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Air

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Air last won the day on February 9

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About Air

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  • Birthday 04/02/1981

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    Clayton, NC
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    United States
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    Black Desert Online

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  1. Intrepidity affirmed...

    Congraz Xugrel on your new promotion
  2. A New Guardian Rises From The Ashes

    awesome bud congraz on your new position
  3. Asmodian Play

    Although I am always enjoying the more the merrier, I do want to make sure that we use the same forums and voice chat. I do not have an Asmodian, but I can always create one and join the legion to reach out to those that I need.
  4. Aion New Sentry ◕ ◡ ◕

    Thank you Jaqen, Everyone, please help me welcome Jaqen HGar as Aion's new Sentry for our legion. Welcome, and I look forward to working with you throughout the game.
  5. Times are changing, and so is this game. Aion will have a new layout, with new land content as well as change structure. Aion has been out since 2008, however, today 2018 we are still with 2008 graphics. In Aion 6.0, this will change. With the new update from NCSoft CryEngine, we will see much improvements in the graphics, more fluent with combat, and a overall better combat experience. Come join us now and level your character up to 75 before the expansion comes out. Aion 6.0 is not set to release until the late year of 2018. Here are some looks of new gear, wings, weapons and a sneak peak on how the graphics are going to be improving in the CryEngine Update.
  6. Sign Up for In-Game Invite!

    Vraith were you able to get in? Do you need any assistances?
  7. Sign Up for In-Game Invite!

    Let me know when you want an invite.
  8. it took them around 24 to 36 hours to respond back to the guild thing.
  9. Honestly Damis, I wouldn't even think about a new account. These gifts are account bound, and that is what makes the game so easy to go through. And the promotions that were before, would not be attached to new accounts, hence you losing some extra bonus. I agree with Ztuke, check any alternate emails you might have and see it is going to another email. When I needed an email it would take 30 mins to come through. If you get in let me know and I will move you over to the new guild. We still have the old guild, and members are in there, but they move the permissions to a character name Drake, which I don't know who this is. They have been on 2 days ago but since they were the next highest member level in the Legion. I am ok with that but no one could invite in the Legion. That Legion was a Lvl 5, which could take 150members, however, I have a Level 6 legion which has a higher level and named it Covenant of the Phoenix. So as we go we are going to use that lvl 6 Legion as members, and use the lvl 5 guild CotP as an alt or bank storage.
  10. Sign Up for In-Game Invite!

    I will reach out to you tonight if you are on Done
  11. Hey, Guys check it out in case you were thinking of playing AION again or are at least thinking about it. Keep in mind that the guild will establish on Jan 23, 2018 so Invites can be requested starting Jan. 24, 2018. But go ahead and grab your free stuff now, forum explains where. Free Mount Free Gear: Full armor, weapons, and wings Free XP Easy Leveling now to 65 Check out the AION forum:
  12. Templar in 5.3 And you. (A breakdown of this nyerkhead class.) So, since trying to log into the forums here is like striking gold. I figured I'd try and build a mega thread to try and carry every question and whatnot into one thread. First You've decided to play Templar (A tank) I'm so sorry. If the video doesn't show: https://www.youtube.com/watch?v=7ivtJD0t9M4 (Believe me watch this it'll make you laugh and give you an idea of what tanking is like) Keep in mind to each is to own and the playstyle you choose should be the one YOU'RE comfortable with. But nothing I say here is a set in stone fact and can change via opinion or with The most minor of changes. Quick key 1 FAQ 2 PvE 2.1 Gearing 2.2 Running instances 3 PVP (This is going to be a long one.) 3.1 Gearing 3.2 Group pvp 3.3-3.14 Fighting individual classes. (can also be searched by #Class name) 4. Quality of life things you can do with 5.3 And experimental Things I'm toying with the 5.3 update (Skip here if you're a Veteran looking for some 5.3 info on the class or are just into the idea of theorycrafting.) 5. Templar in 5.5 (I have this juicy info ) 1. FAQ What is A Templar? (For most this is a pointless question) A Templar, (At least on Aion) Is easily compared to WoW's Paladin in terms of its functionality. (Tanking, with some slight party buffing Mainly through shields and bonus defense) What's The main point of Templar? TANKING PvE this is what you do. PvP this is what you want to try and do. (Not as easy to "Tank" In PvP but you're the front-runner. Expect to die A LOT Even as the beastly defensive monstro you are.) What are the pros to Templar? The games main tank. INCREDIBLE survivability. There's always a need for you in PvX Once properly geared: Templars become one of if not *THE* Toughest physical class to have to face in PvP. You murder other physical classes What are the Cons to playing Templar? Requires the most gearing out of any class (Second only to cleric) Most difficult class to solo level. Entirely gear dependent. One of if not THE slowest farming potential out of any class. Weak to cloth/Clerics Requires you to have less than 200 pings to do "average" less than 100 to do "Well" Can you break down the block/evasion/parry mechanics? Ahh sure... I can give a heavily simplified breakdown of how they work. Dodge: 100% damage reduction 30% occurrence cap. Parry: 50% Damage reduction 40% occurrence cap. Block: 50-80% reduction 50% occurrence cap. Good shields come with 50% block and gain 2% for each level of enhancement (EX:+15 shield 50% base 2x15=30% 30(bonus)+50(base)=80% damage reduction total Thanks, Dingus, Can you break down the "occurrence cap" now? Again heavily simplified breakdown. So Think of simple math. (PEMDAS <-- Nyerk this crap) The formula for block kind of breaks down like this. Evade - accuracy = Evade (successful roll) or (fail move to next roll) Parry - accuracy = Parry (Successful roll) or (fail move to final roll) Block - accuracy = Block (Successful roll or (fail take full damage scrub) In order for an attack to be blocked, You must exceed the stat by 10 or more (10= 1% chance 100 = 10% chance) Example Ballsdeep69 has 3,100 accuracies and is trying to mess you up. You have 3,310 blocks. 3,310 block - 3,100 accuracy= 210. Remaining block. Move a decimal Result: You have a 21% chance to block every one of his attacks. Important notes: You cannot exceed 50% chance to block regardless of how badly you "beat his noob stats" If you evade an attack you will not block it. If you parry an attack you will not block it. (The only time you'll see evasion is when blind is involved And you'll almost never parry past an enemies accuracy) How many sets does Templar need? Ideally four. sets based on Importance. DPS set. (PvP set) M.supp (magic suppression set For magic based classes) Block (For physical classes in PvP) PVE set (A mixture of Hp/damage to maintain aggro and survivability This is going to be the first set you obtain, even if it is the "least important" for PvP You need a PvE set to even get started.) Wait, but other users have said M.res what do you mean m.supp So this one is a bit of a hot topic between a lot of late-game Templars... M.res is a stat that Has gotten a bit more difficult to keep up with. While the set is nice for physical classes to fight against their CC landing. Clerics can still be countered by these sets... However, the main purpose of them was to stop cloth classes. And now the number of m.res needed stops you from being too much of a threat damage wise to the cloth class you're fighting. (Seriously some of them have broken WELL into 3.5k m.acc) You're better off trying to reduce as much of the incoming damage from them as possible. However, some people will still fight this point. (Which they can like I stated to each is to own What weapons does a Templar use? We have access to four weapons. The Greatsword (your main damage weapon) The Sword (Your off damage / tanking weapon) The shield (We're the only class that necessarily uses the shield as a 'weapon') The mace (This is a rare occurrence as most maces are not Tailored to Templars. ((PvE maces are decent... However, the difficulty in trying to obtain a physical mace is not worth the output of just Getting a sword. PvP: Unless you want to use the legendary Archon brigade General mace (level 55 weapon) There just aren't any for us to really use. ) Well, which ones the best? Without being a smartass the Answer is honestly "Yes." An average Templar will only use one. A good one will use both their 1h/shield and his Greatsword in their rotations. You suck at this... Well, mace or sword? Honestly, For PvE, you could get away with a mace, But in PvP, you're going to be using a sword Bar none. (You NEED that PvP attack.) What is "Weaving"? Weaving is the idea of Auto attacking between skills and then using a skill to cancel the animation of the skill. (Marked as "attack"" in basic skills or hitting the "C" button. (This is an interact button that will allow you to attack an enemy target.) What is "Burying"? Shorthand: Something Templars never