01/07/2009 - Mantenimiento

Hiro · 88 · 27101

Iced~

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    • Dragons RO
seria como este fanart


-o- me gusta el fanart pero un poco gordo xD

Sobre el royal guard, su nombre dice que va hacer de lanza :O, lo digo por las en las peliculas que he visto, los guardias reales usan lazas o_o, no creo que sea de escudo, seria lo mismo que un crusader, pero bueno la rama del crusader se caracteriza por usar grandes escudos...


EDIT: LOL!!
« Última modificación: 04 de Julio de 2009, 22:01 por Iced~ »


Vidar Wolfheim

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esta ke vomito ese fanart D= creeme esa cosa da mas asco ke otra cosa o.o usa como 20 pantalones usa tenis xD unas nudilleras con algodon para ke no le duela WTF


LuNa PrInCeSs

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seria como este fanart



Sin ofender,
pero si el sprite del Shura
resultara ser ese  :arg:
omg que decepción.
n.n


welias

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como dijeron por ahi...
si ese es el sprite me decepciono totalmente
es el job que mas espero que salga el shura y ojala
traiga artos combos que me cae mal eso de andar
puro haciendo azura es como... re fome xD


JPOM/JPOROPEZA

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  • Soy JPOM/JPOROPEZA y amo a Pikachu O.o!!!
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me agrada pero como es que de monje llegó a eso? xD

preferiría otro traje estilo monk/champ con su ropita y todo~


"Los magos son como los terroristas, tienen ataques de destrucción masiva"


Thief

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                 En mi opinion atacar de lejos con throw sphere, de cerca con PPS o Ocult, saltar con snap, usar pheuna con los ataques de rango e intentar encajar azura cuando las cosas estan feas es mas dificil que golpe-golpe-triflecta-combo1-combo2
Tras eso cazar a los nobs que corren sueltos

Tengo mi Rifle armado y listo, he puesto trampas Ofreciendo cuentas Gratuitas en Renewal por todo el lugar... Dime cuando e inicio la purificación (?)


Aoi_Sogetsu

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Exactamente Thief ! El problema sabes cuál es? Que en todo server Charra y más aun Mid o High se ve al Champ como otra cosa, como un char que llega a 99 Advance, que tiene Warper y Healer, entonces...

Healer -> PVP -> ASURA -> Healer -> PVP -> ASURA
Healer -> Warper -> ASURA MVP -> Healer ->Warper -> Asura MVP

Entonces se la desvaloriza mucho a esa clase o se piensa que son un abuso etc etc, cuando realmente levear un Monk / Champ de Spirits es bastante tedioso, no tienes Flee, no tienes HP, por lo cual si bien pegas duro, así también recibes duros golpes :S

En fin, por eso admiro a quienes tienen Monk o Champ de Spirit en un LOW Ofi Like, no en un server charra
THE BEST STORIES FINISH WITH THE BEST ENDINGS --> GOLDEN SUN


Gracias por la ayuda IceWolf, Hiro, Torchd, Melfi, Berto, Crossheart


Thief

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              Eso se arregla quitando o disminuyendo el azura, no acabando con el champ de spirit

             Quiero aclarar que estoy de acuerdo que el Shura tenga combos, pero que no olvide las skill de spirit sphere
Tras eso cazar a los nobs que corren sueltos

Tengo mi Rifle armado y listo, he puesto trampas Ofreciendo cuentas Gratuitas en Renewal por todo el lugar... Dime cuando e inicio la purificación (?)


Aoi_Sogetsu

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Precisamente, espero que mejoren MUCHO su build de Spheres para que no sea puro Asura ni tampoco solo un par de Skills ofensivas y nada de resistencia
Ya veremos qué le dan, espero que revivan al Champ de verdadero Spirit
THE BEST STORIES FINISH WITH THE BEST ENDINGS --> GOLDEN SUN


Gracias por la ayuda IceWolf, Hiro, Torchd, Melfi, Berto, Crossheart


knavis

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nueva informacion subida hace como 1 hora por doddler
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Sorcerer

    * WARMER

Requires: Dragonology L1 Buff spell which strengthens magic cumulatively for the next (skill level x2) seconds. The first spell will activate the effect, the next spell will then receive more damage, restart the effect, and increase on it. The increase will max out at five warming spells. Auto-casted magic counts as a warming spell. Most likely, this means each spell will generate a sphere, and when the skill times out one of the spheres will vanish (2 seconds per skill level). The timeout time for warming is reset each time a spell is cast. Spells which do not hurt a target do not affect this skill, even if the spell is capable of causing damage and simply didn't cause any. When cast, this spell would look like a red assumptio, or a red glow effect. Skill Lv: 1. +2% matk per warmed spell (Max +10%), 2 second warming, 30 second duration 2. +4% matk per warmed spell (Max +20%), 4 second warming, 60 second duration 3. +6% matk per warmed spell (Max +30%), 6 second warming, 90 second duration 4. +8% matk per warmed spell (Max +40%), 8 second warming, 120 second duration 5. +10% matk per warmed spell (Max +50%), 10 second warming, 150 second duration

