🔄Skill Rework
Last updated
Last updated
This section provides comprehensive information on the various updated skills available to each class, including recent modifications aimed at enhancing the PvP balance and overall gameplay experience. You'll find detailed descriptions, strategic tips, and the latest updates to help you optimize your character's abilities. Dive in to discover how these skills can elevate your gameplay and dominate the battlefield in Imperial Mu! Since this is a 20-reset server, some of the skills listed below require a certain amount of resets to meet the mana or AG requirements to cast the skill. Also, some skills have been adapted to be used actively or in PvP, so it will not be possible to activate them with the Mu Helper. This rework is subject to modifications to further improve the system, we will keep you informed if we make improvements in future updates. We are open to receiving your feedback to help us improve the gameplay experience.
Phoenix Shot: We have extended the range of Phoenix Shot from 4 to 7 and increased its damage. It now also incorporates a 3-second cooldown. With these adjustments, we expect Phoenix Shot to become an even more valuable tool in combat, allowing you to control the battlefield more effectively.
Dragon Slayer: We are increasing the range of Dragon Slayer from 4 to 7 and raising its cooldown to 9 seconds. Additionally, while Dragon Slayer does not deal much damage, it will now reduce the opponent's SD by 25% upon impact. We believe this change will make it a more effective distance control tool.
Killing Blow: Its damage has been increased by 50% and the attack debuff from 5% to 30%, now lasting 20 seconds. This change should help Rage Fighters have more strategic options and become even stronger in duels.
Beast Uppercut: Its damage has been increased by 50% and to give Rage Fighters even more defensive strategies, Beast Uppercut will no longer decrease defense. Now, like Killing Blow, it will reduce the enemy's attack.
These changes are designed to enhance the versatility of the Rage Fighter class and address some issues we identified in PvP dynamics. As always, we will closely monitor these changes and make necessary adjustments to maintain game balance.
Distance: Start with Phoenix Shot to inflict damage from afar and destabilize your opponent, followed by Dragon Slayer. This combo takes advantage of the extended range of both skills and allows you to reduce the enemy's SD while closing the distance.
Weaken: If you find yourself in a 1v1 combat situation against a high-damage class like MG or Summoner, try using Killing Blow or Beast Uppercut. Although the probability of applying the -30% attack debuff may be low at first (5% in the early stages and +15% with the skill tree), if you manage to apply this debuff, you will be much harder to kill. It is important to note that due to the low probability of applying the attack debuff of Killing Blow and Beast Uppercut in the early stages of the game, it will be necessary to balance the use of these skills with other tactics and strategies.
Additionally, these combinations are only suggestions and may vary in effectiveness depending on the combat scenario. Keep experimenting and find the strategy that best suits your playstyle!
Arcane Magic: This skill consumes large amounts of AG to grant the Mage the state of Arcane Ascendancy for 20 seconds, providing infinite mana. This change opens up new strategic possibilities during combat.
Arcane Explosion: This powerful skill consumes more mana than the DW would possess without the Arcane Ascendancy state. The arcane explosion created by this skill absorbs AG from the environment, providing small amounts of AG to the DW and causing significant damage to enemies.
Arcane Decay (Master Skill): This skill, enhances Decay with arcane magic, increasing its damage and range, adding a stun effect to impacted enemies, and consuming large amounts of both mana and AG. It's important to note that Arcane Decay can only be used when the DW is under the effect of Arcane Ascendancy. The poisonous nature of Decay remains, so poison resistance in the Master skill tree will be crucial to counter this attack.
Teleport: This skill will now consume a low amount of AG and its range has been increased from 6 to 8. This adjustment enhances its effectiveness as a transportation tool while preventing excessive use.
Mass Teleport: Like Teleport, Mass Teleport will now also consume a low amount of AG and its range has been increased from 6 to 10. This change reinforces its utility in group combats.
Offensive Engage Suggestion: Use Teleport while activating Arcane Magic, then alternate between Arcane Explosion and Arcane Decay to maintain a constant flow of AG while dealing damage and stunning the enemy. This combo maximizes damage and control in a 1v1 encounter.
We hope this suggestion helps you discover new strategies and tactics with the Dark Wizard class. As always, we are eager to see how our players adapt to these changes and utilize these new skills in battle.
Wind Runner: This new skill consumes a significant amount of AG to grant the Elf a 30% increase in movement speed. Additionally, it makes her immune to any slowing effects for 7 seconds. This ability enhances her mobility on the battlefield and provides greater responsiveness to imminent threats.
