SO_SUMMON_AGNI#
Summon Fire Spirit 'Agni'
Max Lv: 3
Prereq: Spirit Control 1 / Warmer 3
Desc: Summons a spirit of Thor, Agni. Summoning costs [3 Red Blood / 6 Red Blood / 1 Flame Heart] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_AQUA#
Summon Water Spirit 'Aqua'
Max Lv: 3
Prereq: Spirit Control 1 / Diamond Dust 3
Desc: Summons a spirit of water, Aqua. Summoning costs [3 Crystal Blue / 6 Crystal Blue / 1 Mystic Frozen] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_VENTUS#
Summon Wind Spirit 'Ventus'
Max Lv: 3
Prereq: Spirit Control / Vartyr Spear 3
Desc: Summons Ventus, a spirit of wind. Summoning costs [3 Wind of Verdure / 6 Wind of Verdure / 1 Rough Wind] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_TERA#
Summon Wind Spirit 'Tera'
Max Lv: 3
Prereq: Spirit Control / Earth Grave 3
Desc: Summons Tera, spirit of Earth. Summoning costs [3 Green Live / 6 Green Live / 1 Great Nature] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_EL_CONTROL#
Spirit Control
Max Lv: 3
Prereq: Four Element Analysis 1
Desc: Switches your summoned spirit from Standby Mode to passive (buff) mode, defensive mode, and offensive mode. Using the skill again returns the spirit to standby mode. While in standby, the spirit will recover HP and SP faster.
[Level 1] : Change the Spirit to Passive Mode
[Level 2] : Change the Spirit to Defensive Mode
[Level 3] : Change the Spirit to Offensive Mode
SO_EL_ACTION#
Elemental Action
Max Lv : 1
Prereq: Spirit Control 3
Type: Active
Desc: Instantly switches your spirit to offensive mode.
SO_EL_ANALYSIS
Four Spirit Analysis
Prereq: Flame Launcher 1 / Frost Weapon 1 / Lightning Loader 1 / Seismic Weapon 1
Type: Active
Desc: Allows you to synthesize elemental stones into kinds needed for summoning elemental spirits.
[Level 1] : Splits elemental stones into elemental stone ore . (Using Flame Heart, Rough Wind, Mystic Frozen, Great Nature you can create Red Blood, Wind of Verdure, Crystal Blue, Yellow Live. The number created is random)
[Level 2] : Combines elemental stone ore into elemental stones. (10 Red Blood, Wind of Verdure, Crystal Blue or Yellow Live can be used to create Flame Heart, Rough Wind, Mystic Frozen, or Great Nature). Synthesis can fail, resulting in loss of items.
SO_EL_SYMPATHY
Spirit Sympathy
Max Lv: 5
Prereq: Elemental Control 3
Type: Passive
Desc: Increases the HP, SP, and attack power of elemental spirits you summon, as well as decrease the SP cost of summoning those spirits.
[Level 1]: HP +500, SP + 50 / Attack + 25 / Summoning Cost -10%
[Level 2]: HP +1000, SP + 100 / Attack + 50 / Summoning Cost -15%
[Level 3]: HP +1500, SP + 150 / Attack + 75 / Summoning Cost -20%
[Level 4]: HP +2000, SP + 200 / Attack + 100 / Summoning Cost -25%
[Level 5]: HP +2500, SP + 250 / Attack + 125 / Summoning Cost -30%
SO_EL_CURE
Spirit Recovery
Max Lv: 1
Prereq: Spirit Sympathy 1
Type: Active / Recovery
Desc: Consumes your own HP and SP and uses it to recover the HP and SP of a spirit.
SO_FIRE_INSIGNIA
Fire Insignia
Max Lv: 3
Prereq: Summon Fire Spirit Agni 3
Type: Active / Ground Magic
Desc: Creates a 3x3 fire crest on the ground, which recovers 1% HP every 5 seconds for fire monsters and players with fire attribute armor. Targets of the opposite element Earth will lose 1% HP every 5 seconds. When in range water element attacks deal 1.5 times damage. The skill consumes [1/2/3 Scarlet Point] depending on the skill level.
[Level 1]: Increases the fire spirit Agni's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Attack Power + 50. Weapon attribute becomes fire property. Physical attack power + 10%.
[Level 3]: Magic Attack Power + 50. When using fire attribute damage, damage + 25%.
SO_WATER_INSIGNIA
Water Insignia
Max Lv: 3
Prereq: Summon Water Spirit Aqua 3
Type: Active / Ground Magic
Desc: Creates a 3x3 water crest on the ground, which recovers 1% HP every 5 seconds for water monsters and players with water attribute armor. Targets of the opposite element fire will lose 1% HP every 5 seconds. When in range wind element attacks deal 1.5 times damage. The skill consumes [1/2/3 Indigo Point] depending on the skill level.
[Level 1]: Increases the water spirit Aqua's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Heal recovery + 10%. Weapon attribute becomes water property. Physical attack power + 10%.
[Level 3]: When casting water attribute magic, variable cast time -30%. When using water attribute magic, damage + 25%.
