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  Curate/Priest Dodge Buffs
Posted by: Caboozles - 06-13-2024, 12:54 AM - Forum: Suggestions - Replies (4)

Why?
Dodge as it stands is currently not supported by a lot of different classes. This is being proposed to open up dodge to more classes. In this case, Curate. Or Priest. Either or.


The implication with these is just that Dev has asked to propose something interesting, so I intend to do that. It also creates a situation where if something is too strong that there are other ideas here to snatch from.

I don't expect more than one buff, and I don't think every class needs 3+ dodge buffs, but just something to help them.
I've also made every single option here simply 3m and 3 ranks because Curate and Priest both are hungry classes for SP.

I will be using 60 faith and 54 faith as a breakpoint for this, because 60 faith is pretty much the upper limit someone can attain 'sanely' (even Phenex and Glykin require 75 points to hit 61), and 54 faith is an upper limit for a lot of races pretty sanely (0 Faith races can hit this with 60 total)





  • Refraction

3m, Single in 5 range, Mercalan. 30 FP.
A spell that wraps the target in light, making it harder to hit them. The target gains evade equal to X (based on Rank) + 50% the caster's scaled FAI. Lasts for 5 rounds. If used on a target that already has the effect, the effect will end, but all enemies within 4 range will take Light Magic damage equal to Light Attack x3 the Evade bonus and be blinded.
Rank 1: Evade Bonus +5
Rank 2: Evade Bonus +10
Rank 3: Evade Bonus +15

As you can tell, this is just fortune wind with some minor differences. Honestly, even the part about the light damage or re-applying doesn't need to be added. Even without, it's just a good and strong evade buff.
Since curates and priests tend to have much higher FP pools, I structured it more around the cost of distortion (30, 28, 26) instead of that of Fortune Wind. (16, 15, 14)
This is still a pretty strong buff, but it does add another potential evade tool and supporting tool for evades.

Would not apply to Mass for obvious reasons.

50 with 60 faith and a spirit
45 with 60 faith and no spirit
47 with 54 faith and a spirit
42 with 54 faith and no spirit

  • Refraction
3m, Single in 5 range, Mercalan. 30 FP.
A spell that wraps the target in light, making it harder to hit them. The target gains evade equal to X (based on Rank) based on the caster's scaled FAI. Lasts for 5 rounds. 
Rank 1: 30% of Caster's scaled FAI
Rank 2: 40% of Caster's scaled FAI
Rank 3: 50% of Caster's scaled FAI.



This is obviously a nerfed version of the above, but more or less the same. This is still a reasonably strong evade buff, just significantly less and still requires a lot of faith to function. 

Still would not apply to Mass for obvious reasons.

36 with 60 scaled faith and a spirit
30 with 60 faith and no spirit
32 with 54 faith and a spirit,
27 with 54 faith and a spirit
  • Radiant Baptism
3m, Single, Mercalan. 30 FP.
A Priest is one who walks in the light. A singular light tile that the user is standing on is consumed, wrapping around them and granting an evade bonus for seven rounds equal to the level of the light tile plus a bonus based on rank.
Rank 1: Evade Bonus +5
Rank 2: Evade Bonus +10
Rank 3: Evade Bonus +15

This is actually a pretty strong skill that can easily get you 45 or 50 evade, with the expense of it actually being secretly more than 3m.

Brighten will not drop a tile on you, so this is secretly a 7-9m evade buff, that requires a bit of setup to execute. It requires movement, away from your cozy spot, prevents you from dropping a sanctuary until this is executed, and consumes a light tile.
This also acts as a bit of counterplay for existing light tiles if someone drops one on your face, turning their weapon against them.

Also, to hit 50 evade a spirit is mandatory somewhere, even on the highest ranked options.
  • Atonement
3m, Single, Mercalan, single in 6 range.
Absolving one of their sins can lighten the body and soul both of one who receives such a blessing, increasing their evade for 5 rounds (based on rank)
Rank 1: 30 FP, +10 evade
Rank 2: 28 FP, +15 evade
Rank 3: 26 FP, +20 evade

Light distortion. A simple enough effect. Again, not applicable to Mass just because I don't think it should become a bread and butter aoe buff. I'd rather have some sort of investment required, but a buff is a buff.
  • Providence

3m, Single, Can be Massed, Enchantment, Mercalan, single in 3 range.
Through the blessings of a curate, an ally is infused with divine power, increasing their evade (based on Rank) for the duration. Lasts 3 rounds.
Rank 1: 8 FP, +10 evade
Rank 2: 10 FP, +14 evade
Rank 3: 12 FP, +18 evade

A third complementary spell option, hits 22 with a spirit. This is like the worst option of what I mentioned above, but it's the only one that could be massed as an option for others.