need to do but need to watch out for. "Burying" Is the term used for when a skill Is put into a state where it can't be potted off with GHP or the first wave of dispels. This is done by taking a Crucial skill (I.E: Assassin's 30 second blind) And Then using two more debuffs to add to the debuff bar Pushing the Blind to the "Third" Slot in the bar or further down the line "burying" it making it impossible for you to Pot off with a potion until the debuffs applied after it wears off. (This can be used to extend the duration of a debuff a few seconds if not completely circumvent the GHP) 2. PVE PvE is "Player vs Environment" TL: DR Unless the thing you're fighting has a name like "Ballsdeep69" And it's in blaring RED letters. And shows up as a red Diamond on the map. It's part of the games "Environment" 2.1 Gearing Important sets for gearing up for PvE Hp (PvE) set. Purpose of the set: PvE based armor/accessories gives you Enmity boost (A stat that allows you to Keep mobs Attacking you and not your squishy little party mates. The increased "Physical defense" of these armors also allows you to cut through more mobs without dying/ stopping to heal. DPS set ((Usually A PvP set for Kinah's sake.) Or A separate PvE set to avoid taking aggro from the main tank/ Solo grinding/farming ) Purpose of the set: PvP version: usually used in open world farming to be able to fight back against enemy players. NOTE: This can now be considered an obsolete tactic due to Equipment set swapping now being a thing with 5.3 PvE version: the Faster killing of mobs Again with the benefits of the increased Tankiness. (Also used in more advanced parties where the extra Hp socketing may not be necessary.) PvE Gearing order: (from 60-75 as these are the most appropriated levels for 5.3) Note: You do not have to get ALL the sets if you can skip entire sets, do so this is just a list of options from worst to best First to last (Non-kinah options) LDR/DR set: (Danuar reliquary) IS set (infinity shard set) DD set (Drakenspire depths (INCREDIBLY DIFFICULT to obtain now) Ancient coin set (Archdaeva's restructured sets) Note: The ancient coin set can be purchased with Ancient coins which are farmable/obtained with kinah. This means if you can, you're allowed to outright purchase this set. And this is honestly the only real relevant set to worry about. More information on the set here: http://aiondatabase.net/us/item/110601754/ (Breastplate linked) Anywho onto the important part. The stats from these sets. (we're going to use Archives of eternity as the instance for these goals. Importance: Highest to lowest (tanking) Enmity boost: As high as possible. HP: 25-30k+ (Unbuffed the higher the better but 25k is about as low as you wanna get the damage numbers in these instances are HIGH give your cleric as much of a break as you can.) Accuracy: 3,600+ (This will mostly allow you to hit just about anything this is also largely obtained from having good weapons) Crit: 1,000+ (Unbuffed: Buffs will give you +120 from scrolls and I think +60 from the Poma wine dumpling putting you at a solid 1,180 for PvE) Attack: Arbitrary stat if you're tanking so as high as you can get while still reaching the other requirements. Importance Highest to lowest (DPSing) Accuracy: 3,600+ (Your damage doesn't mean anything if you can't hit the mobs and level difference makes this SO much more important) Crit: 1,150+ (Unbuffed: You're trying to murder things here, Furless one.) Attack: As high as possible while meeting the other stats HP: 18k + (You might not be tanking but you're still up front which means there's a goddamned good chance you're still gonna take some damage This is also VERY easy to obtain in PvE sets) Enmity boost: The lower the better but (good) PvE gear is going to cause you to have it. So we've gotta deal. 2.2 Running instances I'm not going to breakdown guides for EACH individual instance in this post (This post is going to be a massive text wall as it is due to there being No spoiler function here) So I'm going to post basic fanfare and rotations. Tanking: You have two goals here. My favorite which is "Not die" And maintain your aggro. Core skills: Provoking roar, (Formerly Cry of Ridicule) Incite rage (Now a normal skill) And provoke. (There might be more that are slipping my mind But these three will allow you to maintain aggro relatively easy. Anyway, for future reference, this will be called "Taunt spam" The rotation I use when Tanking: Taunt spam, Steel barricade defense (Block proc) Courageous shield, Shield counter, Avenging shield blow (End block skills) Swinging shield counter, shield bash chain. (swap to Greatsword) Dazzling severe chain, Body smash chain, Righteous blow, Ferocious Strike chain, Sword storm. (Swap to shield) Restart rotation and omit Longer cooldown skills. (they'll be back on the next cycle of your rotation) NOTE: This rotation is under the assumption you are "Weaving" attacks. (Covered in the FAQ) DPSing: Goal Murder the hell out of the thing you're fighting. The rotation I use while DPSing: Same rotation Omit taunt skills and block proc skills. (If they come up use them but if you're not tanking you probably won't get them.) Now you noticed I didn't cover Any of our "damage buffs" (Twin furies for the oldies) below Reroute power: If you're tanking and not noticing your health move, use this. (it kills your physical defense which can make the difference between life and death use sparingly.) Divine fury(long cooldown buff): Use this only when DPS racing or if you lose aggro(You shouldn't lose it but that 30% can help regain it.) If the boss doesn't have any special dps requirements (of when to do it) Use this the same way you would empyrean fury. Empyrean fury(shorter and stronger of the two damage buffs): Use this during phases when the boss has no damage mitigation up (shields buffs etc) And hit them hard and fast. You can Add divine fury To end of this if it's not going to hinder your ability to tank/kill the boss. 3. PVP Onto the main course of this post. PVP "Player vs Player." Yeah, remember ballsdeep69? We're going to be talking about him finally. PvP is the meat and potatoes of the game. And is The most fun yet infuriating thing you'll do? A quick key for how the next section will be laid out. Recommended set: Self Explanatory(If you do not have the set dps is assumed to be your next go to) Required skills: Without these, the scenario is almost ALWAYS lead to your loss or an IMMENSELY MORE DIFFICULT FIGHT Recommended skills: While not as important as the required skills these skills will almost always make the fight much easier. All other skills will be unlisted and assumed as part of your toolkit/rotations Recommended Godstones: How to handle the fight. Beginning Rest of fight Common mistakes (Mistakes in this scenario that have made life harder/resulted in The Templar losing. If it's in red it's a critical mistake for the class fight.) ONWARDS! 3.1 GEARING UP So you've decided to take a Templar into PvP, You poor thing. For starters You need the following sets: DPS (General use set against most squish bags) M.res/Supp (buyers choice but I recommend M.supp for magic classes Block (For physical classes. Sets from worst to best. Blood mark(65 eternal) http://aiondatabase.net/us/item/110601500/ Blood mark(65 Mythic) http://aiondatabase.net/us/item/110601715/ Arena set (70 mythic) http://aiondatabase.net/us/item/110601866/ Abyss set (70 mythic) http://aiondatabase.net/us/item/110601902/ Abyss set (75 mythic) http://aiondatabase.net/us/item/110601906/ Sets and stats in order of importance. DPS PvP Defense/Attack: As high as possible Crit: 1,200 (Unbuffed) (Scroll+food= 1,380 for bypassing strike resist) Accuracy: 3,700 minimum (The higher the better but you need to be able to bypass block sets or you'll never kill clerics) Attack: As close to 1,600 as possible. (Unbuffed) HP: As high as possible (roughly 17-20k range) (unbuffed) (also vastly unimportant) M.SUPP PvP Defense/Attack: As high as possible M.supp: As high as possible while maintaining the below stats Accuracy: 3,600 (unbuffed) Crit: 1,100+ (unbuffed) Attack: As high as possible HP: As high as possible Block PvP Defense/Attack: As high as possible Block: 3,300+ (unbuffed) (Again the higher the better. That seems low? remember your shield stances give you +700 and +1000 respectively) Crit: 1,100+ (Higher the better again) Accuracy: 3,500+ (Easily obtainable) Attack: As high as possible. HP: As high as possible. 