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  1. 前言:盗贼作为高山族的刺客职业,拥有独特的爆发伤害,在战场上隐蔽自己,将脆弱的敌人轻松击杀。该职业数据,是关于盗贼的技能信息,以便各位能够方便查看,获取数据。 —————————————————————————————————— 严厉打击 【盗贼对目标进行砍击,造成较高伤害】 冷却时间:6秒 蓝量消耗:11/12/13/14/15 技能伤害:105%/110%/115%/120%/125% 【严厉打击+】初级技能强化 将角色的技能伤害提高5% Gif演示: 背踢 【盗贼向后踹击目标,降低目标敌人的精准】 冷却时间:15秒 蓝量消耗:13/14/15/16/17 降低精准:5%/15%/25%/35%/45% 持续时间:3/6/9/12/15秒 Gif演示: 闪避 【盗贼为自己施加闪避增益,提高闪避能力】 冷却时间:20秒 蓝量消耗:13/14/15/16/17 增加闪避:5%/7%/9%/11%/13% 持续时间:20/30/40/50/60秒 Gif演示: 凿击 【盗贼对目标发起凿击,使敌人昏迷一段时间】 冷却时间:20秒 蓝量消耗:13/15/17/19/21 持续时间:3/4/5/6/7秒 Gif演示: 潜行 【盗贼能够很好得隐蔽自己,并增强自身的攻击能力,发起突袭】 冷却时间:8秒 蓝量消耗:15/16/17/18/19 攻击增加:120%/130%/140%/150%/160% 持续时间:7/9/11/13/15秒 【潜行+】初级技能强化 提高角色1/1.5/2秒的隐身持续时间 【暗影面纱】高级技能强化 隐身结束后,保留增加攻击效果的25%,也就是满级60%*25%=15%,持续5秒 Gif演示: 神出鬼没的跳跃 【盗贼跳向目标,造成较高的攻击,如果敌人在被剧毒刀锋的中毒状态下,还能对其附加20%的伤害】 冷却时间:16秒 蓝量消耗:22/24/26/28 释放距离:最远5码 技能伤害:110%/115%/120%/125% 中毒附加伤害:20% Gif演示: 钢刃乱舞 【盗贼向目标甩出刀片,造成较高的伤害,并有几率眩晕敌人】 冷却时间:14秒 蓝量消耗:7/8/9/10 释放距离:最远5码 技能伤害:85%/110%/125%/145% 眩晕时间:1/1.5/2/2.5秒 眩晕几率:35%/45%/60%/80% Gif演示: 剧毒刀锋 【盗贼为武器附上毒液,攻击敌人时会使其中毒】 冷却时间:26秒 蓝量消耗:14/16/18/20 技能伤害:90%/100%/112%/121% 存在时间(自己):8/10/12/14秒 中毒时间(敌人):6秒,2秒一毒,共三次毒 Gif演示: 跳弹 【盗贼扔出弹性匕首,对敌人造成伤害,并且匕首还会弹到其它目标造成伤害】 冷却时间:15秒 蓝量消耗:14/16/18/20 释放距离:最远4码 技能伤害:50%/60%/70%/80% 弹跳范围:最远3/3/4/4码 PVE数量:∞ PVP数量:3/4/5/6 (注:跳弹一次会减少10%的伤害,因此跳弹多个目标伤害会逐渐减少) Gif演示: 灭绝 【“千山鸟飞绝,万径人踪灭”,盗贼为自己施加灭绝增益,使其更快击杀目标,完成屠杀】 冷却时间:40秒 蓝量消耗:20/22/24/26 持续时间:12/16/20/25秒 攻速增加:8%/12%/22%/35% 冷却增加:15%/20%/25%/30% Gif演示: 绝对反射 【盗贼早已习惯战斗,面对突如其来的攻击,盗贼有如自在极意功一样,能够躲开敌人的攻击,并且为自身提高闪避能力和攻击能力】 持续时间:5/7/10/14秒 闪避增加:5%/7%/10%/15% 攻速增加:8/12/18/22% Gif演示: 邪恶暴击 【盗贼对目标发起极其疯狂的打击,将敌人的防御力大幅降低,并造成较高伤害】 冷却时间:18秒 蓝量消耗:16/18/20/22 持续时间:7/10/13/15秒 双防降低:15%/20%/25%/35% 技能伤害:40%/50%/65%/80% Gif演示: 疯狂 【盗贼想要一场疯狂的屠杀,会不顾一切的攻击敌人,因此在这种杀红眼的状态下盗贼能够提高暴击,但是代价就是要受到更多的伤害】 冷却时间:18秒 蓝量消耗:16/18/20/22 持续时间:12秒 自身受伤增加:20%/16%/12%/8% 暴击和命中增加:5%/7%/9%/11% Gif演示: 棘手技巧 【盗贼自有一套袭击敌人的技巧,使敌人对付盗贼会觉得棘手又麻烦。盗贼对敌人造成较高伤害的同时也有几率眩晕敌人,并且因为熟练的技巧能够为自己恢复血量】 冷却时间:16秒 蓝量消耗:24/26/28/30 ‌技能伤害:110%/115%/120%/125% ‌对中毒目标的技能伤害:120%/130%/140%/155% 眩晕时间:2/2.5/3/3.5秒 眩晕几率:60%/70%/80%/90% 自身回血:15%/20%/25%/30% 最大值生命 ‌注意:对受到剧毒刀锋导致中毒的敌人使用能够为自己回血 Gif演示: By:Tulips,小酒,卡卡西,狗财奴与Wtf(all sea)倾情制作