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Tongue Skullcat's massive bias | Priest Thread
Posted by: Skullcatrons - 06-13-2024, 12:20 AM - Forum: Balance Fu - Replies (6)

[Image: tUJnDh4.png]


Once again I am asking for priest reworks (two years after previous thread found here.)

For new readers, and people who have never felt the grace of God (Literally playing Priest). I'll basically list out every skills, their current issues, and the perspective of priests. If you're here to complain about heal-bloats, go kill Ray instead. 

Priest is a class that have no main-class advantage, and therefore easily allottable choice into subclass option with no real consequences. 
Half the skills that Priest have to offer are generally lackluster, and you may be surprised to have points left over.
And a firm reminder that Priest remains to be the most solid stat-stick class that exists.

So now that it's been two whole years. We'll discuss the changes that Priests have received during these time-period. They are:
Long-term cure have been fixed.
Treatment skills SP cost went from 5 to 3.
Divine Shower have been nerfed to have three round cooldown.
Divine Judgment is upgraded to make person vulnerable to Antithesis, Blessed, and Holy Enchants. Also loses Elemental ATK * LV.
Blackened Faith Passive.
Stave of Restrain Nerf.


As per-usual. This will list out all the current skills, their current flaws or so. Note that some of the skills have been upgraded to better condition compared to before.

GOOD
Priests' abilities that have been considered generally a must-have, or strongly considers.

[Image: NuQfWOF.png]
Staff Mastery
The Staff Mastery haven't been nerfed, buffed, or modified. It still grants you +10 effective stats increase if you have 5 staves equipped to your item belts. While you're sacrificing access to potions, bombs, gems, and so goes on. 10 more stats allow for more build flexibilities. It remains the best part of Priest no matter what.

[Image: pBicIFm.png]
Piety
Effectively a stat-increaser passive like most classes tend to have. Having more faith is always nice to have. Allowing you to spend less points into that stat specifically.

[Image: X74xvMd.png]
Detailed Care
Detailed Care have remained Priest's massive supporting potential. Often the constant whining, complaints and frustrations as it amplify the healer's healing potential when the party is within one tile radius of that healer. It have remained the crux of the core healing center for long as it had.

[Image: 0LVMUPg.png] 
Malmelo
This spell have never really deviated, or fell out of favor with Priest as a whole. It still uses Scaled FAI/2 up to rank cap*6 when healing HP%. More effective on high HP party-members, otherwise not so great when using it on dodgies. It's still good spell overall, and have not been modified since then. Still have 7 rounds cooldown.

DECENT
Priests skill that are very nice to have in practice, or useful to kit. But not sought after right away.

[Image: i9UiqLF.png]
Strong Legs
As previously stated in last thread. It's worth if you're first to go and you're within range to cure a companion's knockdown. This is more favorable now that it have received a SP squish. Allowing you an option to take it without agonizing too much. Combine this with Longterm Cure, and you can keep your companion from ever seeing knockdown ever again for seven years (turns).  The problem is, if you're not first, you're last. And this will never be helpful.

[Image: kRtGouI.png]
Divine Shower
Divine Shower is mapwide damage. No longer spammable as it used to, it had been placed off it's glorious throne. But it is still good skill to have in possession, and far better as an opener rather than something that you sit back, and spam to oppress the enemy constantly. Even with three round cooldown, it is still decent skill.

[Image: 9lYMpZS.png]
Judgement
In previous thread, this used to be kind of garbage. But with changes done to it. Holy, Exorcism, and Antithesis effectively being effective against Judged character. This skill have received a good quality of improvement. The downside is that people will still run away if they know you're going to judge them. So having Blink, or some movement skill that won't break your invocation to slap it on them is still required.

[Image: SGrJGFA.png]
Sanctuary
This spell haven't received any serious changes. And still remains a decent ability for Priests to utilize to deny AOEs, and so goes on. Though with implementation of Ruler who have Rookstar that can destroy their Sanctuary spell, it actually doesn't affect them much because Rulers don't play Sigrogana Legends 2.

Okay
Priest skills that aren't that very great, or impressive but you could take them either because there's no better alternative, they're niche, or not that bad.

[Image: S0YN5yA.png]
Holy Spark/Shine Ray/Needle
These three offensive skills have not been altered in any real way for Priests. They are still expensive to cast, hence why you need so much FP to play this class.

[Image: R8Qy3x0.png]
Purify Poison/Cool Burns
While they've received SP reductions, and with longterm cure fixed. They're not as bad as they used to be. The real answer is why would you actually take these. They have stave variants, and the major factor determining whether or not you want these is SP cost. But then taking staves would give you 4 stats. So why would you want these?