3.2 GROUP PVP There are Three total scenarios. Contrary to popular belief the cleric is not the governing factor in most Team fights. It's the spirit master. (Fear WINS fights, hands down. You can't do anything and if the Cleric is feared you lose you're dispel from fear. Not to mention your heals) Note: regardless of the scenarios You're taking the same skills Scenario 1: Both groups have a spirit master. Required skills: Bodyguard, Empyrean Providence, the panoply of Protection. Recommended Skills: Divine fury Empyrean fury, Reroute power. Inquisitor's blow, Punishing thrust, Sword storm. Aether leash (Doom lure, ((IJ for you oldshugos)) Illusion chains Like I stated, Fear is one of not the biggest Governing factor of how a Group of 6v6 is going to go. A feared GROUP is a dead GROUP (Or at least a dead cloth/healer) At the beginning of the fight:(You should be the first one in.) Immediately Panoply your spirit master (If the enemy party is smart they're going to jump on him to kill him.) Outcome: Good SM pops spirit sub and goes for fear Bodyguard your Cleric. (5k should be enough for them to get one or two heals out before this is popped) If the cleric can't keep up with healing Pop Empyrean providence and attempt to go into this fight. Once you've done so. Buff up (Your choice of how many you wish to use (I usually do reroute and Empyrean here and hold divine for after this initial phase of the fight.) Outcome: Spirit master is stupid and Doesn't pop sub/fails to get fear off. Provided your party isn't now feared/dead/FUBAR Grin and bear it, You're going to have to Bodyguard the SM and beg him to fear. Immediately Pop Empyrean providence if you have to BG the SM (You gotta protect the rest of the party) Once you've done so. Buff up (Your choice of how many you wish to use (I usually do reroute and Empyrean here and hold divine for after this initial phase of the fight.) Inquisitor's blow has a range of 16m (same as your pulls) This allows you to not run facefirst into the entire team. When it crits it usually pops their stone skin. If not immediately follow up with sword storm (this will pop the shield and should stumble them, if it breaks the shield but doesn't stumble them go for a pull to displace them from the group / cancel their fear shriek) The remainder of the fight: Outcome: The SM is now dead. Move onto their healer Then their most threatening dps. If the healer doesn't seem phased by your damage, CC them and try to keep them busy enough to halt their heals. (A cleric can't heal if they're on the ground.) Keep spamming Pano on your healer (once that fear shriek is off the SM is no longer your focal point until it's off cooldown) Bodyguard the healer as often as you can. (Reserve remaining Panos/BG for Cleric, Pano SM when they have the shriek again) Outcome: The SM popped spirit sub (command bodyguard whatever that reroutes the damage to the spirit) At ANY point during your initial jump on them. Immediately back off them. (If they get the fear off And it doesn't result in the parties death,) Use Aether leash to Pull the spirit. Begin dpsing the spirit with everything you've got. Once it does return to the SM for the kill. (They're going to be debuffing and wreaking havoc) (Reserve remaining Panos/BG for Cleric, Pano SM when they have the shriek again) Fight remainder target order: SM> Healer > other dps > tanks Scenario 2: You have a spirit master and they don't. Beginning: For post size sake, the beginning of the fight is the same. (TL:DR version) Pano sm hopes he's not stupid. If he is BG beg for fear shriek Empy prov) Outcome: Enemy group is now feared Full buff damage (reroute divine, empyrean) Begin the murderfest Target order: Cloth> Cleric > Leather > chain > plate (Kill them from quickest to slowest minus the cleric) Pano/bg spam your healer. Pano the SM when Fear's off CD again. Outcome: The cleric got out of the Fear and is beginning to dispel. Full buff (yes. again) Pull her with Aether leash, Begin Damaging them with non CC skills (If you do enough damage you're either Going to kill them, make them heal themselves, or force them to pop a shield over dispelling. The goal is to get them to have to do something other than dispel the targets that are feared. In the event, you're not hurting them. Aether leash: Low CD CC skill when they use remove shock pull them with Illusion chains (If you do this properly this will cancel their shield chain off RS) Once that's done begin to damage with everything you've got. The minute Remove shock disappears continue CCing. (Fear shriek will have ended after you pop their remove shock so watch your back.) The remainder of the fight: Pretty similar to scenario 1 You're going to do just about the same changing up your target order. (The beginning of the fight is what Mainly changes based on the SMs or not.) Scenario 3: They have an SM and you don't. For starters bad scenario Beginning: Immediately Bodyguard your cleric (They're likely going to target them first.) Pano your strongest DPS (You might not know this unless you're in a premade Usually whichever DPS in your party has the highest HP is a good way to guess which to panoply. (Note this is a nyerkshoot and can be because they have high gear with arbitrarily higher HP, or your DPS is an utter idiot in which case kiss your ass goodbye, William. ) And continue the Next part of the initial fight the same way you would in scenario 1. the remainder of the fight: Again same as scenario 1 changing your targeting up appropriately. Now, onto PvP against other classes. (Remember that every fight Is situational and these while in theory work may not always pan out exactly as follows these are strategy's to carry INTO these fights with, don't expect the execution to go exactly as I've typed out here every time. Aion's PvP truly is situationally based Something as stupid as a pillar can completely turn a fight to a certain direction. Since this is also going public, please feel free to shoot numbers or ideas. But let's try and keep it civil. On a side note Willist this is how I play and have achieved good results not EVERY Templar is going to feel this way. And Honestly, I'm above average AT BEST compared to some people. So if any of you greats are reading this please, set me straight Senpai(s). __________________ http://i1286.photobucket.com/albums/...pskpdyipwu.png Last edited by Emyrryl - Siel; 03-27-2017 at 09:32 AM. Reason: Cleaning up #2 03-21-2017, 11:20 AM EMYRRYL Server:Siel Legion:Always Together Class:Templar Character Profile Rank:Aion's Chosen Posts:2,536 Re: Templar in 5.3 And you. (A breakdown of this nyerkhead class.) PLATE 3.3 #TEMPLAR Recommended set: Block Recomended Godstones: Blind, silence Required skills: All. Recommended skills: All. Difficulty: Block set: 6/10 Dps:8/10 Sure, let my stupid self-start with the Mirror match up. You vs another Steel wall with feet. You're going to need everything in your toolkit To win against Another Templar. In the end, the more geared Templar SHOULD win every time. This isn't always the case. Mindgames and timing when to DPS is going to be what leads you to win these fights. conceptually the fights are going to follow the same layout with some minor differences. BLOCK SET: If you have a block set over the enemy Templar, You've got a strong advantage. Remember the key here is to NOT die longer than they can. Templars don't win fights by Killing targets, they win it by surviving longer than the other target does. This applies to when they fight themselves as How to handle the fight: Beginning: Try and pop their Remove shock > Refresh spirit chain. Upon remove, shock going popping. Pull them with Aether leash or illusion chain in an attempt to interrupt Refresh spirit. (This is INCREDIBLY difficult to do and is on a small window But if done can completely cripple the Templar you're fighting) This usually will cause them To throw up UD. Kite and Damage normally If you're CC'ed Quickly use remove the shock and Refresh spirit (Hope they don't land that pull between or you'll be back on a level playing field with them.) The rest of the fight. Spam provoking roar (Cry of ridicule) For Courageous shield's buff and your shield skills. Spam dazing severe blow whenever it's up (Attack speed reduction is crucial) Repeat the process of trying to break their remove shock > refresh spirit chain. Use aetherleash or Illusion chains to pull The templar out of A shield stance. When they Use their Damage buffs: Feel free to Pop Iron skin or Eternal denial and fall back into Steel barricade Defense. If you gain more than 16m of distance while kiting: Use an Anti-shock scroll to counter The inevitable pull when you get back into range (This will END their DPS phase. You can just kite the buffs out (Unless they illusion chain immediately after) Iron skin + SBD: Hold S and kite backward for additional defensive stats. Eternal denial +SBD: Do the same but don't expect any kiting to work until Eternal denial wears off. More or less you're going to be whittling each other down for a good while throughout this fight. The smarter of the two buff wise will win. Provided the two of them are equally geared. Common mistakes: The worst thing a Templar can do going into a fight is Burn Both their Furies right at the start of every fight. Using multiple shields at once: (Unless you're taking heavy damage with One up this is unnecessary) Burning CC skills on UD buffed targets Failing to pull The target on a remove shock chain Failing to pull The Target out of a shield stance. Pulling a Target with an antishock scroll up. 3.4 #Gladiator Recommended set: Block Recommended Godstones: Blind, Silence Required skills: Steel Barricade defense, Eternal Denial, Iron skin. Unwavering devotion. Recommended skills: Stubborn spirit, Terraform, Empyrean providence, Shieldburst. Difficulty: Block set: 5/10 DPS: 8/10 Block set: A block set is going to make this fight IMMENSELY easier. without it Getting caught in a rotation is going to make you very screwed. How to handle the fight: More likely than not The Glad is going to try and jump on you. Remember that your pulls don't work on targets already within 3m or less than you. They're trying to stop you from opening with it. The second you're CC'd Pop your Remove shock > refresh spirit chain. This will allow you to Get a bit of extra health for a few seconds going into this fight. (And undo any of the damage you took While being CC'd) Back off from them. Gladiators are the ONLY class you can go toe to toe against and lose 80% of the time. You can NOT mitigate their damage enough without wasting all of your Defensive buffs. The same concept applies as it does when fighting a Templar. Use your defensive buffs wisely. Slaughtering is one of the few skills that You want to try and kite off using Stubborn spirit. (if you have it along with steel barricade having both is recommended.) This should allow you to not get caught in their ankle