  2. Fala ai rapaziada saiu a primeira musica do ALBUM LEGIÃO... Conteudo WARSPEAR TRAP! Quem poder estar divulgando , serei eternamente grato! Hey guys, the first song from the legiao's album came out... Content WARSPEAR TRAP! Whoever may be promoting, I will be eternally grateful! Привет, ребята, вышла первая песня с альбома legiao ... Контент WARSPEAR TRAP! Кто бы ни продвигал, буду бесконечно благодарен!
  3. RexxSkan

    Warspear music

    Fala ai rapaziada saiu a primeira musica do ALBUM LEGIÃO ... Conteudo WARSPEAR TRAP! Quem poder estar divulgando, serei eternamente grato! Hi everyone, the first song from the legion album is out... WARSPEAR TRAP content! Whoever is promoting, I will be forever grateful! Привет, ребята, вышла первая песня с альбома legiao ... Контент WARSPEAR TRAP! Кто бы ни продвигал, буду бесконечно благодарен! https://www.youtube.com/watch?v=lXLA1qI6Hok
  4. Hello everyone, I'm here will suggest new rogue's skill to give him more SURVIVABILITY with the detail: --------------------------------------------------------------------------------------------------------------- Rogue blink to any specified direction within 4 yards. After rogue blink, he will stealth and leave the copy of him in the first place rogue use this skill. (The copy attack the enemy near him with auto attack only). If the player click the skill button for one more time (before the stealth is over), rogue back to his copy and stun & dealing damage near him. After successfully stun any enemy, rogue will immune from any CC and he can use stealth skill. Detail of skill develops: Stealth Duration & Copy Duration--> 3s/4s/5s/6s. Stun Duration --> 0.5s/1s/1.5s/2s. Immune from CC Duration --> 2s/2s/3s/4s. Stun Damage --> 30%/40%/50%/60% from the player's base damage. Copy of Him will have --> 15%/20%/25%/30% from the player's stats (health, defence, damage) So in this case this skill can be used twice before the stealth duration is over. -------- Inspired from Hayabusa & Kagura -------- OK this is only my suggestion, feel free to critics and feedback. I hope devs dan rogues player will interested with this skill suggestion. Cheers..