    * STRIKING

Requires: Warmer L1, Hindsight L5 Passive skill which deals increased matk damage when using books, and increases normal attacks based on the matk given by this skill when using a book. Warmer increases the total overall damage caused by normal hits using this skill, but does not reset or increase the warmer effect. The damage is still considered a physical attack. Skill Lv: 1. 5% matk goes to normal attacks, 5% equipATK goes to equipMATK 2. 10% matk goes to normal attacks, 5% equipATK goes to equipMATK 3. 15% matk goes to normal attacks, 10% equipATK goes to equipMATK 4. 20% matk goes to normal attacks, 10% equipATK goes to equipMATK 5. 25% matk goes to normal attacks, 15% equipATK goes to equipMATK 6. 30% matk goes to normal attacks, 15% equipATK goes to equipMATK 7. 35% matk goes to normal attacks, 20% equipATK goes to equipMATK 8. 40% matk goes to normal attacks, 20% equipATK goes to equipMATK 9. 45% matk goes to normal attacks, 25% equipATK goes to equipMATK 10. 50% matk goes to normal attacks, 25% equipATK goes to equipMATK

    * CLOUD KILL

Requires: Poison Buster L1 Dark Elemental Area of Effect Spell which does rapid damage to any enemy inside the area. This skill will look like a black Quagmire, or a black misty area. A creature summoned in this area with HP (MVP Followers, Homunculus, Alchemist Plants, Summoned Marine Spheres, or Sorcerer Minions) can take dark element damage equal to their current hp by chance, working the same as the turn undead spell, calculated only for their first hit from this spell. Using this spell consumes a new item. This spell consumes ground enchantments, such as Volcano, Whirlwind, Deluge, and Magnetic Earth, at Level 5. Affects a 5x5 Area. Higher levels take longer to cast and have a longer cool-down. Skill Lv: 1. 1 Hit, 300% MATK each hit 2. 2 Hits, 400% MATK each hit 3. 3 Hits, 500% MATK each hit 4. 4 Hits, 550% MATK each hit 5. 5 Hits, 600% MATK each hit

    * PSYCHIC WAVE

Requires: Magnetic Earth L1 Line of Effect Spell which disables affected target's skills and item usage. Targets will be unable to use skills, potions or other usable items, or even change their equipment. Using this spell consumes a new item. This skill looks like a Blue Soul Destroyer, or a blue wave of energy. The line width is 5 cells and is 11 cells long. Higher levels take longer to cast and have a longer cool-down. Success is reduced by 10% per enemy affected in a single cast. Affected Monsters will go non-aggressive for the duration unless attacked and display the 'hmm' Emotion. Players show no sign of success. Affected targets are immune to repeated casts for 1 minute. Skill Lv: 1. 60% Success, 3 Second Duration 2. 65% Success, 5 Second Duration 3. 70% Success, 7 Second Duration 4. 75% Success, 9 Second Duration 5. 80% Success, 11 Second Duration

    * POISON BUSTER

Requires: Diamond Dust L1, Earth Grave L1, Electric Walk L1, Fire Walk L1 Elemental-Ignoring Line of Effect Spell which causes knock-back and deals damage over time based on the caster's MATK, each hit interrupting spells. Hits everything in a 3-cell wide line between the caster and the target. When used over Magnetic Earth, only the target is affected. Higher levels take longer to cast and have a longer cool-down. This skill looks like a purple throw spirit sphere, or a purple shot of energy. Skill Lv: 1. 300% MATK on attack, 220% MATK taken per 7 seconds, 12 second duration, 3 cell knock-back 2. 500% MATK on attack, 240% MATK taken per 6 seconds, 18 second duration, 5 cell knock-back 3. 650% MATK on attack, 260% MATK taken per 5 seconds, 22 second duration, 7 cell knock-back 4. 750% MATK on attack, 280% MATK taken per 4 seconds, 26 second duration, 9 cell knock-back 5. 800% MATK on attack, 300% MATK taken per 3 seconds, 30 second duration, 11 cell knock-back

    * DIAMOND DUST

Requires: Frost Diver L3 Ice-Elemental Line of Effect Spell which attempts to cause Freezing Status to Targets. Hits everything in a 3-cell wide line between the caster and the target. When used over Magnetic Earth, only the target is affected. When used over Deluge, all targets on the Deluge are Crystallized (unable to act, can not be buffed or healed, but does not receive damage, looks like frozen but character turns blue too). This skill looks like moving blue mist. Skill Lv: 1. 650% MATK, 40% Freezing, 7sec Crystallized 2. 800% MATK, 50% Freezing, 9sec Crystallized 3. 950% MATK, 60% Freezing, 11sec Crystallized 4. 1100% MATK, 70% Freezing, 13sec Crystallized 5. 1250% MATK, 80% Freezing, 15sec Crystallized

