Plasma majin rebalance - suggestions

  • Hello i have few suggestions for plasma that adding more features for this class and i belive that plasma should be something between turtle and karma, today plasma is known as dex buffer, totally behind karma and turtle and the only one class that didnt get any boost, here are my rebalance

    Suggestions:


    317.png  - Super Rhythmic Trance - Add burn effect to this skill 350 burn damage every 2 sec, 10 sec duration (this skill deserve burn effect, thanks to this burn plasma won't die by reflect from tanky class) it will be also additional dmg in PVE

    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 42 290 Damage (+50% from behind) 172% Spiritual Damage
    50 burning damage every 2 seconds
    152 EP 45 - 0:00:10 0:00:14 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    2 45 339 Damage (+50% from behind) 190% Spiritual Damage
    150 burning damage every 2 seconds
    175 EP 45 - 0:00:10 0:00:14 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    3 49 398 Damage (+50% from behind) 207% Spiritual Damage
    250 burning damage every 2 seconds
    201 EP 45 - 0:00:10 0:00:14 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    4 54 470 Damage (+50% from behind) 224% Spiritual Damage
    350 burning damage every 2 seconds
    233 EP 45 - 0:00:10 0:00:14 rpability1.pngrpability2.pngrpability4.pngrpability6.png





    320.png - Harmonious Drumbeat - Actualy this buff is super ridiculous because plasma have nothing in common with dex, thats why fighters/swords using plasma as buffer, i suggest replace DEX with succes rate which will be really usefull for plasma and boost a bit CD


    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 34 Increases Dexterity by 14 Reduces Cooldown on all skills by 8
    Increase Succes rate by 40
    158 EP 35 - 0:20:00 0:00:01 -
    2 37 Increases Dexterity by 18 Reduces Cooldown on all skills by 9
    Increase Succes rate by 80
    184 EP 35 - 0:20:00 0:00:01 -
    3 41 Increases Dexterity by 21 Reduces Cooldown on all skills by 11
    Increase Succes rate by 120
    222 EP 35 - 0:20:00 0:00:01 -
    4 46 Increases Dexterity by 27 Reduces Cooldown on all skills by 12
    Increase Succes rate by 160
    253 EP 35 - 0:20:00 0:00:01 rpability5.png
    5 52 Increases Dexterity by 34 Reduces Cooldown on all skills by 14
    Increase Succes rate by 200
    497 EP 35 - 0:20:00 0:00:01 rpability5.png
    6 59 Increases Dexterity by 42 Reduces Cooldown on all skills by 15 18
    Increase Succes rate by 220
    564 EP 35 - 0:20:00 0:00:01 rpability5.png




    311.png - Critical Spiritual Damage - Add Energy Critical% and make this passive worth to spend sp on.

    1 40 Increases Spiritual Critical Rate by 5
    Increases Critical Spiritual Damage by 2%
    - - - - - -
    2 43 Increases Spiritual Critical Rate by 8
    Increases Critical Spiritual Damage by 4%
    - - - - - -
    3 47 Increases Spiritual Critical Rate by 11
    Increases Critical Spiritual Damage by 6%
    - - - - - -
    4 52 Increases Spiritual Critical Rate by 15
    Increases Critical Spiritual Damage by 15%
    - - - - - -



    321.png - Burning Rage - Add RP ability for decrease the CD by 120sec on last lvl, 4 min cd is too long for 2min buff especially when is one of best plasma buffs.

    312.png - Cast Time Reduction - cast time of some skill is about 3-4sec + animation is over 5sec, if someone want spend 4sp on decrease his cast time skills let him, he will never become a turtle but will be way better aoe DPS.


    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 40 Reduces Cast Time on all skills by 10 - - - - - -
    2 43 Reduces Cast Time on all skills by 15 20 - - - - - -
    3 47 Reduces Cast Time on all skills by 20 30 - - - - - -
    4 52 Reduces Cast Time on all skills by 30 50 - - - - - -




    330.png - EP Control --> is totaly useless and trash i suggest change it to ---> 322.png - Karma Plasma Mastery-


    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 30 Increases Max LP by 120 Increases Physical Defense by 120
    - - - - - -
    2 38 Increases Max LP by 240 Increases Physical Defense by 240 - - - - - -
    3 46 Increases Max LP by 360 Increases Physical Defense by 460 - - - - - -
    4 54 Increases Max LP by 420 Increases Physical Defense by 620 - - - - - -
    5 62 Increases Max LP by 850 Increases Physical Defense by 840


    309.png - Burning Rhythm i suggest to add energy armor reduction to this skill (duration 10 sec) The base dmg of plasma is bad, but increasing dmg of every skill is not a good solution and its just stupid while we can make class more interesing and class that will request from the user some strategy, combos and builds.


