Yo what's up, guys?
Eric Psykik here and today we have some big news.
Out of nowhere Cipsoft released some news today about what they plan on adding in this
year's Summer Update.
I don't know if this is everything that will be in the update, but it's definitely
a significant portion of it and they already opened up a test server to try this stuff
out.
Now I hate making my official update videos and then finding out everything changed later,
so keep in mind that this is only a first impression video of all the stuff I tried
today and I'll just be briefly going over each topic.
I'll most likely be making an updated video once the Summer Update is set in stone if
possible and they don't close the test server on me again.
So let's just get right into it and check out some of the new stuff we got today.
First off, new summons for all vocations.
I wouldn't really classify these as summons though because you only get a particular one
for each vocation; we don't have knights summoning fire elementals or anything like
that.
I would call these more of a temporary companion.
The first is Skullfrost, the knight's summon.
Skullfrost is an icy undead ghost thing that shoots ice and death attacks at your targeted
enemy.
I found this summon to be kind of squishy considering on a knight you're usually hunting
big pulls, but I might as well throw this in right now that they also updated the challenge
spell today and made it basically work like it always should have.
It also has the added bonus of keeping monsters from running away even if they're low health,
so monsters like Medusas and Young Sea Serpents can be forced to die in every pull.
You can see my knight easily resing this Silencer off another knight, and he's able to pull
it off of me as well.
So back to Skullfrost… while Skullfrost is pretty squishy, you can easily exeta res
the monsters off of him.
He keeps his distance from your targeted monster though so it can be kind of annoying if he
accidentally lures more and then you have to save him.
I don't really know if this summon will increase your dps much while hunting, and
I couldn't test any of this stuff in PvP yet, but his damage isn't too bad.
All four of the summons heal themselves so if yours is about to die you can just wait
a minute and it'll heal back up to full.
As of right now you can't UH or mas res your own summon, and I couldn't check whether
you damage it on PvP worlds since the test server is on Optional PvP.
Next up, we have Emberwing, the paladin's summon.
This holy bird gives quite a nice AoE bonus to a paladin's hunt by shooting mas sans
and tiny fire GFBs at your target.
The only problem I found with this summon is that it couldn't really keep up with
me while hunting since it's a ranged attacker.
While testing it in Yalahar Grims, I would constantly pull the Grim Reapers off screen
and Emberwing wouldn't follow until being forced to teleport towards me.
Yes, all of these summons will teleport to you if you walk too far away.
They will also follow you up and down ladders, teleport to you when you go off screen, walk
in PZ with you, and logout and login to the game with you.
Unfortunately, I don't believe this applies to normal summoned monsters.
But while we're talking about logging out and logging in, these summons only last 15
minutes at a time and have a 30 minute cooldown.
So they aren't permanent.
They're temporary and add a little boost to your hunt.
They also cost 1-3,000 mana to summon depending on your vocation.
After that we have the Thundergiant.
This is the sorcerer's summon that acts as a tank.
No more relying on an EK and ED to team hunt, now we solo sorcerers can hunt all by ourselves.
Nah the summon isn't THAT good that you'll be hunting Catacombs alone, but it is a nice
tank.
Basically all Thundergiant does is melee whatever monster you have targeted and use a challenge
spell with the radius of a mas san to tank the monsters for you.
I was actually able to hunt Roshamuul all by myself this way thanks to Thundergiant,
and with the ability to stand on bombs you could probably find a lot of different spawns
to have your summon tank for you while you DPS.
The only problem of a tank summon like this is that it's obviously not as efficient
as a human since it's now transferring all of the looting, pulling, damage, etc. on you
instead of splitting up the tasks.
So it's a nice feature for a solo mage, but will I actually use it in my current hunts?
I'm not sure.
Maybe we can find some new solo spawns with a tank, but there's a piece of me that thinks
you'll lose out on experience waiting for this monster to tank for you compared to just
running through destroying things like the way you hunt now.
Another thing I should add is that these summons cannot participate in certain boss fights
according to the news.
I don't know exactly what this means, but I'm assuming you can't bring these into
lever-style bosses like the Ferumbras Ascension quest or Forgotten Knowledge areas.
Finally, we have the druid's summon, Grovebeast.
This summon is basically the same thing as the sorcerer's Thundergiant in that it tanks
monsters and casts exeta res.
As you can see while hunting with it on my druid, these tanks aren't 100% perfect.
Sometimes they'll stand still and if you run off screen of these summons they won't
follow you so you have to walk even further to trigger the teleportation.
Also since these summons move so fast, whenever your target monster dies the summon comes
flying towards you bringing all of the monsters it's tanking with it, which can be pretty
dangerous for a mage.
Alright now that I've gone over the summons, a new spell coming out that is available for
all vocations is called Second Wind.
This spell increases your damage output the lower your health gets.