    * EARTH GRAVE

Requires: Heavens Drive L3 Earth-Elemental Line of Effect Spell which ignores MDEF of all targets. Hits everything in a 3-cell wide line between the caster and the target. When used over Magnetic Earth, all targets on the Magnetic Earth come under the effect of Magnetized (That whirly effect like steel body that stops movement), but only the target takes damage. This skill looks like a brown frost diver, or a trail of rising stone spikes. Skill Lv: 1. 300% MATK, 7sec Magnetized 2. 450% MATK, 9sec Magnetized 3. 600% MATK, 11sec Magnetized 4. 750% MATK, 13sec Magnetized 5. 900% MATK, 15sec Magnetized

    * SPELL FIST

Requires: Striking L2 Targeted Melee Attack Skill. This skill does Neutral Magic Damage to a target based on MATK and has a greatly increased chance of activating an auto-cast spell using hindsight (+hindsightLv% per skill level). Requires a Book to use. This skill, and it's auto-casted spells, do not affect the "Warmer" skill, but is affected by it. Damage caused by this skill is increased by target's Int. The effect of the Striking skill is increased when using this skill (multiply by skill level). This skill looks like a red Indulge played in reverse, or a fierce energy burst. Skill Lv: 1. 300+(1xTarget Int)% MATK, Auto-cast using hindsight +1x(hindsightLv)%, Striking damage bonus x1 2. 400+(2xTarget Int)% MATK, Auto-cast using hindsight +2x(hindsightLv)%, Striking damage bonus x2 3. 500+(3xTarget Int)% MATK, Auto-cast using hindsight +3x(hindsightLv)%, Striking damage bonus x3 4. 600+(4xTarget Int)% MATK, Auto-cast using hindsight +4x(hindsightLv)%, Striking damage bonus x4 5. 700+(5xTarget Int)% MATK, Auto-cast using hindsight +5x(hindsightLv)%, Striking damage bonus x5

    * ELECTRIC WALK

Wind-Elemental Line of Effect Spell which reduces elemental resistances of Targets. Hits everything in a 3-cell wide line between the caster and the target. When used over Magnetic Earth, only the target is affected. When used over Whirlwind, all targets on the whirlwind lose a portion of their sp. This skill looks like a moving shockwave trap (minus the trap), or a moving trail of lightning. Skill Lv: 1. 500% MATK, -10% Resist to Earth/Fire/Wind/Water, 7sec Duration, -10% SP 2. 600% MATK, -20% Resist to Earth/Fire/Wind/Water, 9sec Duration, -15% SP 3. 700% MATK, -30% Resist to Earth/Fire/Wind/Water, 11sec Duration, -20% SP 4. 800% MATK, -40% Resist to Earth/Fire/Wind/Water, 13sec Duration, -25% SP 5. 900% MATK, -50% Resist to Earth/Fire/Wind/Water, 15sec Duration, -30% SP

    * FIRE WALK

Requires: FireWall L3 Fire-Elemental Line of Effect Spell which attempts to cause Burning Status to Targets. Hits everything in a 3-cell wide line between the caster and the target. When used over Magnetic Earth, only the target is affected. When used over Volcano, all targets on the volcano may suffer weapon breakage. This skill looks like a moving demonstration, or a moving trail of fire. Skill Lv: 1. 400% MATK, 30% Burning, 1% chance of weapon loss 2. 600% MATK, 40% Burning, 3% chance of weapon loss 3. 800% MATK, 50% Burning, 5% chance of weapon loss 4. 1000% MATK, 60% Burning, 7% chance of weapon loss 5. 1200% MATK, 70% Burning, 9% chance of weapon loss

    * PEARL LIGHT

Requires: Dispel L5, Psychic Wave L1 Area of Effect Debuff Spell which removes all Buffs on Target, even ones immune to Dispell (including any cloaking related buff), and debuffs target with an effect preventing the target from receiving buffs for the duration. Using this spell consumes a new item. Success greatly reduced by target's MDef. This skill causes a bright flash of white light. 5x5 Area of effect. Half Duration in WoE. Higher levels take longer to cast and have a longer cooldown. Affected targets are immune to repeated casts for 3 minute. Skill Lv: 1. 18 Second Duration, 20% success 2. 21 Second Duration, 30% success 3. 24 Second Duration, 40% success 4. 27 Second Duration, 50% success 5. 30 Second Duration, 60% success


Vidar Wolfheim

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fuente de esa info porke cuesta mucho leer tu wea esa :computer:


Millus

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  • ragnarok? q es eso?
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Wow las skill del sorcerer *-* y traen para la rama de battle sage *¬*
y skill que pegan =D ya basta de usar las rancias skills de mage

y q fue del profe FS? la verdad es que no me imprtan tampoco XD

P.D: a mi sí me gustó el sprite editado del monk-shura, es casi como lo que yo tenía en mente



Vidar Wolfheim

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esas no son las skills
son especulacion repito una fuente confiable o esto seguira siendo falso


Crossheart

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Acabo de ir a darme una revisada por iro wiki.. y pues parece ser una lsita de especualcion muy bien hecha.. y creo que efecitamente doddler si esta metido en eso.




Millus

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Acabo de ir a darme una revisada por iro wiki.. y pues parece ser una lsita de especualcion muy bien hecha.. y creo que efecitamente doddler si esta metido en eso.

oh
=(

en fin, a seguir esperando entonces....... (y conociendo a gravity es probable que vengan puras support =/)