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Archbishop and Rune Knight skills revealed
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Frogboy Offline
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Post: #11
RE: Archbishop and Rune Knight skills revealed

i'm actually displeased with the updates to slingers D=

there's no updates for any of the pistol/handgun only skills >.<
12-19-2008 05:02 PM
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Kulluminatii Offline
Arman
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Posts: 602
Joined: Dec 2008
Post: #12
RE:??Archbishop and Rune Knight skills revealed

Frogboy Wrote:i'm actually displeased with the updates to slingers D=

there's no updates for any of the pistol/handgun only skills >.<

True, but at least its a startIcon_sad
12-19-2008 05:05 PM
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Kadar Offline
Cheese is WoE
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Posts: 1,148
Joined: Apr 2007
Post: #13
RE: Archbishop and Rune Knight skills revealed

Venom Splasher got un-nerfed :D Buffed even!!

[Image: combinedoodlesigiq6.gif][Image: siromafinished1ln0.png]
12-19-2008 06:19 PM
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Sakurato Away
Full Support Copycat
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Posts: 1,205
Joined: Feb 2008
Post: #14
RE: Archbishop and Rune Knight skills revealed

Group status recovery...Icon_neutralIcon_suprisedIcon_eekIcon_cry

give now PLEASE.


Kohana|Sinx
Euphorie|Champ
Sonatina|Gypsy
Sakurato|High Priest
Nozomi|Whitesmith
Sakura|Professor
Frejya|Sniper
Ayami|Creator
Anei|Stalker
Fumiko|High Wizard
12-19-2008 06:38 PM
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teOx Offline
cry IMBA pls
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Post: #15
RE: Archbishop and Rune Knight skills revealed

lol jacked
RK skill Wrote:Phantom Thrust
Max Lvl: 5
Prerequisites: Brandish Spear 2
Type: Active
Description: Spear Exclusive Skill. The rune knight strikes a target from far away, pulling that target towards the user. This skill can be used on party members, but when done so it deals no damage. Has a range of 5 cells.

Pudge Wrote:Meat Hook

Launches a bloody hook at a unit or location. The hook will snag the first target encounters, dealing damage then dragging the victim back to the Butcher. This skill can be used on teammates, but when done so it deals no damage.

Level 1 - 400 range, 100 damage.
Level 2 - 600 range, 200 damage.
Level 3 - 800 range, 300 damage.
Level 4 - 1000 range, 400 damage.
Mana Cost: 140
Cooldown: 15

also its about time that a priest can actually compete with a creator in healing. so sad.
(This post was last modified: 12-19-2008 07:55 PM by teOx.)
12-19-2008 06:40 PM
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Frogboy Offline
Posting Freak
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Post: #16
RE: Archbishop and Rune Knight skills revealed

@kadar i am salivating over that as well. my female venom sin will be happy =)
12-19-2008 06:46 PM
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Motenai_Ronin Offline
Lord Jugger
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Posts: 2,152
Joined: Mar 2006
Post: #17
RE: Archbishop and Rune Knight skills revealed

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)

~Wesa got a grand army!~ || ~Phreeoni's Cave of Wonders~
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Jugger (LK) Jester (Hunter) Beast (Taekwon) War Machine (BlackSmith) Iron Man (Merchant)
(This post was last modified: 12-19-2008 09:11 PM by Motenai_Ronin.)
12-19-2008 09:05 PM
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n3xus Offline
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Posts: 227
Joined: Oct 2005
Post: #18
RE: Archbishop and Rune Knight skills revealed

GM-Ayu Wrote:* Ninja

????* Final Strike
??????????o When using the skill in Mirror Image status, the skill's damage is multiplied by the number of mirror image hits remaining.

woo! maybe now more people will play ninjas.

[Image: asdfnx.jpg]
12-19-2008 10:23 PM
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Master Chief Offline
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Joined: Oct 2007
Post: #19
RE: Archbishop and Rune Knight skills revealed

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.

~Spartan Leader~

UNSC: Assault Squad's Co-Leader
Master Chief(Spartan-117)
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(This post was last modified: 12-20-2008 05:39 AM by Master Chief.)
12-20-2008 05:37 AM
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GM-Ayu Offline
Uguu!
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Posts: 6,446
Joined: Jan 2008
Post: #20
RE: Archbishop and Rune Knight skills revealed

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.

12-20-2008 05:52 AM
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