  5. I came to bring some ideas to the rogue ricochet (passive) after 5 automatic attacks the rogue throws daggers at everyone around him within 2 meters extermination (active) (1) Increases attack speed and skill cooldown when equipped with daggers. (2) Increases parry and critical when equipped with axes. (3) Increases penetration and accuracy when equipped with swords. frenzy (active) increases chance of dealing 100% damage with equipped weapon in second hand. while the skill is active, the physical and magical defense decreases example: ignore the debuff that reduces secondary weapon damage by 40%
  6. Bom, esse tópico vai mais diretamente para a Akasha e os devs. Eu sou um player a mais de 3 anos e sempre joguei de rogue. A classe ao longo desses anos tomou vários nerfs e HOJE é uma das mais fracas no quesito PvE comparada a todas as outras classes de dano do jogo, (menos Paladino que tá mais pra suporte). Várias skills da classe são tão fracas que chegam a ser inúteis, como por exemplo Frenesi durando míseros 12 segundos e Ataque Sinistro com um dano muito baixo. Enquanto isso, Seeker com três skills (Exacerbação, Inspiração e Poder Solar) causa 3/4 vezes mais dano que o Rogue usando todas suas skills no combo. Vi nos fóruns Internacional e Russo dizendo que a classe estava balanceada, no quesito PvP não nego, mas no PvE, muitas vezes um DK com foco total em tank e com arma +4, causa mais dano que meu rogue com machados +8. Gostaria de saber se os Devs tem planos de fazer mudanças significativas no PvE da classe (como buffs em skills que estão muito fracas ou implementação de novas habilidades do especialista em breve).
  7. Seria bom o jogo mostrar na tela de amplificação a quantidade de sinal necessário para amplificar a tal nível o item ou arma, assim aumentaria muito as esperanças de amplificar e aumentaria também a demanda por sing na conclusão de maior lucro ao jogo e melhor experiência para os jogadores pois apresentam uma meta visível para bater e passariam mais tempo no jogo e gastariam não só tempo para atingir um meta mais também investiriam mais no jogo pois sabem até onde tem que chegar muitos jogadores acham que a arma bugou só por que gastou horrores para amplificar do +9 ao +10 e não conseguiram e por isso amplificaram outra arma ou até mesmo parou de jogar de frustração conheço muitos jogadores que não arriscam amplificar até do +9 até +10 por medo de gastar muito e não amplificar e pensando que o item pode bugar. seria uma boa mostrar a quantidade necessária para gastar para amplificar até determinado nível ex: (x) = quantidade de selos (sinal) - (x) selos para amplificar (0 -> +1) - (x) selos para amplificar (+1 -> +2) - (x) selos para amplificar (+2 -> +3) - (x) selos para amplificar (+3 -> +4) - (x) selos para amplificar (+4 -> +5) - (x) selos para amplificar (+5 -> +6) - (x) selos para amplificar (+6 -> +7) - (x) selos para amplificar (+7 -> +8) - (x) selos para amplificar (+8 -> +9) - (x) selos para amplificar (+9 -> +10) - nota: ou o sistema mesmo mostraria na tela de amplificação do item o limite máximo de sign(selo) ou esfera para amplificar até +10
  8. rogue magic kick in the back, let it go without precision and just dodging!! GMS AND ADMS TAKE ACTION!
  9. A friendly PvP of shaman vs Rogue Hope you guys enjoy it Don't forget to like share and subscribe .
  10. Here is the problem about mobility! Now we have: The seeker who can walk faster The mage who can jump The paladin who can jump The blade dancer who can rush The rogue who can jump on target The barbarian who can jump on target Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective. On the Legion side we have 2 classes who do need to get a target to move forward. So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always! There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have! The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! Please take a note into that!!!
