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Archbishop and Rune Knight skills revealed - Printable Version +- heRO-Server Forum (https://www.pandoraonline.net/forum) +-- Forum: Game Related (https://www.pandoraonline.net/forum/forumdisplay.php?fid=1) +--- Forum: General (https://www.pandoraonline.net/forum/forumdisplay.php?fid=2) +--- Thread: Archbishop and Rune Knight skills revealed (/showthread.php?tid=8307) |
RE: Archbishop and Rune Knight skills revealed - Frogboy - 12-19-2008 i'm actually displeased with the updates to slingers D= there's no updates for any of the pistol/handgun only skills >.< RE:??Archbishop and Rune Knight skills revealed - Kulluminatii - 12-19-2008 Frogboy Wrote:i'm actually displeased with the updates to slingers D= True, but at least its a start RE: Archbishop and Rune Knight skills revealed - Kadar - 12-19-2008 Venom Splasher got un-nerfed :D Buffed even!! RE: Archbishop and Rune Knight skills revealed - Sakurato - 12-19-2008 Group status recovery... give now PLEASE. RE: Archbishop and Rune Knight skills revealed - teOx - 12-19-2008 lol jacked RK skill Wrote:Phantom Thrust Pudge Wrote:Meat Hook also its about time that a priest can actually compete with a creator in healing. so sad. RE: Archbishop and Rune Knight skills revealed - Frogboy - 12-19-2008 @kadar i am salivating over that as well. my female venom sin will be happy =) RE: Archbishop and Rune Knight skills revealed - Motenai_Ronin - 12-19-2008 Whenever I use phantom thrust I shout, C'mere!!!! ("come here") btw woot looking forward to Dragon Mount (I personally call Zhemych Gorynch as my mount ^~^ XDD) RE: Archbishop and Rune Knight skills revealed - n3xus - 12-19-2008 GM-Ayu Wrote:* Ninja woo! maybe now more people will play ninjas. RE: Archbishop and Rune Knight skills revealed - Master Chief - 12-20-2008 Slingers still stand nearly any chance * Piercing Shot o Now deals additional damage when cast with a Rifle weapon. Even if you manage to make your opponent bleed slingers are hard enough to keep alive long enough to deal damage and watch the guy bleed. * Gatling Fever o Increased the attack speed bonus of the skill. Thats actually pretty decent but not sure this will help the class stand more of a chance still. * Crowd Control Shot (Dust) o The skill's cast time cannot be interupted. This is a joke... Dust doesnt even take half a second to cast... whats there to interupt... * Spread Shot o The skill is now available for use with grenade launchers. o Increased the attack power of the skill. This actually becomes more useful now * Gunslinger Mine (Ground Drift) o Adjusted the skill damage formula. o Increased the casting range of the skill. o Increased the area of effect of the skill. not sure what exactly they are talking about but what nades actual would need IMO is no cast or no delay, 1 or the other and the status effect of the sphere to actually work 25% of the time at least. RE: Archbishop and Rune Knight skills revealed - GM-Ayu - 12-20-2008 First of all, don't expect heRO to have these changes. Considering that these changes only came out on the 17th for kRO to test, eA posters already projected these changes to even *start* coming to eA by October 2009, and then you have to go through testing for eA as well. You're well looking for a year in the future if you want these things for private servers unless there's sudden positive changes in the amount of dedicated coders for eA. ASPD boosting abilities is quite a big plus in ep 13.1, since attack speed of all classes are greatly lowered in order to work with the boosted max stat limit. A lot of casting skills have "irreducible cast time" with a reducible cast time affected by bragi, dex, and etc. Dust's cast time reduction is probably referring to the irreducible cast time part of the skill. Again, we haven't seen any numbers yet. All of this is so out of the blue right now and pure theory. We still haven't seen what the revised mvp mechanics are. We don't know what revised pvp/woe is like either. |