Goblin Champion: A new pet for Elves. It requires mana to summon, restoring 200 AG to its summoner. While aimed at energy Elves, hybrid Elves can summon it using a set with +4% mana. This pet is acquired in Aida 1 and 2, with a rare drop rate. It has area stun and knock-back abilities that affect both allies and enemies. Use with caution.
Modifications to Heal and SD Recovery: We have increased the range of Heal and SD Recovery from 6 to 9 to allow the Elf to position herself more effectively during battles. The formula for SD Recovery has been modified to 1200 + the character's total energy. SD Recovery now also consumes 40 AG, adding additional balance to its strategic use in combat.
Sniper Shot (Master Skill): This Master Skill increases the range of Ice Shot from 7 to 9, allowing agility Elves to take a more advantageous position on the battlefield. This enhancement provides an additional tactical advantage and facilitates the Elf’s ability to control her space and engage more effectively in ranged combat.
We trust that these changes will make playing as an Elf more engaging and balanced. As always, we remain committed to improving the gameplay experience in Imperial Mu.
Combination and Strategy Suggestions
Combat Support: Start with Heal and SD Recovery from a safe, extended range to keep your team healthy and shielded. Use Wind Runner when you need to relocate quickly, either to evade incoming damage or to reach a teammate in need of assistance.
Range Control with Agility: Use your enhanced Ice Shot to deal damage and control from a safe distance. If the enemy gets too close, use Wind Runner to create distance and continue pressuring from afar. The element of Sniper Shot remains ICE, so Ice Resistance in the skill tree will be a great tool to escape its control.
These combos will allow Elf players to maximize their potential in both support and range control roles. As always, adapting to the circumstances of each battle will be key to success.
Weapon Skill Range Increase: The range of weapon skills for Blade Knights has been increased by 1. This change will allow Blade Knights to engage in combat more swiftly and improve their ability to handle combat situations effectively.
Rageful Blow - Range Increase: The range of Rageful Blow has been increased from 4 to 6. This adjustment is designed to enhance the effectiveness of Blade Knights in PvM (Player vs Monster) scenarios, enabling them to deal with hordes of enemies more efficiently.
Shield Defense Skill Enhancement: The absorption percentage of this skill has increased from 50% to 90%, offering greater defensive capability. However, its AG usage has been increased, and its duration has been reduced from 4 to 3 seconds. These changes aim to promote a more tactical and strategic use of this skill, preventing constant exploitation of its effect.
Unstoppable - Skill Tree: This skill tree enhancement grants Blade Knights an additional 50% resistance from the Poison Resistance, Lightning Resistance, and Ice Resistance masteries, making these valiant warriors even harder to stop on the battlefield.
FrostFire Stab - New Skill Variant: The incorporation of FrostFire Stab changes the element of Frozen Stab from Ice to Fire. This change means the skill will no longer freeze enemies but will increase its damage by 40% and its range by 1, providing a new dimension to the Blade Knight's offense. Its AG cost has been increased.
Defensive Combo: For a devastating attack, alternate the combo with Shield Block to minimize any retaliatory damage.
Strategic Use of Shield: When facing opponents with high damage or powerful skills like Summoner's Berserker, save your AG to use Shield Block at the precise moment. This can help you withstand incoming damage and give you the opportunity to counterattack.
Strategic Use of Resistances: As a Blade Knight, you now receive an additional 50% resistance from the Poison Resistance, Lightning Resistance, and Ice Resistance masteries thanks to the Unstoppable skill. Use this advantage to target enemies who use slowing or stunning attacks. Not only will you be able to approach with less risk, but you will also be able to capitalize on the situation to unleash your own attack.
Flame Strike: We have increased the AG cost for this skill and significantly boosted its damage. An important aspect of Flame Strike is that it now reduces the maximum HP of affected characters by 30%. This change will provide the Magic Gladiator with a valuable tool against characters who could otherwise become nearly immortal without this countermeasure.
Inner: We have granted the Magic Gladiator a reduced version of Inner. Since the formula for Inner now scales with VIT and considering that the Magic Gladiator does not have an enhancement in their skill tree like the Blade Knight, their version of Inner will not be as powerful. However, this addition will allow for greater flexibility in group formations and offer the Magic Gladiator an additional resource during combat.
Fire Slash & Ether Slash (Master Skill): To increase their sustainability in combat, we have reduced the AG cost of Fire Slash to 0. Additionally, its skill tree enhancement is now called Ether Slash, which restores AG points and slightly increases its damage. This modification will expand the strategic options available to Magic Gladiator players.
With these changes, we hope the Magic Gladiator class will be even more appealing, offering a greater diversity of strategic options to players and new possibilities in group formations.
