Tao class

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Phawk

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Jun 29, 2011
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Red/Green Poison (amazing on Chronicles), Deva Flinch, Shinsu Flinch, Curse, ac/amc/dc/mc/sc buffs for your group, can resurrect anyone at will when they die, PoisonCloud flinch, SFB flinch.

I'm sure i'm missing something but Tao's have it well off on here in terms of utility. Any pvp fight where a tao is present vs no tao, the tao team should always win - if not, you're playing it wrong.

However, it is true that they level ridiculously slowly on their own, to counter that I'd say they level extremely quickly when paired with a sin.

Perhaps if lil coded it so that tao's pets did more damage to Mobs but not players? Would speed their solo lvling up a bit without harming pvp at all.


I can't agree more about utility - we have it all. Also, I really do like the sound of buffing the pets damage against monsters. At the moment, pets damage is almost laughable. I got 40-50% increase on both deva and shinsu, wouldnt break it, but it would speed up the lvling grind for us. It wouldnt put us at say a warriors damage, but it would make it so I dont have to gouge my eyes out for 1%.

/Mark
 

Tai

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Pets work off a DC/MC/SC stat in the db just like anything else so that suggestion is not as straightforward as you may think!
 

malteser

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I completely disagree with just about every point in the OP.

I dont have time to pick apart every single aspect but i'll cover some of the main ones.

It genuinely beggers belief that people are still complaining that taos aren't a dps class and that solo lvling on a tao is slow. A tao is, always has been and imo always SHOULD be a support class. If you want dps then you should reroll a sin, although you'll no doubt complain that you burn pots/dura too fast on another class.

On the subject of damage, ive see taos sfbing for 80 damage when poisoned. Then factor in that green poison absolutely cains on here, and you can set your deva on your target, and you can curse them. Finally, poison cloud ticks for 50-80 at lvl 2 or 3. That's good damage if you ask me for an AOE spell that also greens targets (see previous comment about how good green poison is on this server). Plus at lvl 3 the cooldown is something silly like 5 seconds. You say the damage is random, but that's like a warrior complaining that his hits are also random cause sometimes he hits 300 with FS but sometimes he hits 40. Have you tried with luck7+?

Finally, i dont want to give too much away, but i know of several taos who level faster solo than with a warr/sin partner.

Taos are most definitely NOT redundant on here for pvp, in fact quite the opposite. Curse, red poison and puri can completely swing the balance of a fight.

I dont mean to sound confrontational, but i honestly think it sounds like you want taos to be a support class, a survival class AND a dps class, and that's just mad. They are a strong class atm, and perhaps you need to look at the way you're playing it if you're really not happy. I do think you should consider whether tao is the right class for you if you a) want to do pure dps and b) want to solo level regularly.
 

Silencer

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Perhaps lower cooldown on Poison Cloud slightly, but not massively.

Perhaps make leveled Shin non-TUable? Or make all wizz pets Halluable? Not sure, it is a pain though - maybe make it so Deva can level? :)

Errr - apart from that Tao's are ok, just slow, but that's what I expected.

48+ With Energy Shield and Level 3 Poison Cloud is an absolute game changer though. Taos can smash it after that - so I guess I'll aim for that :P
 

Rollcage

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i dont get this thread, aso has no problems in any aspect of the game whether its lvling or pking or bossing..and before u get all "amg hes got curse tho", understand he was fartin on faces before he got that
 

Muh

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Taos assist, never been a Pk class, more poi n puri less sfb pobbles!
 

paulob1111

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I think the poisnt im trying to make has been severley overlooked, When the server started every one wanted to level but now that they are all at a higher level no one NEEDS a tao,so the lower level taos are left dead in the water unable to level,should all future taos just give up playing a tao because they no that they will never be able to get 40+ or take years doing it by them selves,
The point is the tao class was fine before but not any more, taos are no longer needed for hunting as the other classes are high enough to kill EVERY THING SOLO.
Tao = dead class....

Either help a tao to help them selves level or there simply will not be any new taos and the existing taos will just give up and level another char which alot of them have (not all).

I honestly carnt believe that this hasnt become an issue already,The user count is droping again and your probs wondering why. this is one of the reasons.
 

OneWay

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Paul,

Just to thanks you for this thread as you trying to support most of tao's at this server.

I know the tao's so supportive when they fight or hunt with others. But as solo no chance to hunt as you wasting your time and even tho, if you fight 1 vs 1.
Totaly, tao can't do anything vs archer. Vs warr ye hardly to die. Vs wizzard with blizzard and FlameField easily die. Vs sin hardly to run away if sin got ShadowStep + slow items.

i remember poisoncloud used to be massive skill for tao at different servers. But here as am a tao.. its totaly waste skill unless if u have a wep with luck+6 or more, then it will work.