    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 30 253 Spiritual Damage 160% Spiritual Damage
    Reduces Energy Armor by 80
    46 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability4.png
    2 33 297 Spiritual Damage 160% Spiritual Damage
    Reduces Energy Armor by 220
    52 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability4.png
    3 37 358 Spiritual Damage 192% Spiritual Damage
    Reduces Energy Armor by 300
    60 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability4.png
    4 42 430 Spiritual Damage 209% Spiritual Damage
    Reduces Energy Armor by 425
    70 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability2.pngrpability4.png
    5 48 519 Spiritual Damage 225% Spiritual Damage
    Reduces Energy Armor by 800
    81 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability2.pngrpability4.png
    6 55 627 Spiritual Damage 241% Spiritual Damage
    Reduces Energy Armor by 950
    94 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability2.pngrpability4.png
    7 63 749 Spiritual Damage 257% Spiritual Damage
    Reduces Energy Armor by 1300
    109 EP 45 - 0:00:10 0:00:07 rpability1.pngrpability2.pngrpability4.png



    327.png-Homing Storm - i suggest remove back DMG from this skill and replace it with speed reduction, thanks to this slow 240.png -Galactic Donut will be finally usefull for one of subclasses.


    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 32 269 Spiritual Damage (+50% from behind) 188% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    63 EP 35 - 0:00:01
    0:00:10 rpability1.pngrpability2.pngrpability6.png
    2 35 321% Spiritual Damage 238% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    72 EP 35 - 0:00:02
    0:00:10 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    3 39 381% Spiritual Damage (+50% from behind) 226% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    83 EP 35 - 0:00:03
    0:00:10 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    4 44 453% Spiritual Damage (+50% from behind) 245% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    94 EP 35 - 0:00:04
    0:00:10 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    5 50 552 Spiritual Damage (+50% from behind) 284% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    110 EP 35 - 0:00:05
    0:00:10 rpability1.pngrpability2.pngrpability3.pngrpability4.pngrpability6.png
    6 57 659% Spiritual Damage (+50% from behind) 283% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    127 EP 35 - 0:00:06
    0:00:10 rpability1.pngrpability2.pngrpability4.pngrpability6.png
    7 66 789% Spiritual Damage (+50% from behind) 302% Spiritual Damage (+50% from behind)
    Reduces movement Speed by 4
    147 EP 35 - 0:00:07
    0:00:10 rpability1.pngrpability2.pngrpability3.pngrpability4.pngrpability6.png
  • 369.png - Curse Reflection - This skill is mistake, waste of time and sp, plasma is easy to counter all what u need is anti confuse or just Dragon's Oath if you're sk, lets make plasma a bit more durable and turn this skill into defensive over offensive.



    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 46 Deals 286 damage for each curse on target
    recover 286 LP for every spell used on you
    43 EP 35 0:00:00 0:00:20 0:02:00 -
    2 49 55 Deals 388 damage for each curse on target
    recover 388 LP for every spell used on you
    47 EP 35 0:00:00 0:00:40 0:02:00 -
    3 53 60 Deals 515 damage for each curse on target
    recover 515 LP for every spell used on you
    52 EP 35 0:00:00 0:01:00 0:02:00 -
  • Correct me if i'm wrong, but all your suggestions are for pvp... right?(except the passives, of course). What about pve then?


    I think they should make the black hole skill useful, at the time it seems totally useless to me. It has a very long cast time, long animation and almost no area :rolleyes:. I'm not saying to make it like a kame-hame ha, but no wonder they always ask for a turtle instead of a plasma. Come on, it doesn´t even have any bonus damage...actually, only 2 skills have bonus damage...


    Ps: I also believe that the pure majin should be able to dash for farming, but i guess that's for another topic.

  • Correct me if i'm wrong, but all your suggestions are for pvp... right?(except the passives, of course). What about pve then?


    I think they should make the black hole skill useful, at the time it seems totally useless to me. It has a very long cast time, long animation and almost no area :rolleyes:. I'm not saying to make it like a kame-hame ha, but no wonder they always ask for a turtle instead of a plasma. Come on, it doesn´t even have any bonus damage...actually, only 2 skills have bonus damage...


    Ps: I also believe that the pure majin should be able to dash for farming, but i guess that's for another topic.

    The sec -60% movement and attack speed is great feature for pve, in 3sec monsters will do 60% dmg less thats huge difference in grind is still not same as turtle aoe stun or crane -33% debuff but is still nice feature for plasma.
    The burn will also do its work in pvp and pve, same with crit and sol idk how you see my suggestions pure pvp.

  • there is a great debuff but i doubt if it works well , it's the cast time Debuff http://prntscr.com/jvfwu2 , 1v1 againts turtle is 100% win 1 minute of cas time xD ! http://prntscr.com/jvfxrp 48 soul and bleeding defense instead of burn , http://prntscr.com/jvfya0 decrease the duration and make it 50% energy attack at lvl 4 instead of lvl 3 , 20 cd and 22 focus + 20 soul http://prntscr.com/jvfyva cooldown 20 sec , http://prntscr.com/jvfzkr same stat but for 5 sp instead 7 and 15 sec cooldown

  • Well, i forgot the harmonious drumbeat and count it as a passive, my bad there :P

    And for the two rhytmics...when i think of pve,i think in more explosive damage rather than that. That's why i suggested to buff the black hole.


