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Everything posted by Lustz

  1. Não haverá nenhuma alteração no espirito do guarda?
  2. Fixing this skill (talent) will give a very powerful shield for classes that can deal a lot of damage like paladins and ranger mages in gvg and war or in underwater territory that allows you to do absurd damage, it takes 15 seconds to deal maximum damage to receive the shield is too long will allow a shield with maybe the same absorption as the paladin by 4 allies, this is not balanced in battles will make pt with 1 warden and 4 mages and the mage already has and gained a very large survival, certain classes will receive a shield very powerful to see the paladin who already has an absurd shield and can do decent damage in the area in 15 seconds he will have a shield that maybe absorbs more damage than the guild sponsorship. The minions are getting this shield too, this is absurd, they will take a lot of damage. @Holmes this is very op and no one has paid attention yet, i suggest reducing the 15 seconds or a% this is very broken. @Hedfuc @snorlax
  3. Concerte essa habilidade (talento) ele vai dar um escudo muito poderoso para classes que conseguem causa muito dano como magos paladino e ranger em gvg e war ou no território subaquático que permite causar danos absurdos, são 15 segundos para causar o máximo de dano para receber o escudo é muito tempo vai permitir um escudo talvez com a mesma absorção que do paladino para 4 aliados, isso não é equilibrado em batalhas vão fazer pt com 1 warden e 4 magos e mago já tem e ganhou uma sobrevivência muito grande, certas classes vão receber um escudo muito poderoso veja o paladino que já tem um escudo absurdo e consegue causar um dano razoável em area em 15 segundos ele vai ter um escudo talvez que absorva mais dano que o patrocínio de guild. Lacaios estão recebendo esse escudo também isso é absurdo eles vão aguentar muito dano. @Nolan isso é muito op e ninguém prestou atenção ainda , sugiro reduzir os 15 segundos ou a % isso está muito quebrado. @Hedfuc
  4. the guardian skill will be very strong for classes that can do a lot of massive damage in battles or in underwater territory, it will be a very strong shield for wars 10% is too much
  5. Um redenção do sacerdote removeria todos debuff e ainda iria curar em area
  6. remove the chance that the connection transmits infection
  7. in my opinion it would be more fun without the skills of the guild it would make the legion and sentries move more and it would be fun, today we cannot leave the city because the enemy can teleport this is for sentries and legionaries it is very tiring to wait for the enemy to use all teleport for us to get out of town and attack
  8. the necro's infection must activate the damage in the area when the enemy with an infection dies, as well as the curse of the death knight, would be great
  9. do the calculation with redemption
  10. Vinegar was a legionary of the Br-Tourmaline server who moved to the sentry side, as the legion was unable to win the sentries in the main battles (GvG). He was the leader of the guild (valhala) who always fought with (ancestrais) and never won, he switched to the sentries because the legion did not have the skills to defeat the sentries.he was unable to defeat the sentries and did not like it when the kingdom did what they never did and is here asking for changes
  11. paladin healed 6000
  12. What happened?
  13. the healing totem does not prioritize those who have less life, but their group and then the guild. It heals every 3 seconds and has a limit of 7 players. All guild groups have 1 shaman so that everyone can make the most of this skill
  14. how are we going to survive in a fight against 45 mage without the totems? we took too long to find the solution we lost a lot of fights, use less mage
  15. when you have 20 shamans together, is that an imbalance? ANCESTRAIS has 45 mage , is this normal for you?
  16. ANCESTRAIS Has 45 mage, 15 paladin, 10 priest, 8 seeker and 12 templar. 90% of the guild is Chosen, There are very good skills At the Firstborn Where is the class balance
  17. A habilidade aumenta o dano critico e não o atributo acerto critico
  18. Diminua o alcance do estilhaços para ser igual o pulo
  19. Absorver 100% do dano é muita coisa e deveria diminuir o alcance do estilhaços
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