  11. Rogue's Mark The rogue marks a target with a curse causing a negative "Slow" effect. After some time (4 seconds) the skill "Rogue's Mark" is active for 10 seconds, applying the buff "Enraged" to the rogue and "Marked to Die" to the target. The "Enraged" effect increases the "Attack Strength" (by 2.5% / 5% / 7.5 / 10%) and "Attack Speed" parameters (by 5% / 10% / 15% / 20%). The "Marked to Die" effect applies the negative "Bleeding" effect (damage = 10% of total damage) and reduces the target's defenses by 10% / 20% / 30% / 40%. Duration of the target's Slow effect: 4s / 5s / 6s / 7s. Slowness effect power on target: 40% / 50% / 60% / 70%. This would be basically the skill that unites everything (or almost) that the rogue needs in both PvE and PvP, closing the gaps that are bothering most rogue players.
  12. I would like to make some suggestions for the Rogue class. 1- Frenzy: Frenzy is one of the most useless skills in the class today, along with Flurry of Steel and Sinister Attack (despite changes in the last update). I would like to ask for the skill to become an aura skill (such as the Hunter's Combat Stance, Explorer's Exacerbation). The reason is that all other classes that are naturally damage have an aura skill, and Frenzy is not being a very interesting skill for the rogue's pve. So, why not combine the useful with the pleasant? This change would improve the state of the class in pve (which is not very nice) and would bring a utility to a skill that is not very useful. 2- Ricochet The meta pve of the game is very much aimed at classes with area control. Guild events, GvGs and Dungeons are increasingly having groups of larger enemies. And it is no secret that, of the classes that are naturally damaging, rogues have the worst damage skill in the area, which is Ricochet. I would like to ask them to improve the skill in some way, increasing base damage or adding some new mechanics to it (such as the Poison Blade + Ricochet combo). Anyway, these are my suggestions. The class has had its performance overshadowed by the other classes of the Legion and I think this will make him stronger. PS: Sorry for my bad english
  13. Smoke Bomb Throw a smoke bomb, blinding enemies in a 3x3 area, decreasing their accuracy, silencing for 1 second and removing Rogue's "In Combat" status, allowing it to use Invisibility. If you think it is a bad idea and unnecessary skill, look at this part:
  14. Данный гайд актуален на версию 5.3.0. ---------------------------------------------------------------------------------------------------------------------------------------------------- Разбойник - класс, наносящий прямой урон противнику. Носит кожаные доспехи. Имеет невидимость. Может носить: кинжалы, одноручные мечи, одноручные топоры. Прежде чем мы приступим, снова немного цифровой базы: Теперь о нашем оружии: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ну а теперь давайте традиционно про умения разбойника, с цифрами, разумеется. - Безжалостная атака. Дальность: Ближний бой Мана: 12-13-14-15-16 Время перезарядки: 6 секунд Базовый урон: 25 Прирост урона с уровнем персонажа: 2 Прирост урона с уровнем умения: 15 Прирост урона от физической атаки: 105%-110%-115%-120%-125% Время действия: - Количество целей: 1 Комментарий автора: Сильное умение ближнего боя, наносит хороший урон, маленькая скорость перезарядки. Основная атакующая способность разбойника. Как посчитать урон который вы получите (для всех умений объясняю 1 раз на примере этого умения): - Толчок. Дальность: Ближний бой Мана: 13-14-15-16-17 Время перезарядки: 15 секунд Базовый урон: - Прирост урона с уровнем персонажа: - Прирост урона с уровнем умения: - Прирост урона от физической атаки: - Время действия: 5-7-9-11-15 секунд ИЛИ 1-2-3-4-5 автоатаки Количество целей: 1 Спасибо игрокам за помощь в тесте: Hrizamer, Manhettan. Комментарий автора: Толчок снижает точность противника на 50% на следующие 1-2-3-4-5 автоатак, либо если автоатаки не были сделаны - кончится через 5-7-9-11-15 секунд. Важно то, что работает он на автоатаки, т.