, you’re wrong… even after raven successfully escape using shadow strafe, it’s impossible to quickly enough to turn back, even with level 1 shadow strafe (lowest strafe distance), because whenever people see raven goes through them, they will dash away (using >> or <<), especially forward dash can mostly cancel combo…"
        Yes, it is possible to completely turn back. For example (try this out yourself) if you're a Blade Master that strifes out a combo use Wolf Fang after you successfully get away or any other skill that requires delay and is a successful catch. Most people do not dash away after they see a Raven strife through their combo. The reason for this is because while they're still comboing Raven has already ignored their combo and in result the opponent is still trying to recover from the combo being broken. So while in that moment of trying to assess the data around them the opponent won't dash away instantly and that leaves room for Raven to take advantage of.

        "not to mention nasod core shield sometimes gives advantage to KD'ed opponent whose wake up attack should KD (like aisha, eve, add) but the nasod core shield makes raven stand still"
        This is kind of wishy washy. Because on one hand while this may be true it is also true that Raven is able to skip frames in core while being comboed. Especially if the core shield for whatever reason is constantly being reset.

        "actually, if you want to compare shadow strafe, compare it with dodge and slash, even shadow strafe need to level shadow pierce + note to attack without KDing, while DnS can be used repeatedly and can be used to catch even without another skill or note"
        What does it matter what I compare it to. The fact that you even made that comparison means you understand what I'm saying.

        "for stoic strong? as long as you have 120mp and on the ground, then it's done… or as long as you already activating this, the next attack you receive will bounce back attackers no matter how many of them"
        Not true. You forget power stun and or gaurd/shield moves.
        "aisha with teleport? she can't use teleport while being hit unlike stoic strong. if she teleported while being hit, probably it's laggy fight or your attack hitbox strangely doesn't reach her hitbox"
        Yes she can. You forget Aisha has light frames and you have to make her completely stationary so she won't have the ability to jump around in a combo. If you don't do that an Aisha can get out with the usage of teleport. Making it possible to use teleport while being hit.

        "the only thing you can compare its similarity with stoic strong is mana break, because both of them can be used to break combos while being hit from any direction both awakened or unawakened, no use of awakening bead"
        Again with the fact it's situational so you think the rest is irrelevant. Do I have to go over that again?

        ""My big deal about Stoic-strong being a 120mp despite being able to be used in an advantageous situation some of the time is the fact that not only is it 20mp extra for the two jobs that really don’t need it it’s the fact that there’s various other skills other characters have that not only act the same in nature as Stoic-strong but have a lower Mp cost than Stoic-strong even before the nerf""

        "well, well, so that's your big deal…"
        Yes it is and you asked my personal input. And I gave you it there. So not neglecting that.
        "elesis can do normal mana break, stoic strong, and annihilation to break combos"
        "elsword has normal mana break and destruction to break combos"
        He can also use stoic in situational means.
        "while the other mostly has normal mana break only"
        Just because it's "mostly" doesn't mean it doesn't happen…(What is with you and doing this? I don't understand?)
        "elesis has the most way to break combos, she has the most choice"
        Opinion thus making it irrelevant.

        "so why the whining? are you wanna be spoiled by spamming old 100mp stoic strong whenever get caught? equal to a perfectly godly mana breaking? or are you a lazy type who don't wanna charging for normal mana break?"
        Personal input. Irrelevant.

        "well, I've tell you a method to mana break with low cost, you can perform it when your mp is slightly below 100mp, so it's your choice to decide to use, normal mana break (can be replaced with annihilation)? or stoic strong?"
        On what Elsword server can you preform a successful mana break with mp slightly below 100mp? I want to know this. Maybe it's the KR server? They do get everything good anyway.

        "even elesis can perform normal mana break you know"
        Okay.
        "stoic strong 120mp, the extra 20mp is for its easiness and accurateness (100%ness) to use"
        Opinion. Irrelevant.
        "while the other 100mp is for damage buff, bounce back attackers while negating the hit, and swap it with super armor buff"
        Opinion. Irrelevant.

        "I don't know when you started playing elsword, but somehow the 100mp is quite similar like adrenaline skill which giving damage buff and owned by all characters from before ST-revamp and now is deleted, and stoic strong damage buff applied to both physical and magical attack unlike adrenaline skill (power adrenaline and magic adrenaline which improve physical attack and magical attack respectively)"
        I don't understand what you're trying to get at here?