snare. In the event, you do get caught by the root Immediately pop Iron skin / eternal denial then fall into Steel barricade defense. You're going to take some damage, try and minimize it. (If you only have steel barricade follow these steps without the shield stance swap. If you get caught with their physical fear (This is not a silence it stops you from using physical skills) You can still fall into Steel shield or stubborn spirit. (These are considered silence skills for some dumb reason) Of course, if you have your greater healing potions this would be the time to use them, not being able to fight back is.. well it's a bad time. The easiest way to fight a Gladiator is in sweeping motions. When you're waiting for cooldowns Stay out of their AoE range. (This is going to allow them to heal up and still get some damage off if you don't.) Run in and open with a CC Skill (if their unwavering devotion is down) And If you're feeling brave you can try and Buff up and take advantage of their reduced defense during Slaughtering. However, failure to CC them will result in you taking a LOT of damage. however, it IS doable if you manage to have most of your CC skills up at the time. However, this again is risky. Remember to make sure you're spamming provoking roar (for forced block's reduced damage and keeping Courageous shield up. (The buff is an indefinite buff when used properly.) In the event you trigger their remove shock: Jump away from them. Yes, Jump You'll land outside of 3m and can pull them to interrupt their counter stumble from the chain. If they have low ping don't bother just try and get out of the skill as it's going to stumble you if UD is down and let them begin their damage. (If you have UD up I still heavily recommend getting out of range as this skill has a pretty decent chance to stumble disregarding the UD bonus of 800. ) If you've taken shieldburst a good way to bait out the Remove shock chain from The gladiator is use Aether leash, Jump in any direction (I usually jump forward since I use mouse movement.) And use Sword storm. The "guaranteed" stumble Should flip them onto their back. Go in for a break power follow up, They should pop it. Jump away And Swap back to your shield, Get a blockchain for shield counter > swinging shield counter for the stumble. Or shieldburst if you've brought it. This strategy can be repeated with shieldburst every 30s. 60% of this fight is going to be spent with you moving in a shield stance, Distance control and trying to make sure you stay out of their range. while bringing them into yours To fight. The goal is again to outlive instead of killing them. Common mistakes: Using reroute power (Gladiator have the highest physical attack out of every class in the game with the trade off of low attack speed losing 40% of your p.def is going to get you killed against a glad. Thinking Unwavering devotion makes you immune to CC(You can still risk being stumbled by a Gladiator, so be on your guard. ) Burn Both their Furies running into a fight. Using Multiple shields when they do not have to slaughter active Burning CC skills on UD buffed targets Standing still Trying to fight while in physical fear. (You can't use any skills) Wasting shield stances Trying to tank and spank Against Gladiator. LEATHER 3.5 #Assassin Recommended set:Block Recomended Godstones: Blind Required skills:Steel barricade defense, Unwavering devotion, Empryean fury, divine fury, Inquisitor's blow Recommended skills: Stubborn spirit, Shieldburst, Punishing thrust, Prayer of resilience Difficulty: Block set: 3/10 DPS: 5/10 Block set: Having a block set almost sets this fight completely in your favor, In the event you miss a blind, or screw up somewhere being able to fall into a shield stance and reliably reduce the incoming damage can save your life. This can also be the differentiating factor between making it to that next heal/buff's cooldown or not. Assassin might be one of if not THE easiest match up for a Templar in terms of the rock paper scissors format. That DOESN'T mean get cocky about the fight. A geared and a smart Assassin can still Tear you to bits all the while making you look just goofy to whomever's watching this fight. I can't stress this enough, Overconfidence WILL get you killed in this match up. Most often than not when a (good) assassin Walks into a fight he's going to have one of three godstone setups against you. (Dual wield classes Should have their godstones paid attention to (Two godstones twice the proc chance and these nyerking things dictate fights If you can't view their equipment consider the following when trying to identify their godstones) Black smoke: Blind White particle effect: Silence Electricity: Paralyze 1: Blind x Blind: This one is the worst expect alot of blind Godstone Procs. Do NOT waste your greater healing pots on these, fall back into Steel barricade (Stubburn if you've brought it and your SBD is down.) 2: Blind x Para/silence Sometimes lesser geared sins (Less weapons to have) Will use this setup, In an attempt to one size fits all counter. Again, do NOT waste your potions on a Blind/silence godstone proc. (Paralyze you can't anyway so I won't mention that outside of this bubble) 3: Silence/Para x Silence/Para Some assassins will actually opt out of the blind and run two paralyze/silence or a combination of the two for their godstones. Again As much as you're going to want to do NOT pot off the silence godstone. (Yes It'll stop you from shield stancing/defense buffing. but you have legs, Kite Jeepers it.) Beginning: Now that we've gotten the prefixes for the fight out of the way onto the actual fight. I know you're going to want to. do NOT buff up! If he's not in stealth already, he's going to enter it if you do. Why would you want to fight a fully buffed class? (Spoiler: if you don't have to you don't and probably shouldn't if you're an Assassin. And they know this.) Instead fall into Steel barricade and kite backwards (S) For the additional defense bonuses for when they do break stealth. If you get CC'ed Pay mind to any silence godstone procs. (This will stop you from using refresh spirit not to mention leaves a HUGE window of vulnerability open) If you have a silence on you when you get cc'ed wait until it disappears to use remove shock. If you MUST use remove shock to live, or are in a situation where you DO use it. You have a fall back option which most Templars forget about. Remove shock gives you 1k cc resist for the window it's up. (Using refresh spirit or another skill in the chain however REMOVES the bonus. don't forget this) You can leave this up if you do get caught silenced while using it. IMMEDIATELY use unwavering. (This skill is crucial to fighting the sin. As they CAN 100-0 you in a CC chain godstone procced tailspin of pain. With that Segway onto the core of this fights operation) When unwavering devotion is up: This is your opportunity to Do some damage. The most important thing when fighting a sin is keeping pressure on them. If you allow them to get back into stealth they have the opportunity to either A: Heal up a bit with some potions/rebuff etc etc. We don't want that. (Especially if they decide to wait this buff out) There's three crucial things you need to watch out for, because failure to do so will make this fight go sour VERY quickly! The moment they use blinding flash (It's a 30 second blind, you'll recognize the icon after about 3 or 4 times of seeing it.) You NEED to pot that off with the Greater healing potions you have. (This is why I said don't waste it on godstone procs, 6 seconds is a hell of alot shorter than 30) If this blind gets "buried" (Answered in FAQ) you need to pop A defensive skill and fall into steel shield. If you take more than 4k damage total: Use a second for the duration of the blind and fall into stubborn until SBD comes off of CD (Should be 8 seconds If you do not have stubborn and SBD as your stigmas Run until the shield skill comes back up then continue to kite backwards to reduce damage, the sin is going to catch you with ease. ) (Recommended Order to burn defensive skills in: Iron skin > Eternal denial > Terraform Once you manage to come out of the blinded circumstance or have potted it off. pay attention for The sin's Focused evasion (blue and Cyan looking Icon on their buff bar) Remember that if Aether leash / Illusion chains NEEDS to do damage in order to pull. This is where inquisitor's blow comes in. burn the skill to pop the focused evasion. THEN pull them. (Same tactic as the Greater shock scrolls for fighting against Templars. or Iron skin for cloths) Once pulled Start up with Dazing severe blow (Lower their attack speed and p.def) Then follow up with punishing thrust. (They should be able to move by now.) You can Hit them with holy punishment to try and stun them. Shieldburst, sword storm. You should be able to at least bait their Remove shock at this point. (possibly even slip A Break power in there if not you can at least get a good portion of damage off against them.) Remember to keep your courageous shield up like any fight against a physical class. Spam provoking roar, Fall into your shield stances when your Aggressive skills are on cooldown, standard fan-fare and you should eventually come out on top in this fight. The last part of the fight: Most good sins when they fall below 25% are going to fall back on other strategy's to take you out. Good Assassins have been talking about how to deal with Templars for ages because of how hard we counter them. Usually in the 25-50% range of their health remaining you can wipe them out with a well placed pull and a few more swings. The problem is this is usually the point where an open world PvP assassin is