    But i never use a class with dots, perhaps those two skills+the buffs and passives really work well in both aspects. Since the plasma was suppose to be a rapid shooter

    Anyway, good suggestions :thumbup: i hope daneos watch it

  • Also buff Galactic donut it is so useless compared to the slow of spiritualists.

    Plasma with long slow and his kd skill spam will be annoying and too op. and karma will be even more dangerous.

    there is a great debuff but i doubt if it works well , it's the cast time Debuff http://prntscr.com/jvfwu2 , 1v1 againts turtle is 100% win 1 minute of cas time xD ! http://prntscr.com/jvfxrp 48 soul and bleeding defense instead of burn , http://prntscr.com/jvfya0 decrease the duration and make it 50% energy attack at lvl 4 instead of lvl 3 , 20 cd and 22 focus + 20 soul http://prntscr.com/jvfyva cooldown 20 sec , http://prntscr.com/jvfzkr same stat but for 5 sp instead 7 and 15 sec cooldown

    Well the debuff is adding 100% of cast time so if your cast time is 1,5sec after this debuff will be 3 sec, is not 1 minute for sure lol, burn defense is better than bleed thanks to this rare buff and rp lock plasma is biggest crane enemy, bleed defense is mistake while it wont give you real protection when sk can make 2k bleeds - 300bleed it will be 1700, same with crane, leave this buff how is it and get anti bleed % sorry but your suggestions are bad

  • Plasma with long slow and his kd skill spam will be annoying and too op. and karma will be even more dangerous.

    Well the debuff is adding 100% of cast time so if your cast time is 1,5sec after this debuff will be 3 sec, is not 1 minute for sure lol, burn defense is better than bleed thanks to this rare buff and rp lock plasma is biggest crane enemy, bleed defense is mistake while it wont give you real protection when sk can make 2k bleeds - 300bleed it will be 1700, same with crane, leave this buff how is it and get anti bleed % sorry but your suggestions are bad

    it should increase cast time to at least 20 sec .. , this debuff can bee really op if it get buffed

  • XDDDDDDDDDD 20 sec?
    what about 2h XD?


    please stop going crazy humans.

    20 sec unable to use you'r kame you still can use spirit ball , Consicutive disks .. all skills that don't need a cast time this debuff won't affect swords and fighter's at all , sk maybe only violent slice , skill lock is more then 20 sec i think , 20 sec when u can do anything

  • "How do you build a property, already in search of knowing?" (first you tidy up a base and then go up to the base of the foundation that supports a whole structure), in fact, which classes have problems like poko, a karma has almost useless ability but no more attention and easier to define, as your Daniery's friend made a good suggestion, many are giving many class opinions themselves and complicated and leave the game with less balance than a balance. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Guard,Defense Rate,Counter attack, Taunt, Break guard, Soul and Strenght

  • -i like your idea but harmonious should give something else other than sol cause soul useless.

    -also the cast time passive 45 too much i think 35 or 40 will be enough.

    -EP control passive needs to be changed to focus, critical damage..etc

    -black hole beat from 6m to 12m.

    Then go spam paralysis, go use confuses, use ED and use the 36% atk debuff if you dont want to only

    oh also use the buff that you have in your plasma's skill tree. Lucky resist can win you the round

    spam ? xD you can't spam now with target wearing focus and anti accessories.

    and why all that hate it's like you don't want that unbalanced class to be balanced.

  • Plasma is pretty good in 5vs5 much better than Karma.

    The only problem is plasma was always a pve class but his skills do 0 dmg right now. I think we just need to increase his scalings on his skills a bit and give him around 100-150 more eng atk.


    P.S. Stop saying give plasma more cdr. Actually 15 cdr is pretty decent but because of some changes like sm cdr buff it looks low. Max cdr is 70 so 15 would be 21% which is pretty nice.

  • Plasma is pretty good in 5vs5 much better than Karma.

    The only problem is plasma was always a pve class but his skills do 0 dmg right now. I think we just need to increase his scalings on his skills a bit and give him around 100-150 more eng atk.


    P.S. Stop saying give plasma more cdr. Actually 15 cdr is pretty decent but because of some changes like sm cdr buff it looks low. Max cdr is 70 so 15 would be 21% which is pretty nice.

    I think that this game offer more than 5vs5. turtle, healer, buffer, sk, etc... are also good in 5vs5 but they dont have any problems with other game features like plasma so i dont understand ppl who saying plasma is good because she can go into 5vs5 kek. come on increasing plasma dmg wont change shlt, empty damage wont help in balance she will just die more fast from reflect in 1vs 1, plasma cant one shot like fighter or turtle or keep opponent on ground like sword, empty dmg wont solve anything, that's why my suggestions looks how they looks, we also dont want next turtle, plasma should have her own style.

  • The last reply was more than 365 days ago, this thread is most likely obsolete. It is recommended to create a new thread instead.

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