It costs between 500 and 2,000 mana depending on your vocation and has a 2 minute cooldown.
In a PvE scenario I don't know exactly how much of a use this spell will be.
The buff doesn't kick in until you are below 25% health, which is extremely low for mages,
not bad for paladins, but also kind of bad for knights.
On my sorcerer, I had to sit below 600 health in order to get my damage increased, but I
can't argue that it does increase by a lot.
Maybe Kharsek would find this spell more useful since he only has to go lower than 4,000 health
for it to start buffing his damage.
Usually I would UE a Lizard Chosen for like a 1.1k, but with low health and second wind
activated I was UEing for 1800s and 1900s.
PvP damage is half your monster damage, disregarding elemental protections, so that's almost
a 1k non-critical hit on another player.
The catch to Second Wind though is that you cannot wear magic shield or an energy ring
while it is activated.
If you have one on beforehand, you can't use the spell either.
So I can't imagine many scenarios where a mage would want to risk low health for high
damage considering this isn't a passive ability where you just happen to hit red and
then deal a huge amount of damage.
You have to activate it.
You have to willingly say "hey, I want to hit hard so let me put my character in red
health".
My first thought is maybe this could be kind of a kamikaze spell.
Imagine rushing someone in Banuta with a Gill Set on.
You put yourself at 300 health, just so you don't die to their avalanche, then rush
them and launch a UE, healing immediately after.
I don't know, that sounds like one of the few scenarios I could imagine myself using
second wind in PvP.
You wouldn't be able to combo with a friend because you guys would kill each other so
that's all I can really get from this spell.
It's just too risky to sit at 600 health as a level 300 to hit a little harder when
you lose so much on death to monsters or risk getting soloed by another player.
I think paladins hunting one by one can use this spell the best though since their 25%
health isn't ridiculously low and they can somewhat predict the max hit of the monster
they're hunting.
I tested it on Lizard Chosens with a fire wall and had very little problems since I
could make sure the Lizard Chosen couldn't reach me.
Combined with utito tempo I could hit some ridiculous hits, one time a 1.7k normal hit
and then another time a 1.8k critical hit.
So if you hunt a controlled monster you may be able to do some crazy damage as a paladin
which may buff your experience per hour.
Again though, just playing around on the test server I managed to die on each of my characters
testing second wind so I really can't imagine myself wanting to risk this in the main game
for a damage buff.
One thing I did think of though is that second wind may actually provide a use for the 10/10
defense bonus from the pray for prey system.
If you put yourself at low health and have a damage reduction on the monster you're
hunting, maybe you could keep yourself from dying while outputting high damage.
My knight had the most health of all my vocations, but even then second wind wasn't that great
because while I'm trying to lure multiple monsters I have to worry about keeping my
health up, but not too up so my second wind works, all the while killing monsters.
All of these temporary buffs and stuff add up to a lot of micro managing in what once
was a simple little hunt of spamming potions and runes.
I guess if the benefits are worth it then fine, but I'm not entirely convinced yet.
This is obviously the first day that these things were released though and I'm sure
stuff will be tweaked, so we'll have to wait and see how it all turns out.
The last couple things in this update include the ability to conjure a wand of darkness
as a sorcerer and three different types of ammo as a paladin.
The wand of darkness hits about the same as a wand of defiance except it does death damage
and gives you +2 ML.
It only lasts 15 minutes as well, has a 30 minute cooldown, and costs 250 mana.
So I think it is worth it for the mana cost, and you can use it as early as level 41, but
it's just a tiny boost of 2 magic levels.
A small convenience I suppose for a lower level, but not very useful as a higher level
seeing as we have crit wands and imbuable melee weapons.
As for the paladin ammo, the three new items are diamond arrows, spectral bolts, and royal
stars.
When casting the spell you get 100 of the arrows and bolts or 30 of the royal stars
and they expire after an hour with a 30 minute cooldown.
I think in an hour I can shoot like 1200 or 1500 arrows, so in reality you're getting
like 10 minutes of ammo per hour.
They have the same accuracy as their predecessors, but 5 or 6 attack more.
Since you can't sell this ammo on the market and they also expire, I'm assuming their
main use will be for bossing as a paladin or PvP situations.
They're really cost efficient though: the arrows cost 1,000 mana for 100 of them, which
boils down to 5.3 gold per arrow if you use strong mana potions.
In that case I assume you'll just be using this off cooldown to add a little extra damage
to your hunt and save a little money.
So that's about everything that came out on the test server today.
Again, I don't know if this is everything coming out in the Summer Update or just a
portion.
Anyone wondering if these spells will cost soul points, the answer is no.
If you remember that survey where they asked about soul point spells, I believe I read
on the forums that they trashed that idea due to community feedback.
Anyways, if there are any significant changes to these spells or more stuff is added for
the Summer Update then I'll be sure to update you guys.
Thanks for watching and I'll see you guys next time.
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