        "hmm… so, to compare:"
        "stoic strong (attacked) vs mana break"
        "stoic strong (attacking) vs adrenaline skill"
        Don't compare two skills that aren't similar by nature to each other. This doesn't make sense in the slightest and it's not going anywhere from taking this method.
        oh wow… so op…

        so like you said
        "… for the two jobs that really don’t need it…"
        stoic strong did give damage buff before being hit while mana break doesn't (lol?)
        so, it's really two different jobs eh
        mana break being used defensively while stoic strong for both defensive and offensive…
        stoic strong is like combination of mana break (oops, annihilation to be exact) + super armor + adrenaline skill (which is now owned by elesis only) just for 120mp…
        "that's not much, and is still op"
        Opinion. Irrelevant.

        • Meseki says:

          Instead of complaining about Stoic – Strong being nerfed, think about how few disadvantages there would be to using a 100 MP Stoic – Strong over Mana Breaking (comparing it only to Mana Breaking, not the old Stoic – Strong that could be used for catching). Because things like Shooting Chaser are the only disadvantage I can think of to using Stoic – Strong over Mana Breaking.

          Also, have you ever tried to Mana Break an Ara X looping you (not ^X looping)? A consistent combo escape cost/timing can mean a lot, especially when in the case of Ara’s X loop, she can infinite by just using Gain Force/Energy Absorption at the right time (and Asura can add Mana Drain as well).
          And in the case of Aisha teleporting out of combos, that would require the opponent messing up or the Aisha risking a lot of wasted MP through attempted Teleports (that will be affected by the overheat penalty).

          • Inpass says:

            I wasn’t complaining I was replying to tenane as he asked my opinion of the topic. So don’t talk out your ass to me please and thank you.

            “And in the case of Aisha teleporting out of combos, that would require the opponent messing up or the Aisha risking a lot of wasted MP through attempted Teleports (that will be affected by the overheat penalty).”
            You’re wrong about this but I’m too tired to give a damn. Do something else that doesn’t involve replying to everyone on this chat like you’re the messenger of a god or something.

          • Inpass says:

            I never understood why debating someone online counts as “complaining” to the peanut gallery. It’s really annoying. In the case of an actual debate in real life where two parties are to state their own opinions and give their reasons why they feel that way doesn’t count as “complaining”. So within that context I don’t understand how you lead on to that assumption.

    • tenane says:

      tl;dr stoic strong being 120mp is just fine as it is

      • Inpass says:

        Opinion. Irrelevant. lol

        • tenane says:

          kinda tired of your stubbornness, so it’ll be the last of last

          “its cost increased from 100mp to 120mp so elesis player can decide whether to use normal mana breaking (especially when her mp is slightly below 100) or using stoic strong to maintain her mp remaining with 100% 120mp cost”
          “I don’t understand what you’re trying to say here”

          looks like you don’t understand what “choice” mean?
          it is to give elesis more way to escape,
          1. by mana break, no exact amount of mp
          “… you will lose MP equal to the amount that is charged…”
          http://elwiki.net/w/Mana_Break

          2. stoic stong, 100% 120mp

          3. annihilation

          “if it’s still 100mp, of course it’s 100% choice to just stoic strong all the way, its mp cost is equal to perfectly mana break, quickly with less effort or thought, just by single button (that’s what irritates people)”
          “It isn’t equal to that of a mana break and I just explained why countless times. The rest is irrelevant because it is your own personal feelings. So disregarding that. ”

          it is not my personal feeling, it is the fact. it is equal amount of mp if stoic strong is still at 100mp (100mp mana break is equal amount of mp to old 100mp stoic strong)

          “So, while using Stoic-strong on a ledge as an attempt to re-catch off the push while it can be advantageous by nature it is also disadvantageous to the Elesis to do so as the opponent won’t be completely stationary as they fall”
          “lol, did you forget? after bouncing back attackers, stoic strong keep its super armor (swap the damage buff to super armor buff), so the only possibility here is whether she successfully counter catch them or stay away after the attempt failed”
          It’s not 100% in stone that she will successfully counter catch them.

          because it is not 100%… you said “… while it can be advantageous by nature it is also disadvantageous…”
          “… disadvantageous…”
          I question that, then I said “… so the only possibility here is whether she successfully counter catch them or stay away after the attempt failed”
          1. successfully catch
          2. catch failed… then attempting re-catch (still super armored)
          so it’s not disadvantageous at all
          the only one disadvantageous is your opponent because you attempting re-catch him/her with super armored buff