е. если у нас толчок прокачан на 3, мы используем его против противника, он делает по нам две автоатаки, потом использует 5 различных умений - все умения тоже будут иметь точность, сниженную на 50%, так как они не считаются за автоатаку. "Глаз дракона" мага даёт 50% точности, таким образом после использования толчка на маге - у него останется только шанс точности, который был до использования умения "Глаз дракона". - Невидимость. Дальность: - Мана: 15-16-17-18-19 Время перезарядки: 8 секунд Базовый урон: - Прирост урона с уровнем персонажа: - Прирост урона с уровнем умения: - Прирост урона от физической атаки: 120%-130%-140%-150%-160% Время действия: 7-9-11-13-15 секунд Количество целей: 1 Комментарий автора: Умение начнет перезаряжаться только после того как вы покинете невидимость.Невидимость увеличивает только ваш физический урон в параметрах. Например, с использованием умения Безжалостная атака 5/5 из невидимости 1/5 - оно Не нанесёт на 20% больше урона, просто его значение в 125% от физической атаки будет считаться от вашего повышенного невидимостью физического урона. - Парализующий удар. Дальность: Ближний бой Мана: 13-15-17-19-21 Время перезарядки: 20 секунд Базовый урон: - Прирост урона с уровнем персонажа: - Прирост урона с уровнем умения: - Прирост урона от физической атаки: - Время действия: 4,5-5-5,5-6-7 секунд Количество целей: 1 Комментарий автора: Не знаю, увеличивается ли шанс прохождения в зависимости от уровня умения. Постараюсь посчитать позже. - Уклонение. Дальность: - Мана: 15-16-17-18-19 Время перезарядки: 20 секунд Базовый урон: - Прирост урона с уровнем персонажа: - Прирост урона с уровнем умения: - Прирост урона от физической атаки: - Время действия: 20-30-40-50-60 секунд Количество целей: - Действие: Даёт 5%-6%-7%-8%-9% уклонения. Комментарий автора: Уклон он и в Африке уклон. - Неуловимый прыжок. Дальность: 5 Мана: 14-16-18-20 Время перезарядки: 12 секунд Базовый урон: 20 Прирост урона с уровнем персонажа: 2 Прирост урона с уровнем умения: 20 Прирост урона от физической атаки: 110%-115%-120%-125% Время действия: - Количество целей: 1 Комментарий автора: Прыжок за спину противника (о.О). Спасибо игрокам за помощь в тесте: Groundman. - Ядовитые клинки. Дальность: Ближний бой Мана: 14-16-18-20 Время перезарядки: 26 секунд Базовый урон: 60 Прирост урона с уровнем персонажа: 2 Прирост урона с уровнем умения: 20 Прирост урона от физической атаки: 100% Время действия: 8-10-12-14 секунд Количество целей: - Действие: Накладывает яд на цель после автоатаки (Если вы попали), Яд наносит урон 3 раза с периодичностью в 2 секунды. Спасибо игрокам за помощь в тесте: Feme, Groundman, Derzskiiy, Schok, Mmushaa, Revn, Venturik. Комментарий автора (!): Урон указан для всех трёх срабатываний умения. Т.е. то, что вы посчитали - надо будет поделить на 3. Погрешность возможна в 1-2 единицы для каждого срабатывания из-за плохого округления игры. - Истребление. Дальность: - Мана: 14-16-18-20 Время перезарядки: 39-37,8-37-34,4 секунд (Пока умение действует - сокращает своё же время восстановления) Базовый урон: - Прирост урона с уровнем персонажа: - Прирост урона с уровнем умения: - Прирост урона от физической атаки: - Время действия: 10-11-12-14 секунд Количество целей: - Увеличение скорости атаки: 5%-9%-13%-17% Увеличение перезарядки навыков: 10%-20%-25%-40% Комментарий автора: Прикона . - Стальной шквал. Дальность: 5 Мана: 7-8-9-10 Время перезарядки: 4 секунды Базовый урон: 0 Прирост урона с уровнем персонажа: 3 Прирост урона с уровнем умения: 10/10/10/20 Прирост урона от физической атаки: 30%-45%-50%-60% Время действия: - Количество целей: 1 Комментарий автора: Непонятно зачем, но на 4/4 умение получает дополнительные +10 урона от прокачки. Спасибо игрокам за помощь в тесте: Tenb. - Рикошет. Дальность: 4 Мана: 14-16-18-20 Время перезарядки: 15 секунд Базовый урон: В процессе Прирост урона с уровнем персонажа: В процессе Прирост урона с уровнем умения: В процессе Прирост урона от физической атаки: В процессе Время действия: - Количество целей: 3-4-В процессе-В процессе Комментарий автора: Ещё занимаемся. Спасибо игрокам за помощь в тесте: Hypeology, Travel, Maqnat, Tenb.