At mir USA tao's can level easily cuz they had hero's and mostly they choose warr or sin. Even at mir2forever same. So tao's can level solo.

1 skill and i know BH refused to add it at this server cuz of many ppl moan about it. its plague. and i know it was totaly massive skill and totaly supportive for tao's where they can para, slow the opponent. or even for leveling kill faster.

As i remember as well, at ACEM2 server tao's had some nice skills dunno why these skills not show up at this server.

I really hope the Team can look after this character as you already over powered other characters.


Thanks in advance.
 

Muh

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Bring in swords of light, mob damage only. Case closed.
 

xXxX

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I think the poisnt im trying to make has been severley overlooked, When the server started every one wanted to level but now that they are all at a higher level no one NEEDS a tao,so the lower level taos are left dead in the water unable to level,should all future taos just give up playing a tao because they no that they will never be able to get 40+ or take years doing it by them selves,
The point is the tao class was fine before but not any more, taos are no longer needed for hunting as the other classes are high enough to kill EVERY THING SOLO.
Tao = dead class....

Either help a tao to help them selves level or there simply will not be any new taos and the existing taos will just give up and level another char which alot of them have (not all).

I honestly carnt believe that this hasnt become an issue already,The user count is droping again and your probs wondering why. this is one of the reasons.

Lol maybe no one needs a tao for bdd and lower level bosses but if you think tao's are not needed in general . it clearly shows you/your friends only hunt in noob areas lol.
 

Phawk

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I have to agree with the mass level of the damage character, the need for a tao has dropped for the normal hunting rounds - as you would expect form a bigger better geared player. However, try doing content nearer to their level and gear - and you will find a tao is just as needed as has ever been.

The problem is is that the 'leveling' areas are easy enough now for the bigger better geared players to storm through without a tao. A tao is still advantageous to them - but just not a necessity.

Don't underestimate how much you speed up leveling. Take Numa for instance. Red poison increased dmg, UE increases dmg. You can also pull form a distance, ensuring a steady stream of mobs to the dmager without them having to move - so they can be constantly doing damage.

All of this increases XP/h. I've hunted with a few very well geared people who kill at scary speed. Even with me doing NO damage at all, JUST red psn, UE, and pulling the mobs - lvling speed for them increases by 15-20% per hour - now add onto that the odd SFB, green psn on adds and pets on adds - and you have a much faster lvling experience than for the damage class.

Yes, we suck speed wise solo - but I only ever hunt solo when I am trying to make money. How many other classes can start a numa hunt with no pots at all in their bag, and after an hour have to tt - not for lack of pots, but because you bag is now full of pots and you cant carry any more.

The only time I actually 'use up' pots is on guild hunts. The rest of the time I have them coming out of my ears.

/Mark
 

malteser

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I have to agree with the mass level of the damage character, the need for a tao has dropped for the normal hunting rounds - as you would expect form a bigger better geared player. However, try doing content nearer to their level and gear - and you will find a tao is just as needed as has ever been.

The problem is is that the 'leveling' areas are easy enough now for the bigger better geared players to storm through without a tao. A tao is still advantageous to them - but just not a necessity.

Don't underestimate how much you speed up leveling. Take Numa for instance. Red poison increased dmg, UE increases dmg. You can also pull form a distance, ensuring a steady stream of mobs to the dmager without them having to move - so they can be constantly doing damage.

All of this increases XP/h. I've hunted with a few very well geared people who kill at scary speed. Even with me doing NO damage at all, JUST red psn, UE, and pulling the mobs - lvling speed for them increases by 15-20% per hour - now add onto that the odd SFB, green psn on adds and pets on adds - and you have a much faster lvling experience than for the damage class.

Yes, we suck speed wise solo - but I only ever hunt solo when I am trying to make money. How many other classes can start a numa hunt with no pots at all in their bag, and after an hour have to tt - not for lack of pots, but because you bag is now full of pots and you cant carry any more.

The only time I actually 'use up' pots is on guild hunts. The rest of the time I have them coming out of my ears.

/Mark

This.

Someone who knows how to play a tao! Plus the whole pulling mobs while the dps kills... <3 it's infuriating when you're in somewhere like pb or numa and the tao reds the mob you're hitting then starts sfbing/meleeing it instead if pulling the mobs on the edge of the screen.
 

CraiG^

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Have a tao, no complaints really, not got high-end spells so can't really comment.

Lucky enough to have a levelling partner all the time though I do imagine I would have gave up a while ago if I didn't have a hunt buddy.
 

Mystickiller

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Taos are amazing. Pvp wise they're untouchable if you know what your doing. Ultimate door blockers with curse and psn cloud too.
 

Judges

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Aug 5, 2004
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I have read the content of this thread and must say I agree with some of the points raised.