          “… The chance of the skill is irrelevant because the skill still does the same thing by nature.”
          (about BM’s emergency escape)
          the skill chance is relevant because it is passive skill, so no BM can do emergency escape whenever he wants, he relies on its chance

          “Yes, it is possible to completely turn back. For example (try this out yourself) if you’re a Blade Master that strifes out a combo use Wolf Fang after you successfully get away or any other skill that requires delay and is a successful catch. Most people do not dash away after they see a Raven strife through their combo. The reason for this is because while they’re still comboing Raven has already ignored their combo and in result the opponent is still trying to recover from the combo being broken. So while in that moment of trying to assess the data around them the opponent won’t dash away instantly and that leaves room for Raven to take advantage of.”

          trying to recover from the combo being broken is mean to re-catch, people know BM has Wolf Fang, there is no way for them to giving theirselves to Wolf Fang, so they’ll dash away rather than being hit by Wolf Fang. and it’s the same against another raven, for example Charged Bolt – Bloody Thorn from RF

          “… the opponent won’t dash away instantly and that leaves room for Raven to take advantage of.”

          the fact he strifes out a combo make both have advantage to catch since both are free, while BM (your example is BM) is lack of catching moves from Z/X command but from his skill, and Wolf Fang is swift, so it is safer to make a slight dash away then re-catch

          “for stoic strong? as long as you have 120mp and on the ground, then it’s done… or as long as you already activating this, the next attack you receive will bounce back attackers no matter how many of them”
          Not true. You forget power stun and or gaurd/shield moves.
          that’s situational, not all characters have stun/power stun or guard/shield moves while what I was trying to tell is applied generally

          “elsword has normal mana break and destruction to break combos”
          He can also use stoic in situational means.
          elsword cannot using stoic while being hit so it don’t count to breaking combos… “breaking combos”
          There are a couple of frames left between the activating and the effect of the skill where you can still hit Elsword, canceling the skill (though the red outline may persist due to lag, or some other reason)
          http://elwiki.net/w/Iron_Body

          “elesis has the most way to break combos, she has the most choice”
          Opinion thus making it irrelevant.
          it is the fact

          “well, I’ve tell you a method to mana break with low cost, you can perform it when your mp is slightly below 100mp, so it’s your choice to decide to use, normal mana break (can be replaced with annihilation)? or stoic strong?”
          On what Elsword server can you preform a successful mana break with mp slightly below 100mp? I want to know this. Maybe it’s the KR server? They do get everything good anyway.

          looks like you didn’t read or even didn’t understand what I’m saying before, or do you even play elsword?
          what I’m saying before:
          “that’s why some people keep their mp slightly below 100, so when it hits 100, they’ll mana breaks immadiately with minimum mp cost, around 100ish, but this method will leave them with low or 0 mp. if they have 100+ mp, 150 or 180 for example, there’s still a risk that they will deplete a lot of their mp or even worse, all of their mp. of course elesis can perform this as well as any characters do”
          but you said
          “… The fact of the matter is you’re unable to use the feature if it’s below 100 so at 90- it won’t happen…”
          (looks like you didn’t even read)
          then how do you get mp?
          1. mp regeneration
          2. hitting/comboing opponents
          3. being hit/comboed by opponents
          4. some skills
          5. some features like charging mp like aisha, rena, lu/ciel (one of them charging mp while not being played)

          “… that’s why some people keep their mp slightly below 100, so when it hits 100 …”
          “… when it hits 100 …”
          “… when it hits 100 …”
          being catched = being hit/comboed = gain mp
          for example, you have 90ish mp (slightly below 100), then you screwed (being catched), so when it (your mp) hits 100 (because of being comboed), you can mana breaks immadiately with minimum mp cost, around 100ish
          if you don’t even understand this, I don’t even know how to explain it…
          *easier with guild skill “concentration” and magic necklace
          **good to applied generally against all characters with exceptional for characters who can steal or burn mp like Asura