going to either pop his mini transform (for a heal and Hp boost) And come back at you with renewed vigor. Or he's going to pop retreat and try and back off to stealth >Rebuff> wait out the remainder of your UD / Defensive / offensive buffs you have active on your bar. Then come back at you with everything they have. What to do at this point: This is where You have A 12 second window. Templars and Gladiator's are the only characters that can move at Capped on foot land speed. (Wth Charge unfortunately once this is down they go back to being the two least mobile classes for running / chasing. ) If you can keep up with them using charge keep the pressure on. If your charge is down, Or they DO manage to get away. This is the usual tipping point of the fight. If you have empryean armor and a shield or two left, Get ready to use it once they pop your remove shock out of stealth. If you can't keep up with them, Heal up as much as you can (Healing Potion, Prayer of resilience Empryean armor Herb treatment if it's up get yourself as close to full health as you can) The sin si going to be coming back at you with at least 20% more health than it did when it went into stealth. (Assuming the only thing it has is the potions / buffs if they have both assume a good 25-30% more health than when they went into stealth. ) This is where the harder part of this fight comes up. You might get caught with your pants down or you might be able to remove shock and buff your defenses back up and Throw a terraform up to win it. Maintain your normal strategy's of minimizing damage with shield stances, buffing up when you can, keeping their blind off of you, and maintaining your rotations when you do catch them. Important notes: don't get upset if you get outright Screwed by RNG Dual wield classes can get 6% to blind on each weapon with the right illusion godstone. Etc etc, With weaving there's alot of hits you're going to be taking which means there's going to be alot of opportunities for their stones to proc. With vision stigmas Assassins also have a second blind to worry about. (It's only 3 seconds) But it's called shimmerbomb, If you see yourself hit with this, Immediately cease attacking for the duration of the skill. (It will also require you to re-target the sin.) Common mistakes: Full buffing at the beginning of the fight / duel Not keeping enough pressure on the assassin and Allowing them to restealth Failure to use shield stances Potting off godstone and lesser duration blinds. Allowing blind to be buried. Failure to utilize SBD's damage reflect. Wasting pulls on evasion ready assassins. Forgetting that RNG is still a factor in these fights and sometimes A loss can be unavoidable. 3.6 #RANGER Recommended set:Block Recomended Godstones: Blind Required skills: Inquisitor's blow, Stubborn spirit, Aether leash, Illusion chains. Recommended skills:Charge!, Steel barricade Defense, Sword storm Difficulty: Block set: 2/10 DPS set: 5.5/10 Block set: Reducing a Rangers incoming damage is by far the greatest tthing you can do, Why? Well if you're going to be chasing after someone for 80% of the fight. Ranger is.. In a way Easier than sin, Yet in a way harder. Once you catch them It's more or less a done deal You can usually 100-50 them then 55-0 Them if you can catch them in a FULL rotation. However doing so is easier in theory than it is to actually do. Ranger fights are going to open the same Way as an Assassin's. I know you're going to want to. do NOT buff up! If he's not in stealth already, he's going to enter it if you do. Why would you want to fight a fully buffed class? (Spoiler: if you don't have to you don't and probably shouldn't if you're a Ranger. And they know this.) Instead fall into Steel barricade and kite backwards (S) For the additional defense bonuses for when they do break stealth. If you get CC'ed Pay mind to any silence godstone procs. (This will stop you from using refresh spirit not to mention leaves a HUGE window of vulnerability open) ((Editor's note: Copy/paste is a nice thing <3)) What Rangers Lack in Evading attacks and dual wield Weaving they make up with Sheer mobility. Fights against this Class are going to be more of an Annoyance than a challenge. (Not crap talking rangers, but even once you figure out the proper way to deal with them putting it into proper practice is DIFFICULT against good rangers.) Rangers are all about keeping you at Bay unless they want you to be in range for something. This fight is going to be spent mainly doing two things: Chasing and then more chasing. Rangers are incredibly good at keeping their distance. Same concept to catching them applies as when an Assassin is trying to keep their distance. You're going to need to use Inquisitor's blow (direly more important than it is against the Assassin) To pop their Focused evasion then pull them in for the damage rotation. Two things to look out for when trying to enter your damage rotation: 1: If they use retreat (It'll look like their's a tornado forming under their feet) and you try to pull them it'd appear that sometimes it will NOT pull. (Not sure if this is a bug, intentional, a mechanic of the skill or what but if it's up do NOT use your pulls focus on buffing up defensively when they use the skill and try to catch them. 2: If you catch them and they hit you with sleeping arrow. (Remember how I Said not to waste your Greater healing pots on the godstones again? Here's why) You're now asleep for twelve agonizing seconds. They're going to start laying traps down at your feet. Pay attention to the order they're trying to lay them in. The MINUTE you see them lay sandstorm trap down. Get ready to Try and Pot it off with your Greater healing potion. This is the ranger's version of Blinding flash(flare whatever) That assassin has. Yep, another 25-30 second blind you get to worry about if you manage to let the ranger bury it. Now initially when the sandstorm trap blows You won't wake up, It's the NEXT trap that's going to wake you up (One does a minor amount of damage and a poison the other I believe is an attempted Aether snare but I almost never see it used) Once that wakes you up, You have a VERY small opportunity to use that GHP. If not they're going to hit you with entangling arrow (Move speed slow) And you're going to stay blinded even with the potion. Turtle up and get ready to become a pin cushion for at least the duration of the slow from the Entangling arrow. Honestly, the most difficult thing to worry about is the Sleep arrow, Sandstorm trap, and their ability to stay out of your range. Now if you're wondering why I've listed stubborn as a required skill over Steel shield and said that steel shield is the secondary against a physical class. Ranger's have two Skills that make chasing a pain, the slow arrow, and they have a Rooting arrow (name is slipping my mind) but it can NOT be potted off with a GHP Or saam kings. (may take more than one dispel to get rid of, but in this scenario you just can't due to the duration being shorter n the GHP cooldown. However you have a significantly lower chance of being immobilized in Stubborn spirit. (+800 immobilization resist) ((<-- Editor's note: Going to number check that at some point)) The trick is to save your buffs for AFTER you've caught them. This is one of the few times that you'r actually going to use the small paralysis window from Aether leash / Illusion chains to pop your buffs then follow up with sword storm. (if you've popped their FE and their remove shock) To Eliminate any opportunity of them getting out of range of you. (If you haven't Stab them with holy punishment in an attempt to get them to pop it, Pull them back once it's said and done and then use Sword storm / shieldburst to wreak havoc.) While keeping courageous shield up is nice, only do this if you have both stances. (You don't want to take full damage while chasing. Eventually they will whittle you down if you can't catch them, and good rangers are VERY difficult to keep in one spot for more than 7 seconds. even as the Delicious pull happy shugos we are) Remember to keep an eye out for their silence arrow (I can't tell you how many times I've seen Templars fall victim to this when trying to RS chain) You don't want that heal / extra pull getting wasted. (yeah we have a third pull, go figure :P) Throughout this fight, You're going to unfortunately have to deal with multiple stealth phases. (Yeah... I can hear you sighing.) There's a very good chance you're going to miss out on your UD being utilized in any proper way. (Sleep arrow > Stealth) If you have seeds of detection joke is on the ranger, If you do not however.. You may want to get used to not relying on your UD to fight against rangers. (Same for your buffs honestly) Rangers are VERY good at drawing out fights to burn buffs. Defensive, offensive, or otherwise. Be prepared to have to go in raw and unprotected for a good portion of most ranger fights. Common mistakes: Buffing at the beginning of the fight. Buff stacking in general for this fight is a bad idea. Don't give a the ranger a reason to sleep you Trying to pull a target with their retreat buff up. Trying to pull an Evasion ready target. Failure to use stubborns immobilization resist Letting sandstorm trap be buried. Improper counter kiting. (Run in a smaller circle than the target at an angle in the direction their moving to counter kite)
