Ok Water Sin Class Analysis Continued...
Now that I have played a Water sin to lvl 60, I have greater insight into the use of this char.
Spells:
Frostbolt - Decrease movement speed
Description on the site is wrong. The site says that the movement speed is decreased by 20% no matter what level of frostbolt you have.
http://pdo.enjoymmo.com/html/GameGuide/Skills/20071129/69_4.html
If this was true then Frostbolt would really suck in comparison to the other sin spells. But Good News! The movement speed is increase by 5% as the skill is leveled. When Frostbolt is fixed (meaning fully leveled to 7), it will decrease movement speed by 55%. So I am holding out hope for Frostbolt still being a good spell. Currently I have it Lvl 4 and honestly disappointed as I can't tell a difference with 35% decrease in movement speed. I am hoping that 55% though will make a larger difference. I'll let you know!
DragonTail - Stop enemies from moving
So far this spell is a gem and not many people even when they have the spell realize its full potential. When I first got it, I casted it and figured it did nothing. I continue to get whispers from water sins, asking what this spell is about. So let me explain in more detail. DragonTail prevents a target from moving, but doesn't prevent the target from attacking. So if you cast DragonTail and remain within attacking range of the target, the water sin will still be attacked, but casting DragonTail and merely walking out of the targets attack range will prevent damage to the water sin. It can also hit multiple targets grouped together. DragonTail works best the closer you are to the target. Meaning casting DragonTail from across the screen will end up with a higher chance of failure of the spell. Further against targets with higher levels than the sin, will result in higher chances of failure. DragonTail for one casting can fail on holding down one target but succeed in holding down another one near it. DragonTail can last up to 12 seconds when fixed. Against targets with melee attacks only, the water sin packs a huge advance with this spell. One combo is to come up on the target, use DragonTail to hold it down, then use ForkedLightning to kick the target away from you and out of range of their attack. Next prepare your traps for when the target returns to attack you. However, as one can see the downfall of DragonTail is if the target can range attack like wizzys or other sins and this spell is probably not going to be used during fights with sins and wizzys to save on mana. It is awesome when used as a support spell if with a team for holding down wizzy and sins for a paly to quickly take out. In Bayer, it can be used to hold down running away enemies for a easier kill.
IceBlast - A trap with freeze
I can't really verify if the site description is wrong and if the level of movement speed decrease goes up with each level. The skill doesn't say ingame like Frostbolt does. According to the site the duration of the spell and the decrease in movement speed are the same for each level. I hadn't been paying much attention to this spell to know how it was performing at the different levels but I'll pay attention next level. The freeze effect is more noticeable with the trap then with Frostbolt at the current levels I have, which is Lvl 3.
Rainfall - Mana gain
I was the most excited about this spell and I hoped it held a lot of promise. Right of the bat the site description was wrong about the mana cost of the spell so I was hoping this spell still could hold a lot of benefits with increasing levels. I was very disappointed. I have only leveled the spell to 3 but currently all the previous levels displayed the same pattern. The cost of the mana gain is the same as the increase plus 20%. Let me go into more detail so you can understand better what I am talking about.
Lvl 1: Recover MP for the whole team, MP+20%, Extra +210 MP, MP cost -210
Lvl 2: Recover MP for the whole team, MP+20%, Extra +230 MP, MP cost -230
Lvl 3: Recover MP for the whole team, MP+20%, Extra +250 MP, MP cost -250
So as you can see the cost of the casting matches the mana regain, it cancels each other out. All a water sin gets is 20% and leveling the spell up means that a sin will continue to get 20%. The only ones to really benefit from leveling this spell are the water sins teammates. But there might be a negative effect to leveling this spell...
Thinking:
Lvl 1 Rainfall
MP Lvl of Water Sin..........1000
MP Cost of RainFall.........210
MP Lvl of Water Sin..........790
20% of Current MP Lvl.....158
After 20% MP Lvl................948
After +210 MP Regain.......1158
Lvl 3 Rainfall
MP Lvl of Water Sin..........1000
MP Cost of RainFall.........250
MP Lvl of Water Sin..........750
20% of Current MP Lvl.....150
After 20% MP Lvl................900
After +210 MP Regain.......1150
Level 3 RainFall give 8 less mana then before.
This is speculation but depending on which comes first in the calculation upgrading Rainfall will either cancel out to just 20% for each level or could end up decreasing mana regain for the water sin when leveled. I doubt the latter is true but I'll verify ingame what is happening later on. I'd doubt the game developer meant to have leveling a skill decrease its abilities. However, I find the whole thing discouraging b/c even the main supporting class of priests, their support spells still end up benefiting the priest as well, not just solely the team. For example when a water priest levels restore magic, the priest also receives an increase as well. The same increase as the other team members, making the effort a priest puts into fixing restore magic worth it for the priest and the teammates. Lvling Rainfall on the other hand results in a benefit solely to the water sins team mates. So a lot of water sins are going to find themselves not bothering with this spell and I don't blame them. Plus not many people know what Rainfall does and still charge a lot of money/pp for it in the market since it is a lvl 45 spell. So my suggestion is save money/pp and time and don't bother leveling the spell unless you're really bored. I, myself, am going to level it in the vain hope that it somehow changes in the end levels but I am not that optimistic. On top of that I am sure this is not going to be the first spell I fix, as I am more hopeful about Frostbolt and DragonTail.
In conclusion, the water sin in my mind continues to be a support class fighter but still doesn't have as of yet the power, damage and of the other classes and Metal and Earth seems to still be the more versatile classes for sins. I think others will love having the benefits that a water sin can offer the team and many have said how they love Rainfall and DragonTail that a water sin can bring to the table. In pvp, the water sin I think really needs the metal minor to be able to hold ground and have a one on one pvp advantage. Against melees a water sin is going to have the advantage but against the range attacks a water sins is going to struggle. If a water sin uses its advantage over fire then every fire paly in game is going to hate water sins.
Let me know your thoughts and if you can contribute to the water sin discussion please do!
Or if you have another class analysis to do, please share with us!