          “stoic strong is like combination of mana break (oops, annihilation to be exact) + super armor + adrenaline skill (which is now owned by elesis only) just for 120mp…”
          “that’s not much, and is still op”
          “Opinion. Irrelevant.”
          those features, in fact, is exist within stoic strong so it is the truth and quite relevant for having 120mp
          in addition:
          “You realize that even though Elesis can break away from Hyper Actives with the usage of Stoic-Strong she’s unable to do so from the start of the HA and the very last duration of the HA after stoic-strong has been used and she’s trying to get away. This means she took 2/3 of the damage of the HA. The Start and the Finish thus taking majority of the damage. Sure it may seem unfair in some eyes that you can do that but it’s not much of a big deal when you think about it in mathematical proportions.”
          the fact that stoic strong can be used actively to escape HA is what makes this skill more op and it is a big deal when you think about it in mathematical proportions, even 1/3 of HA is quite a lot especially in serious match against well-geared opponents

          stoic strong is designed for both offensive and defensive purpose
          damage buff which applied to physical and magical attack is the proof of offensive side of stoic strong
          capability of being used while being hit, annihilation-like bounce, and super armor is the proof of defensive side of stoic strong
          however, most people using it for defensive, and it’s become too mainstream to use it defensively

          I did own BH (not my main though), and current stoic strong is good enough
          the defensive purpose is quicker to break combos than mana break along with super armor, the damage buff (offensive) is equal to noted elsword’s stoic, and its duration is last longer than elsword’s stoic (good for super armor buff), not to mention it can be used actively to escape HA

          tl;dr I’m so done with this

          • Inpass says:

            I just read through it and you’re still not getting my point because your argument didn’t change in the slightest on top of you’re constantly adding your own opinion to the topic so that makes it tiresome to read through something I don’t care about as your support evidence. So trying to reason with you further is pointless. So the only thing I’m going to address is the first bit. Because there is a choice to mana break past the 100mp margin doesn’t mean it’s not fixed at 100. Let’s say for example you were given 300 tickets to go to a carnival and ride a Ferris Wheel or something. And in order to ride it you need 100 tickets but at the same time you were given the option to use an extra 50 along with the 100 for no reason. This means the exact amount in order to ride is 100 and if you use 50 that means you’re using an extra 50 despite being able to only use 100 and go along with your ride. The same thing applies to mana breaking. The cost is 100 because the requirement to break is set at 100, if you charge past that point it is your own error since you only need 100 to mana break. Meaning it is “fixed” fixed at 100. Despite it being able to go further over the amount required it is still fixed at 100 because that is what you need to mana break thus making the exact amount 100. Do you not know simple math? Or is it just simple rules? Let me explain this not in numbers. If you have something that has a set amount or requirement to do something that set amount or requirement is what it is fixed at in order for you to have the ability to do so. Now while you may have what is extra of that needed something the fact of the matter is you’re already meeting that requirement so everything else that you have past that line is of your own free will to choose and no one is going to stop you from adding extra if you want to, despite it not being the wisest decision to make.

          • Inpass says:

            This whole TR;DR stuff… It’s like if you’re gonna try to talk to another person and then all of a sudden say “Too long didn’t read!” Then don’t talk to them in the first place. If your attention span is so low that you’re unable to stay focused while trying to communicate then I don’t know how you expect anyone to take you seriously.

          • L says:

            I believe the tl:dr seems to be used as either a summary or as a reply that you don’t want to read. All I know is that KOG has their problems and it’s not like our complaints will make them change stuff.

          • NyanNyanKiller says:

            @Inpass your analogy is bad. ” Let’s say for example you were given 300 tickets to go to a carnival and ride a Ferris Wheel or something. And in order to ride it you need 100 tickets but at the same time you were given the option to use an extra 50 along with the 100 for no reason. This means the exact amount in order to ride is 100 and if you use 50 that means you’re using an extra 50 despite being able to only use 100 and go along with your ride.”.

            You did not have free choice to mana break at 100 mp if you have 300 mp, it’s your opponents combo that decide how much mp you will waste to mana break. Slower loops like chungs and ara will charge you for more because of how slow the X command for ara and chung’s usual combos.

            “Meaning it is “fixed” fixed at 100. Despite it being able to go further over the amount required it is still fixed at 100 because that is what you need to mana break thus making the exact amount 100. Do you not know simple math? Or is it just simple rules?”
            he knows that it is 100 mp, it’s because you can’t just perfect a 100 mp mana break because of how variable a next hit will come. Did you even bother read his comment??? He even said that you can end up restarting the charge causing you to take more damage. Unlike Stoic-Strong you just press button.
            also the mana break needs CHARGING.you will still get hit for a few hit before you can actually mana break unless you preemptively charge but your anology assumes that you have 300 mp so that’s unlikely. This is where the extra 20 mana from Stoic-Strong is taken. It negates both the Charge up and the damage of the first hit.