  13. Aion 5.8 - Heart Of Frost Patch Notes By Gideon, January 10 in General Discussion Posted January 10 Hi everyone! Moving forward, we will be posting patch notes as forum threads. I had really hoped to get this one out this morning, but time constraints and some forum formatting trickery made it more convenient to publish the PDF like we have in the past. Enjoy! -G Aion 5.8 – Heart of Frost Patch Notes Abyss 1. The Divine Fortress has returned. After Ereshkigal disappeared from Drakenspire Depths, the Divine Fortress was sealed with a frozen barrier. As soon as the Incarna resurrected Ereshkigal, the area around the Divine Fortress began to change. Both Asmodians and Elyos prepared weapons to break through the ice seal and brought their frigates to attack the Divine Fortress. - The Divine Fortress is located at the Abyss Core in the center of Reshanta. It can be reached by flying. - The siege works the same as other fortresses. It occurs at 9PM on Saturdays. - Rewards for the battle are Spinel Medals, Fragmented Spinel and equipment purification materials and are based on participation. - Added assembly areas for each race at the entrance to the Core. These areas are the only places Coalition Kisks can be placed. Elyos Asmodians Redeemer’s Wing Advance Base Omen’s Herald Advance Base - Holding all three Upper Abyss forts will enable a siege cannon that can be used during the Divine Fortress siege. - Holding all 5 artifacts in the Core will allow the gate to be destroyed faster. - Other useful items and NPCs have been added to assist in gate destruction. - Players cannot fly during the Divine Fortress siege. ※ Gliding is still possible. 2. The siege schedule has been changed slightly in order to make room for Evergale Canyon. The sieges highlighted in yellow have been changed. Server Time Sunday Monday Tuesday Wednesday Thursday Friday Saturday 3PM 4PM Wealhtheow'sKeep Lower Abyss 5PM 6PM DredgionDefense Lower Abyss Lower Abyss Lower Abyss Lower Abyss Lower Abyss Panesterra 7PM Ahserion 8PM Upper Abyss 9PM Kysis Krotan, Miren Krotan Kysis, Miren Miren Divine Fortress 10PM 3. Fissure of Oblivion entries that are added with Landing reinforcement level 5 will now be reset every day at midnight 4. Improved the algorithm for participation during sieges so characters will gain participation even if they do not directly gain AP during the siege, as long as other members of their alliance are gaining AP. This primarily affects healers and lower damage classes. 5. Rather than reliably appearing after a certain number of sieges, the Protector Spirits in the Upper Abyss now have a random chance to appear after each siege. 6. Greatly decreased the HP of the Protector Spirits in the Upper Abyss as well as the monsters it summons. 7. Reduced the number of monsters protecting the Upper Abyss forts. 8. Removed capture limit information from fortress tooltips, as Balaur now recapture them before every siege. 9. Added an alert message in the center of the screen when a siege is won or lost. 10. Changed the buff effect granted to the weaker race if one race continuously occupies the fort. 11. Changed the number of Landing reinforcement points gained for killing the commanders of each fort in the Abyss. 12. All captured forts and artifacts, as well as Landing reinforcement levels, have been reset for this update. 13. Increased the duration of Summon: Battlefield Kisk and its cooldown. 14. The Balaur that attack the command tower and leader during the Upper Abyss sieges will no longer spawn. 15. Added a path that allows players to teleport from the Abyss Core to the Divine Fortress. 16. Fixed an issue where the occupying legion for Kaldor and lower Abyss fortresses were shown in the UI and as a message. 17. Fixed an issue where the Balaur commander sometimes did not spawn during the Upper Abyss sieges. Instances Frozen Monolith 1. Added the Frozen Monolith instance. The Frozen Monolith is a defensive fortification in the sky above Divine Fortress, guarded by Brigade General Nergal. Theorized to be a conduit for Ereshkigal’s influence, the Daevas are determined to destroy it. - Can be entered via the Frigate Boarding Devices at Redemption Landing (Elyos) or Harbinger’s Landing (Asmodians) in the Upper Abyss. Group Size Level Entry Count Reset Entry Count 6 66+ Wednesday 9AM 4/week Mirash Sanctum 2. Added the Mirash Sanctum instance. Elyos and Asmodian scouts have discovered a series of secret chambers deep beneath the Divine Fortress. Within, they have found the Harvesters using a magic ritual to revive Ereshkigal’s fallen soldiers. Unless the ritual is stopped, Ereshkigal’s soldiers will return endlessly. - The faction that controls Divine Fortress can enter from inside the fort. - The faction that does not control Divine Fortress can enter from a secret door outside the fort. Group Size Level Entry Count Reset Entry Count 1 66+ Wednesday 9AM 4/week Other Instance Changes 3. Fixed various issues with season ranking, and re-enabled season ranking. - All seasons have been initialized to start on 1/10. 4. The Barracks and Hidden Barracks instances in the Upper Abyss can no longer be accessed. 5. Made some changes to Trials of Eternity. - Decreased the potency of Ganesh’s damage reflection. - Greatly decreased Boliag’s HP. - Greatly decreased the HP of the Netherworld Parasite Ramphis that Boliag summons. - Decreased the HP of Heart of Boliag. - Changed the despawn time for some monster corpses. - Fixed an issue where some debuffs from the Ganesh fight would not be removed after the battle ends. - Fixed an issue where the Heart of Boliag would not respawn. - Fixed an issue where Ganesh’s Obelisk sometimes does not use its reflection spell. 6. Made some changes and fixed some issues regarding Evergale Canyon. - Added an altar inside the base where players can revive after dying in battle. ※ When a player is resurrected at the altar, they receive a barrier buff for 30 seconds. ※ From the altar, players can move to the back of the base, which is a neutral area where they cannot be attacked. - If a player leaves before the end of the battle, they cannot re-enter for 60 minutes. ※ This waiting time does not apply to players who exit normally or those who exit by being kicked from their alliance. - Rewards have been increased. Additional rewards are available for players with more than 4000 points. - Lowered the stats of the monsters inside the instance. - The amount of points attainable is now capped at 8000. - Made changes to spawn requirements and other aspects of boss monsters. Monster Name Requirements Changes Corrupt Bagatur Appears 8 minutes after start Respawns 8 minutes after defeating it No longer drops items. The faction that kills it receives a buff. Furtive Kaisan Appears if there are more than 37 players Respawns 3 minutes after defeating it Increased the amount of War Points received when defeated Mahot Point reward now scales with number of captured core fragments. Daglon Point reward now scales with number of captured core fragments. - The sales NPC that could be summoned with War Points at the beginning is no longer available. The items have been moved elsewhere. - Fixed an issue where the Guardian/Archon Detachment Leader did not appear in the cutscene. - Fixed a client crash. 7. Made some changes in the Arena of Chaos, Chaos Training Grounds and Arena of Glory. - Tripled the points gained for round 3 kills in the Arena of Chaos and Chaos Training Grounds. - Quadrupled the points gained for round 3 kills in the Arena of Glory. - Halved the points deducted when a high placed character dies in round 3. Instanced Dungeons Affected Places Arena of Chaos / Training Grounds 1st or 2nd Place Characters Arena of Glory 1st Place Characters - Removed the mark above a higher ranking character during round 3 to prevent targeting/griefing. 8. Made some changes to Bastion of Souls. - The Hideous Cold skill of the final boss will now activate instantly if a player leaves the party or logs out. - Improved the reward for completing the side missions within 15 minutes. 9. Made some changes to Adma’s Fall, Theobomos Test Chamber, Drakenseer’s Lair and Fallen Poeta. - Decreased party size to 3 (from 6) for all four instances. - Changed the conditions for the boss monster to appear. ※ Three summoning stones appear in the boss room. Each character must stand at a different stone to summon the boss. - Lowered the stats of monsters in the instance. - Changed some of the combat patterns for the boss monsters and skill effects. - Changed the entry level for Drakenseer’s Lair and Fallen Poeta. Instance Before After Drakenseer's Lair 66+ 69+ Fallen Poeta 66+ 72+ 10. Made some changes to Arena of Tenacity/Grand Arena of Tenacity so they cannot be abused. - If a player leaves during a match, the character’s score is reset. - If the whole group leaves the Grand Arena of Tenacity during a battle, that group’s score is reset. 12. Made some changes regarding Crucible Spire. - Added the Victor’s Golden Wings as a season reward for the highest rank of each class. - Added an exclusive life serum that restores 6000 HP, which can be obtained from a chest after entering. - Added some regular monsters to floors 20, 24, and 28. - Changed Modor’s visual skill effects and combat patterns on floor 40. - Changed the casting time for regular monsters. - Added new monsters, and changed the locations of some other monsters. - Added confirmation steps when the Crucible Spire is reset and the player can select between the first and last floors. - Changed some monster animations. - Removed some monster titles. - Positive buffs will now be removed when entering the Crucible Spire. 