  15. Hey Guys just want to know the skill build on pvp rogue lvl 32 as well the gear and enchantments Thanks guys
  16. ***This post is not to humiliate the hard work and effort of the game developers, but instead trying to understand why people from multiple servers spammed slogan "RIP ROGUES; WAKE UP AIGRIND"*** First of all congratulations to the team who have worked on this massive update. I hope this is a great milestone for 'Warspear Online'. Secondly all the new skills were entirely unique and will bring versatility to the game. Now coming to the topic, the new skill added to the rogue was a pretty good skill with a decent amount of heal and damage when timed properly. But why were the majority of the people unsatisfied with this skill or rogue in general? I personally messaged few players in order to find what's in their mind and also I have listed my hardships and difficulties faced as a rogue. The reasons are: 1. Why another DD skill, rogue are already full of DD skills. 2. Rogues do not have enough mobility to use their skills as they are mostly under control both in 1v1 or groups.( Lack resistance) 4. Even though rogues have potential to build to maximum dodge (60%) the blast damage of all elf character can counter easily with high accuracy. Dodge 60% looks only good theoretically but practically it isn't. 5. No proper control skills either. The only control skill rogues possess is gauge which is useless in most situations. 6. STEALTH is not effective these days as a simple AOE will bring him out of it. 7. Rogues being melee are like paper and die quickly by the blast damage of bd Ranger and seeker. 8. The blast damage of the rogue who is handicapped with the above mentioned drawbacks,is far inferior compared to all other classes. 9. They have condition inorder to achieve certain abilities example:- FRENZY: increase damage to the rogue for a small % of accuracy and critical. Trickiest technique ( new skill) : have to poison the enemy inorder to get more damage and heal. Absolute reflexes: have to dodge atleast once inorder to get the bonuses. Where as the sentinel classes with far superior above mentioned points have nothing to sacrifice. 10. The heal of the new skill is only once and the application of that is very difficult. This is because when we poison the enemy, he immediately controls the rogue making it almost impossible to complete the combination. I have presented with some of the common but prominent difficulties faced by the rogue class. I hope my voice is being heard. And instead of spamming the world chat I think it's better talk out what's on our mind in a more civilized way. A little more kindness and a little less judgement is what the world needs Long live Warspear Online.