            But really, you’re so stubborn. If you are trying to argue, try to debunk all what the other is claiming and not just saying he is pointless to argue with. tsk tsk

        • L says:

          tl:dr KOG needs to learn how to rebalance characters so people will treat every class fairly with what is offered. Whether it is dps, dot, party support, and etc.

  • Rin says:

    Can we all please just take a moment and see that Chung classes might be one of the most hard-hit out of this ‘balance’?

    Both Pandemoniums and Tactical Fields seem relatively decent, though, TF-Raid’s -4mp decrease is still onlpersonal debate. KOG really plans to have all skills and passives no more than 50 percent for balance, and I respect that. But Sharpshooter Syndrome has been nerfed in a such a poor fashion.

    Basically to counter the damage of Comet Crasher, DC’s choose SS for its beneficiary crit-accuracy increase. That very same buff has been severed in half. In my opinion, SS’s nerfing was precedented, but the magnitude of the decrease is quite appaling. I would accept the duration decrease, but the buff decrease was too much. Even from 30%-20% was fine, but 30%-15% is too much of a leap. Now players will have to choose CC over SS for its overall damage advantage.

    The Elenental Training and Metabolic Boost passives seem okay to me, but to those IP players out there, its a shame that they didn’t make maxed Veteran Technique a definite 100% anymore. I mean, I get ***ked up with their no-KD blast too, but a lot of profrssional or noob IPs seem reliant on that, and it helps them with their strategy. But there’s also a side where they’re thankful where the Heavy Stance-spamming IPs don’t have a perfect advantage with that. I don’t have much experience fighting with or against IPs, so the experts should talk that one out instead.

    Strong Will looks like it deserved a slight tweak. But the rest of DC’s passives look really bad now. Even if Remodel Rifle seems fine, Tussle Technique and Accurate Marksmanship were disappointingly nerfed, for a character that uses his secondary weapon as much as his primary one. Then there’s Intense Showtime, which since the Skill Revamp has been shoved down to the dirt. And they plan to bring Gas Piston System down with it too.

    Modified WarheadWarhead got a good KD reduction buff, but then at the parallel there’s Reactive Armor that is nerfed by -10%.

    Chung is a dynamic character in play style, and does require more effort to be even good at it because of his slow movement, so skills like these help level him out from his weaknesses. Tearing apart those assets of his does uneven the playing field for him, and it’s disappointing that KOG would decide to weaken this character, whom is a very small minority of the Elsword demographic compared to other more popular characters.

    I hope they rebalance this for those hoping KOG gets this one right for once.

  • Sushi says:

    Oh Noooooo Why DC And IP???
    RiP IP Catch & MP Gain
    RiP DC SharpshooterSyndrome & Reloading Passives
    (Well Time To Switch To Pistol DC Since It Haz Nice Lv. 80 Range :D)
    KoG Must Be High As FK

    • Meseki says:

      Are you really complaining about KoG nerfing IP, one of the best classes in PvP? They didn’t really touch his catching in any significant way (as he has plenty of better catches than Heavy Stance), and his MP gain needs to be nerfed. All he needs to nearly guarantee a catch is 150 MP for Iron Howling, which is easily gotten from a single combo due to his bonus MP gain (which is still better than the old pre-‘balance’ level 70 value) and ability to infinite without using MP.

      His catching needs to be nerfed, because even without Iron Howling, he still has Guard (5 MP for momentary invincibility, super armor for a bit longer, and a heavy hitstun hitbox that’s quite large and hits both sides of IP), Leap Attack (which has super armor, a suction effect, a counter effect, and can be chained into Guard at the only point that it’s possible to punish), Aiming Shot (which does good damage and knocks the opponent down, allowing him to catch them on wakeup with things like Leap Attack), and Heavy Stance (which covers parts of his combos and will result in a catch most of the time that the opponent is hit by it).