13. Fixed some bugs in Crucible Spire. - Fixed an issue where Modor’s Vengeful Orb and Malicious Ice Storm skills could be avoided by staying in a safe zone. - Fixed an issue where death visual effects were not shown when killing monsters. - Fixed an issue where the Crucible Spire could not be completed correctly in some cases. - Fixed an issue where an incorrect system message displayed after completing Crucible Spire. - Fixed an issue where some items obtained in Crucible Spire did not show system messages. - Fixed an issue where the transformation on floors 17 and 18 could be maintained by leaving the instance. - Fixed an issue where the defense artifact explosion on floor 34 was not activated. - Fixed an issue where characters could fall below the map when fighting certain monsters on floors 33, 34 and 35. - Fixed an issue where some monsters would not use their skills in certain situations. - Fixed an issue where some monsters’ CC effects would not activate the Remove Shock skill. 14. Increased the XP given by monsters in the Fissure of Oblivion by 50%. 15. [Friend Management – Search] can no longer be used in Arenas or Training Grounds. 16. The Grand Arena of Tenacity now uses 8 teams instead of 16 per instance. The tournament now has 3 rounds instead of 4. 17. Added a door to regroup when a player dies during an Arena of Tenacity match. - Doors appear for both factions upon death and each faction can return to the fight after 5 seconds. 18. Fixed an issue where death visual effects were not shown when killing monsters in Fissure of Oblivion. 19. Fixed an issue where the Archdaeva skill UI did not show the cooldown time in the Fissure of Oblivion. 20. Reduced the group size for Padmarashka’s Cave from 48 to 12, and decreased Padmarashka’s stats to compensate. 21. Fixed an issue where the door inside the Eternal Bastion could sometimes not be destroyed. 22. Fixed an issue where rewards for battlefield-type instances were not given out correctly. Skills 1. Added Stigma set effects. The Stigma UI has been changed to accommodate this. - Added a tooltip that allows the player to check the set effect info below the Stigma window. - Stigma Set Effects are activated when all equipped Stigmas are charged to at least a certain level. The effect is removed if the requirements are not met. 2. Changed the successful enchantment message that is shown in the current location if a Stigma charging is successful with +9 or more. 3. Modified the acquisition level for the Cleric’s Ripple of Purification level 2 skill from 59 to 49. 4. Fixed an issue where the Ranger’s Blazing Trap damage remained the same after a certain interval. Environment 1. Fixed a bug where some invasion mobs in certain regions of Norsvold could not be attacked. 2. Modified some topography in the following areas: Changed Topography Crucible Spire Bastion of Souls Trials of Eternity Norsvold Ishalgen 3. Increased the time the rift for Iluma/Norsvold invasions stays active. 4. Deleted structures and fences in Pandaemonium Plaza. 5. Fixed an issue where some windstreams in Cygnea and Enshar could not be used. 6. Fixed an issue where some merchant sound effects can be heard even after leaving the merchant. Minions 1. Added 5 new minions. Minion Grade Skill Name Skill Effect Summoning Effect Viola A Splendor of Restoration - Recovers user's HP. Physical - Increases HP, Attack, Accuracy, Crit Strike Magical - Increases HP, Crit Spell, Magic Boost and Magical Accuracy Transformation: Old Friend - Transforms and increases stats for 30 seconds Kromede A Shocking Repeat Fire - Single target damage. Deals additional damaged to stunned targets. Miserable Struggle - Single target damage and stun. Empowers next skill. Hyperion A Energy Discharge - Reduces target's MP and deals AOE magic damage. Ide Aetheric Field - Recovers user's HP, removes status effects and grants defensive buff. Karemiwen B Cold Storm - Single target damage. Physical - Increases HP, Attack, Crit Strike Magical - Increases HP, Magic Boost and Magical Accuracy Deep Wound - Single target damage, slow and damage over time. Saendukal B Pulverizing Attack - Magic attack on target and targets around it Furious Outburst - Magic attack on target and targets around it, chance to stumble. 2. Stat point boosts for minions have been increased, and minion stats will now go up when the Minion Point gauge reaches 50% and 100%, rather than just 100%. 3. Some minion skill effects have been changed. Minion Added skill effects Sheba Increased PvE/PvP damage Modor Increased PvE/PvP damage [Tear Space] Resistance against Silence, Bind, Sleep, Fear, Paralyze, and Shock increased by 700 for 8s. Increases Move/Flight Speed [Enhanced Tear Space] Increases all resistances against abnormal states by 1,000, increases movement/flight speed. 4. Reduced the fee for each sacrificial minion when upgrading a minion. Grade Previous Cost Changed fees A Grade 1,800,000 Kinah 500,000 Kinah B Grade 1,000,000 Kinah 300,000 Kinah C Grade 500.000 Kinah 100,000 Kinah 5. Increased the chance of contracting a grade C or higher minion with the Cute Minion Contract. 6. Increased the Minium gained from Iluma and Norsvold invasions. 7. Minion skill effects are no longer affected by the casting character’s stats. 8. Fixed an issue where the Seiren minion’s harp was too large. 9. Fixed an issue where minion functions would not resume correctly when performing some actions while mounted. 10. Minions can now be summoned and dismissed while flying. 11. Characters can now use minions starting at level 10. - Characters will receive minion skill points after the update starting at level 10. - Minion contracts have had their level restrictions reduced to level 10 (from 66). 12. Greatly decreased the amount of Minium required to evolve B and C grade minions. 13. Added a Lesser Minion Contract reward to Fissure of Oblivion. 14. Fixed an issue where warning messages for some evolved minion growth materials were not shown. 15. Added sound effects for some minions. 16. Fixed an issue where item usage by minions was not reflected in real time. Characters 1. Added Divine Soul Healing. - Divine Soul Healing is the same as regular Soul Healing, but will also fully restore a character’s HP and MP for an additional Kinah cost. - If XP cannot be restored, Divine Soul Healing cannot be used. 2. Decreased the XP needed to increase Aetherforging proficiency. This change is not retroactive to previously gained levels. 3. Leaving a windstream no longer extends flight cooldown time. - Characters can fly again immediately if their cooldown recovers completely before leaving the windstream. If the cooldown is still in effect, no addition time will be added. 4. Fixed an issue where HP was reset when changing weapons through the button on the Profile panel. 5. Fixed an issue where Idian stats would be applied incorrectly under certain circumstances. 6. Fixed an issue where when a Gunslinger closes their private store, the Pistol equipped in their right hand slot takes longer than normal to display. 7. Made the resting/normal animations for the female [Motion Card] Skating item more natural. UI 1. Improved the Atreian Bestiary. - Added a Bookmark tab that will automatically hide itself if empty. Add bookmarks by clicking the star icon in the upper right hand corner of the monster portrait. - When a new entry is unlocked, a sparkly frame effect will show. - The Elyos/Asmodian selector has been removed and all areas show on the same page. - Added monsters for several Archdaeva instances to the Atreian Bestiary. - Instance bookmarks are divided by region and have their own colors and pictures. - Clicking [Show Location] will now show all habitats, rather than the nearest location. 2. Changed the look of the Atreian Passport. 3. Added colors to the chat menu. - When entering a chat message, the player can select […] and change the color, which will then be reflected in dialog, alerts, orders and channel chatting. - When the color is updated, the change will apply to past messages as well. 4. The group leader will now be highlighted in chat. - A golden crown icon will be shown left of the character name. - If leadership changes, the icon disappears. Group Type Highlighted Target Highlighted Message Types Party Leader Alerts, all chats, whispering Alliance Alliance Leader Alerts, all chats, whispering League League Leader Union alerts, alerts, all chats, whispering Coalition Coalition Leader Coalition alerts, Union alerts, alerts, all chats, whispering 5. Changed some the UI and messaging in the Arenas and Training Grounds. - Character names are now shown as “Trainee?” on the rank information and the intermediate result pages for the Arena of Chaos/Training Grounds and the Arena of Glory, instead of that trainee’s number. - Removed class icons from the intermediate results page. This page will now sort by ranking. 6. If a player joins a group (Party/Alliance/League/Coalition) or the group status changes, a message for that group will be shown. 7. Changed the artifact icon to be more visible on the map. Before After 8. Fixed an issue where the character image in the reward window after completing a floor of the Crucible Spire was covered. 9. Fixed an issue where the skill icon for the Ancient Archdaeva after transforming in the Fissure of Oblivion was blinking every second for 30 seconds. 10. Each group’s number will now be shown when joining an Alliance/League/Coalition. 11. Added a “View Rank” button so players can check their season rankings and rewards for the Hall of Tenacity, Grand Hall of Tenacity and Arena of Discipline. 12. Fixed some text of the item tooltips that appear when an item link is clicked in the chat window. 13. Fixed an issue where minion icons assigned to the quickbar would sometimes disappear. 14. Changed the asterisk map icons for Iluma/Norsvold invasion so they will remain on the map rather than disappearing when the invasions are not active. Items 1. Added Spinel Coins and equipment that can be purchased with them. - Spinel Coin merchants are located in Iluma and Norsvold at the Sanctuaries. 