[Image: MyUsJdP.png]
Mercalan Mist
You'll earn hateful ire of that one guy who really, really hate mercalan mists for some reason. But Mercalan Mist haven't been modified since last thread, and after some consideration, truthfully serves it's purpose less. Most dodgies don't actually need the mist. The regenerations are not that impressive, and not many people play Lightning mage especially since Evoker got changed massively. 

Garbage
Skills that you shouldn't take, but someone out here will for some bizarre reasons or very specific build.

[Image: ppktkju.png]
God Rod
God Rod is mainly used just to allow you to spelledge Monk's Priest stave, and few rare un-spelledged staff sub-tag of spear weapons. But you'll almost never find yourself using these outside of Monk's Priest staff.


[Image: Omgy3Ws.png]
Gentle Torrent
This is debuff round reduction spell whenever it travels over an ally. Problem is, it stops when it hits an enemy. So this spell requires positional to line up your strike, and hope the Torrent will ride over your ally to reduce their debuff by one round. the SWA isn't that impressive. And it's three round cooldown. Just use Water Pillar for water damage.

[Image: YMvunF4.png]
Mercalan Tenets
Yeah. It's still the same. It's garbage. Why would you give up battle belt slots that gives you stats just so you gain some FPs giving someone healing consumable? Why? Why? Why? Why? Why? Why? Why?


[Image: f5eEZ7M.png]
Shine Knight
Oh it's better spirited. Oh it's absolutely worth it. Oh it's so good. Believe me bro. I'm totally not coping, chugging fourty pound of copiums. I swear on my mother! Okay but seriously, if Protect Skill get fixed in Solblader release. They might become okay. Just that they still sucks with that heavy momentum investment. But then we're treating them like weaker metalaegis at that point.

[Image: fVF0xYy.png]
Lmao no yeah no

[Image: oLEl6iy.png]

I didn't ask for this.
Goddamn 'Dark spells' sympathizers.
I will find you.
I will steal your chocolate milk.
And you will not stop me.

Some of the problems still remains. And while there are improvement. We still have circled back to same issue we've had before. The skills that are good to us, are still good and the skills that are bad slightly improved, but still remain unattractive due to other things. Mercalan Tenets gives you 15 FP per healing consumable used, which beggars the question why the hell would you not just chug blue potion which gives you 45 FP each and you can spam that far more than just expending one SP. You also don't wanna give up your skill-points to grab treatment skills because there are stave alternatives, and they can do job just fine, barring the fact that they won't have immunities but it's not really an issue or it doesn't really matter.

Gentle Torrent still remains garbage at best.

Shine Knight still remains a player-bait skill, and while Protect changes may see prospect of their viability,  I still don't have high hope for them.

Devocation still exists in this iteration somehow.

God Rod does not make me cast with Shinesword still. Sad

And Elves remain an objective reality that isn't wiped out by the superior theno masterrace.

Obligatory Priest thread post. None of you will read this.

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  Nun Stuff
Posted by: caliaca - 06-12-2024, 11:56 PM - Forum: Submissions - Replies (2)

Here's a bunch of nun stuff I comm'd. 


This is both sprite stuff and the idea was a gear piece with like 2 will / 2 faith pray restores more fp or something to act as an analogue to priest robe's default FP.

Cool.



Attached Files Image(s)
       

.zip   filia_comm.zip (Size: 3.8 KB / Downloads: 247)
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  [v2.87 v3] Earthbound Fog + Confusion
Posted by: Trexmaster - 06-12-2024, 02:34 PM - Forum: Bug Reports - Replies (1)

Confused allies will be affected by Earthbound Fog even if the user of the spell is not confused, being unable to use offensive abilities if they had used Movement that turn.

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Exclamation Add intro regalia tester in the dev room on test server
Posted by: Kiyo Takamine - 06-12-2024, 06:25 AM - Forum: Suggestions - No Replies

It's strange it's not in there

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  Character Sprites: Icon limits
Posted by: Trexmaster - 06-12-2024, 06:19 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Very simple suggestion.

Remove the restrictions on icons from the same 'category' so we can have multiple gloves/torsos/certain facial hairs/whatever.

For example: Almost all torso items cannot be used with another item in the torso category. There are some exceptions like the newer split-part torso icons, but for the most part almost all torsos share this restriction of one only.

This was a thing pre-layers and never got changed to let us fully take advantage of being able to tinker with layering for icons that could potentially work well together if they were allowed to be used in tandem (i.e. the partial gloves + gloves, various forms of facial hair).

Though the sprite system itself could use some love this doesn't seem like it'd break anything to adjust. Hopefully. Maybe. Probably. God only knows.

If it's a concern of having too many icon parts there could be a hard limit set.

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  More Bard Suggestions Because I Hate Myself
Posted by: Rendar - 06-11-2024, 07:40 PM - Forum: Suggestions - No Replies

I understand that Performer is supposed to be the Bard Buff class... but as it stands.