  • ThatOnePerson says:

    *rubs eyes* I somewhat get CBS, but with the right gear, she will still be a Nasod that can kick some ass. But what I don’t get is the fact that they nerf CN and CE(m)…

  • ThatOnePerson says:

    I don’t main CN, but I did play her as my first character back when Old skill tree was there and after revamps after revamps as well as Skill tree revamp. I just couldn’t play her anymore. They made her weak to this point that it is even sad to see MORE nerfs on her. Sure, MDA got buffed, but seriously, what good does it actually do? That is the only skill that got buff’d out of the other five(Queen’s throne got barely touch) skill? I give kudos to Tiffany and all the other KR/NA(and other servers that will sooner or later get this revamp) that kept going with their CN in PVP (and possibly PVE).

    • ThatOnePerson says:

      Now for CE(m), I’m disappointed that they would nerf Nasod recharge and not fixing Space Wrench…
      Nasod Recharge used to having 60% activation rate is not OP at all, especially in pvp if you are not tanky (lolevetankywut?). Obviously other characters are stronger than her and can pretty much clip her HP bar to 1/3 or less if geared and stats right. She would probably die before she can use 200mp skill if the player didn’t gear her better or mana break. And since she has only mana convergence in exchange of her hp (with or w/o note) to gain mp, not like Rena or Aisha where they have to stand.
      In all honesty, it’s pretty much useful only in pvp if you use 30mp skill.

  • Stalker-Chan says:

    Wao so much TL;DR here

  • aasdasdasdad says:

    KOg didnt care about balance anymore they don see which character is op or not they just nerf as they want they nerf elsword,why the nerf him they pretty weak of course they need some good passive ,wind sneaker kicks is just too much and she can heal himself with OP damage and can revive once ,her skill is too cheap and you see this fine? her third job is so broken cause their damage is too insane and stun to strong you can just lay trap and go there charge your mp ,then enemy hit you and the trap is active and she will combo you back with super insane damage and many other char is Op like lunatic Cra IP which is too good in passive combo and damage and they don’t even nerf them which have very easy catch and insane damage(iron howlinf and pulse bullet) elsword become shit and usseless

    • L says:

      I wish he was able to be like Slaine or Inaho. Slaine can predict the future, Inaho can plan and make strategies, both of which are useless in pvp though. Maybe make him a generic shounen protagonist? Give him new skills whenever he’s in trouble, make it very convenient that he gets anything he needs when he needs it. Make it so when someone else has power ups like him, everyone treats the other person like crap because that person isn’t a protagonist.

  • lil D says:

    no one got nerfed… its just now their level 80 skill tree matches the level 70 one.

  • aasdasdasdad says:

    at one thing can someone just delete accuracy and dodge system this is game action not and Rpg game remember?

  • iamsadnow says:

    oh.. my poor dc *sob*

  • Inpass says:

    @NyanNyanKiller Apparently everything that comes out my “mouth” is controversial, no? Anyway, it’s been dropped long ago. Fuck off dude. No one gives a fuck for what you have to say anymore.

    >”Tsk” “Tsk”, God, so fucking stupid using sounds, emotes, actual emotions in an online chat.

  • biased says:

    like my name, my opinion here will be biased, since i rarely PvP with my WS.
    -Looks like Nimble is super buffed, can someone tell me the attack speed from that passive normalized or not with this revamp.
    -oh god after KoG took away NF hit box increment now they nerf the damage too, for someone who use NF a lot in PvE, that nerf is hurts.
    -annnndd look Nymph damage got nerfed, and Sylph damage got Buffed, hmmm should i take Sylph? hmmmm
    -middle kick debuff got buffed to 20%.

    well outside of NF nerf, my main PvE Mana Consuming skills like Crescent Kick, phoenix etc are left untouched…. so it’s good :D

    WS is DPS Character, her NF damage increase and KD reduction got nerfed, Nature Affinity got Nerfed a lot, for PvP this revamp it’s hurts, i think.

  • looolxddd says:

    la cagaron con la VP siempre van cagando a la vp con este nerfeo par de ignorantes
    con lo complicada que es… una decepcion

  • giggi says:

    Nooooo DC can’t be nerfed agai .
    KoG is **it. Fu** you

  • Elesis.. says:

    New nerf?
    this game progresses more and more worse, Kog but they give you to eat? are doing crap tape but quite frankly I thank the fact of having the demo Elsword S1, + are pleased using the demo that the original game …. is becoming a crap game.
    You have already penalized all with free skil mo is not enough you have to nerf pg well as beautiful as the Grand Master?
    But go bless you got to this point I hope that something wrong but bad to let you know it was really Elsword, before he liked to play with no time ….
    GG



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