2. Added new exclusive Archdaeva equipment that is immune to destruction via enchantment failure. - One set can be obtained by purifying Harvester gear from Bastion of Souls, and one can be obtained by purifying Spinel Coin gear to its highest form. - This equipment cannot be traded. A single wrapping charge is added at enchantment level 25 (tempering level 10 for accessories), but cannot be re-added even if the equipment reaches that threshold a second time. - When enchantment fails, it follows the following pattern: Enchant Stage Attempt Failure Penalty 0~10 - 1 stage 11~14 Back to stage 10 15~19 Back to stage 15 Above 20 Back to stage 20 3. Added new equipment, new item categories, and new recipes to Aetherforging. 4. Lowered some Aetherforging requirements. - Decreased required quantities of some materials. - Decreased the recrafting time for Diogenite and Magic Dimension Stones. - Changed some requirements for the pet egg crafting list to automatic acquisition. - Increased the critical chance for activation for some crafting lists. 5. Added recipes for Greater Supplements (Fabled/Eternal) to Alchemy and Greater Supplements (Mythic) to Aetherforging). - The Alchemy recipes can be purchased from Alchemy merchants in the capital cities or housing zones. 6. Heroic grade (blue) and below items can no longer be used in the following functions: Removed Functions for Heroic Grade Items Enchanting Omega Enchanting Manastone Socketing/Removal Godstone Socketing Wrapping Retuning Tempering Soul Binding Release Armsfusion/Armsfusion Removal Idian Augment/Conditioning Wrapping 7. Equipment chests from the Archives of Eternity and Cradle of Eternity now stack up to 100 per stack. 8. Fixed an issue where some Pistols would receive PvE defense instead of attack at enchantment level 17. 9. Fixed an issue where ranged Provenance weapons could not have their appearances changed. 10. Fixed an issue where the Modify/Enchant window would not open under rare circumstances. 11. Changed some of the rewards for Sky Island invasions. 12. Fixed an issue where Berdin’s Favor would be consumed even if players did not receive additional XP because they had reached a level limit – for example, maxing level 65 before becoming an Archdaeva. 13. Fixed an issue where Essence Cores could sometimes not be equipped. 14. Fixed an issue where the fees for item modification/enchanting were not actually deducted. 15. Fixed an issue where the appearance of items could not be changed under certain circumstances. 16. Fixed an issue where some items could not be dyed. 17. Premium Magic Suppression Scroll and Fine Crit Strike Scroll can now be used together and both scrolls’ effects will be applied. 18. Fixed an issue where some outfits had incorrect appearances in combat stance. 19. Increased the Healing Boost stat on some of the Holy Apollon and Harvester armor sets, and added Healing Boost to the mace weapons of both sets. 20. Skill skins can now be applied to Archdaeva versions of skills. - Using a Skill Skin card will automatically unlock the Archdaeva version of the skin as well. - Characters who had previously unlocked the skin will receive the Archdaeva version automatically. 21. Changed the items for the Atreian Passport. 22. Increased the drop chance for some crafting materials dropped by monsters. 23. Fixed the casting speed stat points for Harvester’s Orb/Spellbook/Harp. 24. Changed some rewards for Adma’s Fall, Theobomos Test Chamber, Drakenseer’s Lair and Fallen Poeta. 25. Some items in Evergale Canyon have been changed so they share a cooldown. Quests 1. Added normal and campaign quests for Mirash Sanctum and Frozen Monolith. 2. Added missions for the Abyss Core and Divine Fortress. 3. Added minion quests that can be obtained at level 10. 4. Added quests that give Spinel Coins as rewards. 5. Added quests that give equipment purification materials as rewards. 6. Added daily quests for Iluma and Norsvold that give Minium as a reward. 7. Deleted quests for the Upper Abyss barracks instances, which were removed. 8. Modified some aspects of the Trials of Eternity so they correspond to the actual quests. 9. Greatly increased the XP for the daily quests “[Daily] Protect the Ancient Temple of Life” (Elyos) and “[Daily] Protect the Ruins” (Asmodian). 10. Changed the completion NPC of the quest “These Shoes are Made for Stalking” from Siaqua to Sulinia. 11. Changed the number of times the Evergale Canyon quest can be repeated, and the minimum level. 12. Deleted the previous large invasion Daeva quest, and added a new quest. 13. Fixed an issue where characters below level 45 could not do the Elyos quest “Kinah-Digging Daughter.” 14. Changed the grade of the quest item “Completed Records of Life” from common to fabled. 15. Fixed an issue where the daily quests for the Alabaster Order and Field Wardens that dealt with the Inggison and Gelkmaros fortresses did not disappear. - If a player obtained the quest before this patch, they need to abandon it and obtain a new daily association quest. 16. Modified the regions and quest steps for some of the level 65 Daevanion quests. 17. Changed the quest steps of “Aiding General Giscours” and “Pontekane’s Plight” in the Upper Abyss. 18. Increased the XP for instanced dungeon repeat quests and changed the reward items. Target Instanced Dungeons Changes Adma’s Fall Theobomos Test Chamber Drakenseer’s Lair Fallen Poeta Increased XP for repeatable quests Changed recommended level Changed quest rewards Bastion of Souls Archives of Eternity Cradle of Eternity Trials of Eternity Fissure of Oblivion Increased XP for repeatable quests 19. Increased some quest rewards and XP for quests in Iluma/Norsvold. 20. Changed some weekly repeated infiltration/protection quests in Iluma/Norsvold. 21. Decreased the difficulty of some hunting quests in Iluma/Norsvold. 22. Fixed an issue where players could not share League quests if they were in a League. 23. Changed the contents of the Asmodian mission “Caryatid of Abyss.” Once the character reaches the required level, they can carry out the quest. 24. Fixed an issue where the Elyos mission “Not Blinded by Vengeance” in Verteron could not be carried out. 25. Modified the sharing range for some quests at the Evergale Canyon to League Range. Evergale Canyon Quests Elyos [Instanced Dungeon/Group] Eliminating Mutated Ancient Creatures [Instanced Dungeon/above 37 Players] A Fragment Fallen At The Anvil Asmodians [Instanced Dungeon/Group] Stopping The Mutated Ancient Creatures [Instanced Dungeon/above 37 Players] A Fragment That Appeared At The Anvil NPC 1. Changed the schedule for intermediate and large Sky Island invasions. - Intermediate invasions occur every hour between 12PM (noon) and 1AM the next day in Iluma/Norsvold. - Large invasions always happen Saturday and Sunday at 7PM. Intermediate invasions will not occur at these times. Weekday Invasion Frigate Infiltration Corridor Saturday 7 PM Norsvold Iluma - Elyos combat frigate invasion - Infiltration Corridor Sunday at 7pm Iluma Norsvold - Asmodian combat frigate invasion - Infiltration Corridor ※ The old random mechanics will no longer start intermediate or large invasions. - Fixed an issue where the Kenovikan and Tetran bosses would not spawn. - Reduced the stats of the Transport/Carrier and the invasion monsters. - The 2 minute standby time now begins when the Transport/Carrier summons invasion monsters. - Invasion monsters now disappear after 45 minutes. 2. Added Blessed Totem NPCs to Mirash Sanctum and Frozen Monolith for Prestige Pack users. 3. Changed the combat patterns for Lady Karemiwen in Adma’s Fall. 4. Fixed an issue where the afterimage of some killed monsters would be selectable. 5. Fixed an issue where some animation NPCs gossip was not shown in the Trials of Eternity. 6. Fixed an issue where some guard NPCs did not recognize Elyos characters. Housing 1. Fixed an issue where some character names were displayed oddly in the Relationship Crystal. Pets 1. Pets can now be summoned and dismissed while flying. 2. Changed some icons and colors of pets that can be obtained through Aetherforging. Source; http://static.ncsoft.com/aion/store/PatchNotes/AION_Patch_Notes_011018.pdf
  14. Welcome to Aion

    Welcome to the new Aion MMO forums. The Aion Chapter started back in July 2009, when closed beta began. Aion forces the MMORPG world to take things up a notch with its gorgeous visual graphics and giving the first PvPvE environment (Player vs. Player. vs Environment). Aion is very eye candy when it comes to gameplay. Lots of wow factors, cuteness, pets, minions, customs and much much more... For those that love PvE: This game offers thousands of hours story-driven content, that will entertain you through many different Arc lines. There are also multiple dungeons that you can either go in solo or play with a group of Legion members to enjoy tough challenges. For those that love PvP: Welcome to the Abyss. Not only do you fight Player vs. Player on the ground, but enjoy the extra bonus of fighting while FLYING. That's right, being able to fly, chase, and fight as "Angels vs. Demons" style in this game. But that is not the only thing you have to worry about as there is a third Fraction, the Balaurea (NPC only Fraction), that are invaders of your world and will do anything to put Elyos and Asmodian 6 feet under. The Aion Chapter is starting fresh again since there is a new Expansion "Heart of Frost". What you thought you knew about Aion, you can now throw it out the window. With new gameplay, interface and additional content, this game will take a while to get used to again. Come join our Chapter in Aion and check out the new content.
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