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About 17s1333-KT

  1. Yes, changing those things probably involve going in to the databases or code and just swapping out the values set for item#{insert item number for enchantments here}, but thats still changing the game. I'd be shocked if they had complete full reign on those values and didn't have to consult NCsoft at all for permission
  2. All of these things are concepts, while all changes I agree with (being a cleric who changes stigma build 3-4x a full day of playing) that would require NCwest to PvP with their Korean leaders which would take weeks. Until then, gg.
  3. Enhancement Rate = Unplayable

    170 ancients and 30 legendary stones thrown at my Ancient mace, still only +10 :)))))
  4. How is one meant to play a healer now?

    Then you're bad. All the simplified/combined skills actually made healing for both PvE and PvP much easier. There are fewer skills to manage and it's much more straightforward. The only thing that really sucks about the cleric in 6.2 was the removal of life curtain and Penance (which effects were reworked into Blessed Shield). The cooldowns of most skills were lowered to 1 minute and can be cast instantly allowing you to be more mobile. Tips: obvious stigma-build: Benevolence, Ripple of Purification, Splendor of Rebirth, Noble Grace, Saving Grace, Sympathetic Heal (PvE)/Power Sprint for PvP healing to run away. In PvE, save Noble Grace for when you know you need massive sustained heals. Like if a boss who does multiple AoEs, or you know there's a lot of incoming damage. A splendor of Recovery (AoE hot) is amplified when you slap Noble Grace on it. Always try to be casting the group AoE heal, Healing Majesty. It's the charge skill. When cast at lvl 3 (complete charge), its effects last for 6 seconds. It reduces the cast time of all heal spells just a little bit. This skill replaced healing wind - which didn't have that effect. I prefer to take Rebirth (single target heal over time stigma) over the healing servant, because the servant isn't that strong, and you can place the heal over time on your tank, the person taking the brunt of the damage. Skills to pop for mana in PvE: Blessed Shield + Amplification + Potion for mana. If you're really struggling on mana, you will have to pop Sage's Wisdom so that you don't lose any mana for 10s that Blessed Shield is slowly replacing. By popping Sage's Wisdom, you have 50 seconds to deal with lack of mana compared to 1minute. In battle, 10 seconds can feel like an eternity. If you're in PvP, it is highly recommend you save Sage's Wisdom for 1 of two scenarios: 1. You need to get off a quick Call Lightning to finish an enemy off. 2. You're groups ass are dying and you need to get off a quick Ripple or Splendor AoE. Like PvE, slap on noble grace for even more heals for those "oh sh!t" moments. Also, the healing boost was slightly reconfigured in 6.2 like some other stats. Heal boost is significantly stronger and actually has a purpose. Pre 6.2 I never knew anyone to actually make a heal boost pve set. I believe most opted just for HP. I think its totally worth it now. When I'm done getting my PvP MATT/Crit Spell set done I will make my entire CoE set heal boost.
  5. Truth about 6.0

    lol okay. You do you boo boo. I gots more to add seeing as I've actually ya know, played the patch?
  6. Truth about 6.0

    Another nyerking crybaby whining about the patch they haven't even played yet. *eyeroll*
  7. Truth about 6.0

    K bye Felicia
  8. Truth about 6.0

    Dear Diary....
  9. Truth about 6.0

    Leveled 1-80 on KR using broken english translation patch in 12 hours without even trying. They made leveling concise and efficient and not bogged down. It was refreshing and still enjoyable. Not quite sure what you're talking about.
  10. This is something I've honestly wondered now for a while since the server merge. If the supply of players for Panesterra is high enough, why not just remove the limiter of players who can get in? The code behind the scenes doesn't sound too complicated, just increase the cap from 100 to 150, or even possibly 190 to make a full league then make the adjustments to fort gates/mobs/deitys/ahserion. I don't think that would be deviating too far from what Korea has mandated -- because I know NCWest has little control over the actual game. I farmed for months to become a great general and nothing was more frustrating than knowing I'd have to wait another week just for a lotto chance to enter cross server.
  11. EU is saying goodbye to 5.8. Welcomes 6.0

    Saw this on Reddit yesterday. Was a picture with the message poorly written on a piece of paper hee-hee.
  12. I don't think replayability has ever been on the mind of the devs since the inception of the game. MMO's like WoW have replayability: there are so many different races to play on two different sides for example. Whereas with Aion there are only 2 real story progressions and they are closely mirrored to each other. Clearly, what they've been doing now for patches 4.9-5.8 haven't been working. The diminishing player base across all regions (Korea included) is proof of this. It's called Aion Refly because it's a soft reboot of the game. As I previously mentioned: it's like Aion, but not like Aion at the same time. And having played it, it was refreshing. I was running around in rubbish gear still having fun because gear doesn't have the ability to carry as hard in 6.0 as it does in 5.8. You really should play it, seeing as it'll never come to NA at this rate.
  13. Nah, you overestimate the number of new players who actually care about the content in the lower levels. It's not 100% who don't care, because I don't believe in absolutes. But most don't. Most players just want to get to the endgame where the majority of the player base, their friends, and the "fun content" are. In 4.7 most players, I knew plenty of players who had no real idea what the lore behind the main preface of Aion was. Their summaries would go something like, "a long time ago someone or something destroyed the tower and that's how we have elyos vs asmodians and Aion is god and balaur are monsters." This is about as much story as a typical player could tell you. They couldn't elaborate on the Empyrean Lords, the reasons for the celestial war, the two different versions of how the war started depending on what race you were, etc.
  14. Incorrect assumption. I played InfiniteAion tons before NA went free-to-play. Back then it took 3 solid days of gameplay just to get to level 20 lmao, so yes I remember all the quests and content. At some point, in any games development cycle, old content must be removed to make way for the new.
  15. Logged into forums for the first time just to comment. There is such as thing as too much content. This was exactly the problem in 4.5(updated UA forts)-Upheaval. There were so many sieges in those patches and content needed to be consolidated. Also, even in 5.8 a lot of content isn't directly related to the main lore of Aion. So what's to be missed again? You should know this because that's apparently really important to you. The maps that 6.0 got rid of were long overdue to be deleted. I do wish they deleted the older maps and kept Katalam and Danaria around, but that's the nature of the beast when it comes to a game. Nothing is forever. I played 6.0 in Korea for about a week. It took me about 12 hours of casual play to go from 1-80 with an unreliable English translation patch. The devs streamlined the entire leveling process via the reworked maps because they want players to get to endgame and enjoy that content. Even with this streamlined process, I don't think they sacrificed large sums of content/lore. Even with the translation patch I could still tell there's enough of a story there to be enjoyed even though the devs want the leveling process to be fast-paced. It's a much more concise story, one that I don't think new players (if there ever are any) would feel like they were missing out on.