Suggestions
Early Game Offensive Combo: Start by using Ether Slash until the enemy's SD shield breaks. Then, finish off with Flame Strike for a big burst of damage and a maximum HP reduction. This combo allows you to focus on breaking the enemy's SD shield before hitting hard with Flame Strike.
Skill Tree Offensive Combo: Begin with Flame Strike to inflict large amounts of damage and activate AG regeneration. Then, use Ether Slash to continue damaging the enemy until their SD shield breaks. Finally, use the remaining AG to launch more Flame Strikes and finish off the target. This combo maximizes your damage and takes advantage of the maximum HP reduction provided by Flame Strike.
Berserker: This skill now has a cooldown of 70 seconds withouth mastery and 50 seconds with Master skill active. Its duration has been reduced to 15 seconds. To compensate, we have increased its damage from +40% to +100%. This change will make the Summoner rely more on Berserker for definitive kills, ensuring that this skill fulfills its role of inciting a true battle frenzy.
We have increased the range of the skills of the books from 6 to 9 and their speed from 25 to 40. Additionally, we have introduced significant improvements in the master skill for the skill books:
Book of Sahamut: The damage-over-time (DOT) effect now lasts for 15 seconds.
Book of Neil: Now has a 40% chance to cause a stun.
Book of Lagle: The ghosts now have up to a 70% chance to knock you back when they hit and a 30% chance to root you for 1 second.
These changes add an extra layer of strategy for the Summoner, allowing for greater battlefield control and more tactical use of their abilities. We hope these adjustments increase the gameplay diversity for the Summoner class and we will be closely monitoring how players adapt to them.
Suggestions for Summoner:
Timing for Berserker: Given that the cooldown for Berserker is quite long and its duration is short, it's crucial to find the right moment in battle to activate it. Ideally, you want to activate it when you are sure you can deal damage to your enemies to make the most of its damage bonus.
Prioritize Berserker against other Summoners: In situations where you are facing other Summoners, it can be beneficial to activate Berserker before they do. This will allow you to maximize your damage and potentially secure kills before your opponents.
Avoid Dark Lord's Overlord: The Dark Lord's Overlord can be a problem for the Summoner, as it can prevent much of your damage. It's best to keep your distance and avoid engaging it if possible.
Be cautious of shields: Characters with Shield Gauge can withstand a significant amount of your damage. If you see an enemy with an active shield, it might be better to switch targets or wait until their AG is depleted.
These suggestions should help you make the most of the Summoner class and its abilities. Always remember to adapt to the circumstances of the battle and adjust your strategy as needed.
Earthquake: We have increased both the range and radius of this skill, from 6 to 9, and its damage has been increased by 35%. This change will give the Dark Lord greater presence on the battlefield, allowing him to damage and control more enemies at once. Additionally, the stun chance of the Earthquake skill has been increased to 40% with 20 points in Master Tree.
Fire Scream: This skill has received a significant damage boost, increasing by 40%. However, its AG consumption has been increased by 500%. This change will make Fire Scream a "burst" tool that the Dark Lord can use to turn the tide of battle. Due to its high AG consumption, it will be important to use it wisely.
Overlord (new skill): This new skill grants the Dark Lord the ability to provide his party with a shield that mitigates 100% of damage for 5 seconds. Overlord has a 60-second cooldown, which means it should be used carefully and at the right moments. This skill can change the course of a battle if used correctly.
DAMAGE REDUCTION AND DAMAGE INCREASE FOR THE HORSE:
To narrow the gap between a Dark Lord with a Demon and one with a Horse, we have reduced the Dark Lord's total damage by 15%. However, the Horse now provides an extra 15% damage with all skills.
SUMMON:
Summon cooldown increased from 15 seconds to 30 seconds.
These changes are designed to increase the Dark Lord's versatility and effectiveness in battle, providing greater control and damage to enemies, and a greater ability to protect his party.
Usage Suggestions:
Earthquake in High-Density Situations: Use Earthquake in areas with many enemies to maximize its increased damage and range. The stun chance also helps to control the crowd.
Fire Scream for Key Moments: Save Fire Scream for decisive moments in battle when you need to deal a large amount of damage quickly. Make sure to have enough AG available due to its high consumption.
Overlord for Protection: Use Overlord to protect your party at critical moments when facing significant incoming damage. Its 60-second cooldown means it should be used strategically.
Summon Strategy: Given the increased cooldown to 30 seconds, use Summon more carefully. Plan its use for when you really need to reposition or call your party.
Remember, these are just suggestions, and the effectiveness of each combo depends on the circumstances of the battle and your own playstyle. Explore, experiment, and find the strategy that best suits you!