This is a discussion on Shios +3 or Fr's +2 within the Game Questions & Tips forums, part of the Knight Online (ko4life.com) category; Originally Posted by valefore91
If it is possible to take imirs +3 I would highly recommend you do so in ...
Your logic is sound, and I suppose it would be up to the mage to either charge into a large
group of enemies by him/herself or stray along the sidelines waiting for suitable prey to
present itself. I will have to disagree with your statement on thorn being useless in 1v1 due
to high stun rates. Sure I assume the stun rate shall be relatively high with dual imirs+3, but
70-100% success is usually not the case. Thorn is rather limited by its potential damage in
dcz, but with dual imir+3 it shall make a considerable difference. Lets go over 1v1 examples. 1
v1 with a warrior, any decent warrior (which is what I am assuming will be in dcz pking as
babas often transfer items from high lvl chars to low ones) should have relatively moderate to
moderately high resistance to all elements. Lightning will stun the warrior, but it shall not be
as consistent as one reading your post would be lead to expect. If the warrior manages to
drain your hp if, when let's you failed on your combo abit or got disoriented by a legcut. You
can recover quite nicely with thorn which would range from 450-600 with dual imir+3.
Combine that with a pot and you have over 1k healing which often is a third of an average
geared offense oriented dcz mage's hp (assumption, for your server could be different
depending on age of server). Not to mention since lightning thorn is projectile, not only will it
add to stun value but the user can blast a blade off with it. For mage 1v1 it would be handy
as most mage's can easily have their spells canceled with the msot meager of lightning skills.
Having a project skill that you can land together with a blade is almost a cheap shot to most
other mages who won't be able to land their own spell on prior to cancelation from thorn at a
distance. Even if the enemy mage does manage to throw and instantaneous attack spell that
is not projectile, the next spell would be canceled and most of your hp would be healed by
thorn. For rogue thorn is just a good buffer for those spikes that occasional hit harder then
they normally would for whatever reason. For bps you might not need thorn as the stun rate
would be obscenely high, however if you get maliced and take a severe hit thorn is not a bad
idea as a preacationary skill. For tank priests which you can't really 1v1, you can lube up with
static hemispheres and throw a thorn combined with blade at the time of dot occurence for
massive and usually stunning blow. I understand your reasoning though, but even if your
statement was 50% of the case of the time in dcz (which would also differ from server to
server) the other 50% of the time it would be a highly advantageous skill to maintain
althought still by no means a Godly skill that will result in 100% win. The skill of the wielder
will also naturally be your greatest factor towards success.
Once again, trust me, I've been through everything a mage could possibly go through... and thorns is simply not anything special. There is one point I have missed out from my last post, and that is that it's quite useful when chasing people as with the dual imirs +3 in a place like dcz it's an assured stun.
One more thing I'd like to add. Yes it is true that some CZ players transfer their +3 unique sets to their DCZ characters, but even so, that's probably one in a hundred people that do that, and even those people will get stunned quite alot,.. enough for you to win your VSes without a sweat,... that is if you have a decent mage combo.
I always prefer to use FR
but if you have money for FR +3 is better.