  17. I need a build for rogue lvl 20 for farming bosses and DG. I am actually aiming for speed and dodge for that I have bought the outlaw set. Ring with dodge and accuracy Amulet with speed and dodge Cloak with speed and dodge Probably gonna use snow dagger with piercing to overlay peneration. Is this good? You can suggest me if you want too and I have bought frenzy skill I'd still like to know better skill build for rogue please
  18. ʜᴀᴠᴇ ʏᴏᴜ ᴇᴠᴇʀ sʜᴏᴡ ʏᴏᴜʀ ᴛʀᴜᴇ ғᴇᴇʟɪɴɢs? ɪ ᴄʀᴇᴀᴛᴇᴅ ᴛʜɪs ʟᴇᴛᴛᴇʀ ғᴏʀ ʏᴏᴜ. ᴋᴀᴛʀɪɴᴀ's ʟᴏᴏᴋ? ᴏʜ sᴏ ʟᴏᴠᴇʟʏ ʜᴇʀ ʜɪᴅᴅᴇɴ ғᴇᴇʟɪɴɢs? ᴏʜ sᴏ sᴄᴀʀʏ ʏᴏᴜʀ ᴠᴏɪᴄᴇ? ᴏʜ sᴏ ʜᴜsᴋʏ ʙᴜᴛ ɪ ᴡᴀɴᴛ ʏᴏᴜ ᴛᴏ ᴋɴᴏᴡ, ʏᴏᴜ'ʀᴇ ᴄʜᴀʀᴍɪɴɢ. have you ever fooled by everybody? to your lovely beautiful body? don't you cry, just look at the sky and say Katrina will never die. show us your true feelings, not those pretendable meanings. Katrina: I'll show my true wrath! They've fooled me, Lie to me!. HAHAHAHA *evil laugh* You! All of you will regret what did you just do to me! Katrina cant control her wrath and her true feelings Baron: My Lady, what can I do for you. Katrina: You.....you lied to me! I want to destroy you!.... *Baron thought that Katrina knew about his true identity* Baron: Oh, so you'll destroy me? ha ha ha *evil laugh* come on then, if you can. *They've fight along the circus, Baron can't fight anymore because Katrina can't control her feelings and do everything she want* Baron: I surrender..... *with afraid voice* Katrina: Dieeeeeee!!!!!! Baron: *Vanished* Katrina's Hidden Feelings showed up and anyone never fight her. EU-EMERALD Litercemi
  19. Hola muy Buenas a Todos, Soy un Pícaro Novato lvl 18 y Pues como toda persona a ese nivel quiere habilidad nueva Entonces, la situación es esta ... No se cual Habilidad Experta la selección !! Pues hay muchas y no quiero cometer una equivocación de 40k de oro. Asi que pido por favor que Algún Jugador veterano me recomiende que habilidad comprar y cual es mejor para Granja de Monstruos y cual es para Pvp. Gracias .... Hasta luego
  20. Tex

    Rogue Nation

    Rogues is the most unbroken class in this game, that is OP if used right. There was a time every one cried saying "absolute reflexes is useless". I proved it was still the best skill, maxed, after the AR nerf a few years back. I love the rogue concept. But something isn't right. After lvl 24, they become useless. The defense of rogues are a tad bit low. For all rogues raise your hand to this and agree. Can rogues have a second stun skill. Hear me (us) out. An idea came by from MC rogues from US sapphire server: Can stealth have a chanced stun affect. I mean treat it like deathknights exhaled of darkness or sharp shadow. In reality, sneak attacks can be critical, do more dmg, and *the programmer already added that affect*, but they also knock ppl into a daze if landed right. Can that concept be added to stealth. You know starting off with a 8% or 10% stun chance and as the skill level increase so does the % rate of chance, except the stun length stays the same throughout skill lvl so it wont be toooooo OP.
  21. I want to share with you this skill "bug" or use, i never saw anyone do it before.
  22. A few days ago in sand I had the opportunity to meet this character, the only thing he does (whether or not a difficult opponent has) is to run. They already told me that there is no penalty for this fact, although I am sure that more than one bother that you have per team (randomly) to a person who does not help in the fight, and by rival the same, this time I could marry him with my druid, they were more than 50 times that I found it and it was just happening doing that. What do you think? Would you like to have such a team? Or would you like an opponent? Apologies for the translation. Warspear_Online_2018-10-21-11-42-46.mp4 hace unos días estando en arena tuve la oportunidad de conocer a este personaje, lo único que hace (sea o no un contrincante difícil el que tenga) es correr. Ya me dijeron que no hay penalización por este hecho, aunque estoy seguro que a más de uno molesta que tengas por equipo (al azar) a una persona que no ayude en la pelea, y por contrincante lo mismo, esta vez pude casarlo con mi druid, fueron más de 50 veces que lo encontré y solo se pasaba haciendo eso. ¿Qué opinan? ¿Les gustaría tener un equipo así? ¿O les gustaría de contrincante? Disculpas por la traducción. Para los de habla hispana, fue esto lo que escribí (sin traducción)
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