I genuinely never have a desire to use Bard songs. They cost 20 FP. They give +2 to stats (so long as I'm singing), in 5 range. And also give (Rank*2) buffs elsewise. Hit/Evade, SWA/Crit, EleAttack/CritDmg, EleRes/Crit Evade.

These all sound good on paper. Until you realize that they last 3 rounds. And the only way for them to last longer is to play Performer. And then you always have to be within 5 tiles of your allies. At all times to give more of these buffs. Which post-engagement in fight? Generally won't happen. Ever.

The only comparable thing I can even compare Bard Buffs to is Curate's Mass > Invigorate. Which costs about as much FP, but lasts 8 turns. And you can move it to target outside of a diamond 5 (or 6) on yourself.

How to try and work on Bard songs?

Make them Diamond 6 in X range, allowing you to always target yourself in them. BUT also being able to direct it so you don't always have to be the center of attention.

Furthermore, proccing the Singing Status-- or even just playing another Bard Song, will refresh the duration of ALL currently active bard song effects you have on targets that get the new song by 1-2 rounds. Allowing for it to be possible to actually keep it up. This could be kept to base class Bard songs, or be changed to also increase Bard Songs from promo classes. So a Performer can raise all of the buffs and Warmonger's Drums and help refresh their base buffs. Or a Darkbard can Pyrotechnics, Crazy Riff, etc and refresh their bard songs.

3 turns for a buff like that is straight up something I so rarely use that I only have it used whenever I proc Dawr of Defense whenever I Unholy Diver. It's genuinely awful.

Second Set is awful. It's awful to use. It's awful to actually get up and running. It takes 15 turns baseline if you're double-dipping every turn, or 30 if you're only using 1 bard song a turn, and you end up doing 300 damage to your team to heal 450 with some very weak buffs. I suggest Second Set have a 50 HP base heal, with 3 hp restored for every Dark Hype. Putting a full 300 Hype at 950 HP restored (which, in actuality) is 650 hp. Is this a lot? Yeah. It is. Is it very rewarding for surviving a long ass fight and getting to max hype? Yeah. It's literally Hype. Priests can get 2 malmelo's in that timeframe and not have to hurt their teammates to get that. Curates can get 4-9 grafts off in that time too without hurting their allies. If this is too much of a buff? Make it 2 per 1 hype (max heal is 350 hp), and change one of the effects on Dark Hype (200? 250?) to also heal targets from 0 HP and get them back to the field without the Badly Beaten debuff.

tl;dr
Bard Songs should have 6 diamond in X range
Bard Songs should refresh the Base Class Bard Song status durations.
Second Set feels bad for everyone. Cherry Blossom does it's job 3 times better whilst also hurting your enemies. Please change Second Set.

Please. I'm begging you.

Edit: Not all of these changes should be implemented at once. And Second Set's Shitton of Changes definitely should not be viewed as something you put in all at once. Just turning it from a button that you press on C/D for 150~200 hp heal into something you actually want to build up.

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  [v.2.87 v3] Balrog Fire Warriors
Posted by: Snake - 06-11-2024, 07:29 PM - Forum: Bug Reports - No Replies

While I'm not sure if it is a bug or an unintended side-effect of the code used for this, Fire Warrior copies the appearance of a defeated enemy, INCLUDING its current visual effects like 'Fear' or 'Titan Gale', so the resulting copy is very weird and cluttery visual indication of what it is supposed to be.

This also happens to Carbuncle statues when they die.

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  Balrog On-Death effect indicator
Posted by: Snake - 06-11-2024, 06:25 PM - Forum: Suggestions - No Replies

A simple request to make it better for me and other people to see an enemy got converted into a Fire Warrior:

- Make it so it plays the animations: Fire Whip on them, followed by Piercing Link's Chains, once the Fire Warrior is created.

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  Craftable High Rarity Drops
Posted by: Trexmaster - 06-11-2024, 08:18 AM - Forum: Suggestions - No Replies

As it stands it feels like you wasted a shot at a 9* if you roll one of the several craftable ones as a drop.

Or any other rarity really, 8 and 9 just hurt the most with how infrequently they pop up.

While there is some merit to random dropped versions in some cases, outside specific drop pools you'll almost never want to get a non-weapon craftable item drop.

There's a whole lot of ways this could be tackled.

My suggestion would be to have dropped 8-9* rarity items break down into a new material that can be used to make 8-9* items of your choosing. I'm thinking a 5:1 ratio. Could slap on a murai sink, too.

A similar system could be used for 10* items to give less desirable 10*s purpose though 10* farming isn't as problematic. Usually. It'd just be nice to provide additional avenues to obtain heavily contested 10* sources by burning through the massive pool of 10*s rotting in banks because no one wants them.

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