The taoist has always been a support class in the initial days but it has been accepted that some who have learnt to play such a class wish to hunt a lone. Specifically, although minorly relevant, in Mir 3 the introduction of InfernalGuardian balanced the taoist out nicely (although the scroll made it over powered) enabling taoists to hunt on their own.


I currently play a taoist with PoisonCloud and without Curse which is quite common recently for taoists. Therefore I make this post without the knowledge of effectiveness of Curse.


Unbalanced Damage:


I personally disagree with taoists being classed as sole 'support classes'. I like to hunt a lone and there indeed should be scope within the class/character to enable me to do this.


Archers: ArrowBarrage - Deals a massive amount of damage and if level 2 or 3 with acceptable DC it is likely to floor a taoist.

Warriors: High damage dealers and can FlameSword a taoist in one or few hits.

Wizards: The introduction of Blizzard and MeteorStrike cause devistating damage as can likely floor a taoist.

Assassins: High damage dealers with high attack Speed...

Taoists: Poison Cloud deals a decent amount of damage.


There is, in my opinion, no significant unbalanced damage I can identify although PoisonCloud will often 'tick' nothing, '1' or another low HP reduction. This is done with 15-68 SC +8 Holy.


Having said that ArrowBarrage, Blizzard and MeteorShower are marginally overpowered and could do with a tweak. There is no point in PVP when either classes are 1 hitting each other.


New Skills:


The new skills that were introduced were a very good idea and the features they offer benefit the classes. The only problem I see for this is that the skills have all been added for high-end levels , some being level 48, when really EnergyShield should be available at level 45 to support a taoist. This would go a long way in balancing the class.


Curse:


Curse is without doubt too rare. Other classes have books, level-eqivalent, readily available although still at a costly price. However Curse has recently sold a week ago in excess of 60m. I appreciate someone may have wanted it badly but 60m for a skill book shows how rare the skills is. There just isn't enough to go around.


Pets:


Pets for a taoist, more specifically Shinsu, are usless and offer very little to taoists. I do have to question whether a warrior should be able to LionRoar them to stop them attacking. They are there to support the class and whilst constantly paralysed they are mearly an image on the screen. Either make it so they cannot be LionRoared or decrease the effect of LionRoar so it doesn't work 100%.


Having said that the pets in PVP offer sufficient damage although PVE is laughable. I never use Shinsu and only use Deva as a destraction tool. Shinsus, as already pointed out, are pointless levelled too as they only have a large HP pool and offer only a very small increase of damage.


I do have concerns that should something not be done to balance these issues there will be a lack of taoists available. A fine balance needs to be struck with this as introducing all of the above could well turn the tables too far. I have already began levelling an Archer...

 

holo

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I have to agree with the mass level of the damage character, the need for a tao has dropped for the normal hunting rounds - as you would expect form a bigger better geared player. However, try doing content nearer to their level and gear - and you will find a tao is just as needed as has ever been.

The problem is is that the 'leveling' areas are easy enough now for the bigger better geared players to storm through without a tao. A tao is still advantageous to them - but just not a necessity.

Don't underestimate how much you speed up leveling. Take Numa for instance. Red poison increased dmg, UE increases dmg. You can also pull form a distance, ensuring a steady stream of mobs to the dmager without them having to move - so they can be constantly doing damage.

All of this increases XP/h. I've hunted with a few very well geared people who kill at scary speed. Even with me doing NO damage at all, JUST red psn, UE, and pulling the mobs - lvling speed for them increases by 15-20% per hour - now add onto that the odd SFB, green psn on adds and pets on adds - and you have a much faster lvling experience than for the damage class.

Yes, we suck speed wise solo - but I only ever hunt solo when I am trying to make money. How many other classes can start a numa hunt with no pots at all in their bag, and after an hour have to tt - not for lack of pots, but because you bag is now full of pots and you cant carry any more.

The only time I actually 'use up' pots is on guild hunts. The rest of the time I have them coming out of my ears.

/Mark

The problem with increase kill speed by 15-20% is grouping halves your exp rate.

My personal opinion as a long time tao is, for grouping to be worth it for the other players you need two other players. That 15-20% dps increase to one player means you are a drain, but taking two players means its 30-40%. Considering you are reducing the exp of the group by 33.3%, or ~16.5% per player, it is a gain. This is pure math.

This keeps going as you add more non-taos. The problem with this is the more your potential group dps increases, the efficiency of the area decreases. ie you need to run more to find mobs, which due to your dps dies faster, making your running:fighting ratio crap. Best case scenario is you find ridiculously high hp mobs, with decent exp:hp ratio, and not too big spawns to get swamped, but enough for constant pulls. So basically for most groups the only really good place to hunt would be like hell cave?..