SO_WIND_INSIGNIA
Wind Insignia
Max Lv: 3
Prereq: Summon Wind Spirit Ventus 3
Type: Active / Ground Magic
Desc: Creates a 3x3 wind crest on the ground, which recovers 1% HP every 5 seconds for wind monsters and players with wind attribute armor. Targets of the opposite element water will lose 1% HP every 5 seconds. When in range earth element attacks deal 1.5 times damage. The skill consumes [1/2/3 Yellow Wish Point] depending on the skill level.
[Level 1]: Increases the wind spirit Ventus's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Gives a small increase in attack speed. Weapon attribute becomes wind property. Physical attack power + 10%.
[Level 3]: When casting wind attribute magic, skill delay time -50%. When using wind attribute magic, damage + 25%.
SO_EARTH_INSIGNIA
Earth Insignia
Max Lv: 3
Prereq: Summon Earth Spirit Tera 3
Type: Active / Ground Magic
Desc: Creates a 3x3 earth crest on the ground, which recovers 1% HP every 5 seconds for earth monsters and players with earth attribute armor. Targets of the opposite element wind will lose 1% HP every 5 seconds. When in range fire element attacks deal 1.5 times damage. The skill consumes [1/2/3 Lime Green Point] depending on the skill level.
[Level 1]: Increases the earth spirit Tera's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Max HP + 500, DEF + 50. Weapon attribute becomes earth property. Physical attack power + 10%.
[Level 3]: Max SP + 50, MDEF + 50. When using earth attribute magic, damage + 25%.
6360#Scarlet_Point#
A fire element stone, crafted with a thin fragment of a Red Blood.
Weight: 0.5
6360#Indigo_Point#
A water element stone, crafted with a thin fragment of a Crystal Blue.
Weight: 0.5
6360#Yellow_Wish_Point#
A wind element stone, crafted with a thin fragment of a Wind of Vedure.
Weight: 0.5
6360#Lime_Green_Point#
An earth element stone, crafted with a thin fragment of a Yellow Live.
Weight: 0.5
(https://foro.rune-nifelheim.com/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2d40f5.jpg&hash=e14cea61110459de1dc3fa3e7f25e89bf312358c)
(https://foro.rune-nifelheim.com/proxy.php?request=http%3A%2F%2Fi40.tinypic.com%2Fmu7jvb.jpg&hash=1f7a9d4672a131972a7a3df9ceaa73c955dd095d)
Common Patch
- Corrected an issue with AGI weighting on the Sura buff "Presure Point - Change", would cause a character with a negative agi value to automatically gain max attack speed.
- Corrected a bug with the Sura skill Raising Dragon, where upon re-logging with the status active you would automatically regain fury and all spirit spheres.
- Minstrel and Wanderer chorus skills can no longer be used when their partner is dead.
- Corrected an issue with the buff icon appearance of some minstrel/wanderer buffs. (Affects Minstrel's Harmonise, Windmill Rush, Echo Song, and Wanderer's Moonlit Serenade).
- Added status icons for the following items: Savage Roast, Wolf Blood Cocktail, Minorous Beef Stew, Siroma Iced Tea, Drosera Herb Salad, Petite Tail Noodle, Black Lump.
Main Servers
- Fortune Egg 5 event has started.
While the event is running, opening an 'Activation Potion 5 box' will also yield a Fortune Egg.
The fortune egg 5 event will last two weeks.
- Added the updated armor refine bonus. Highly upgraded gears will now yield higher upgrade values (at +20 refine, the armor will give +60 defense).
- Corrected an issue where guillotine cross poison would not be applied when manually consuming the item.
- Genetic +20 stat foods now last for 5 minutes only. This affects the following items: Savage Roast, Wolf Blood Cocktail, Minorous Beef Stew, Siroma Iced Tea, Drosera Herb Salad, Petite Tail Noodle.
Sakray Test Server
- Updated the party lookup system.
* You can now search for specific roles (Attack, Defense, Recovery, Support) rather than by job.
* Updated the placement of the party member recruitment button.
- Corrected an issue with the Satan Morroc resurrection quest.
- Corrected a bug where Rangers had to reach a specific job level in order to learn the Hunter Quest skill.
- The 3rd job update for baby (adopted) characters is added.
Job Change
Level 99 baby characters can change from 2nd job to 3rd job using the same method are regular characters.
Baby Character Restrictions
Baby characters cannot marry or cannot transcend.
Maximum base points applied in any one stat is limited to 108.
Baby characters have 30% less max HP and max SP than normal characters, and have reduced success when using item synthesis/creation skills.
Baby characters count as demi-human + small size targets (normal players are medium size).
Baby characters can share with their family in a 3 way share regardless of character level.
- Updated Sura skill balance.
Skill Tree Changes
Crescent Elbow prereqs changed from Sky Net Blow 5 to Sky Net Blow 1.
Fallen Empire prereqs changed from Twin Dragon 5 to Twin Dragon 1.
Cursed Circle
Area of effect is reduced.
When cast, a spirit sphere is consumed for each target caught in the skill effect.
Rampage Blaster
Damage formula is adjusted.
Howling of Lion
The number of spheres consumed is increased.
Ride In Lightning
Damage formula is adjusted.
Nose uds pero para mi son innecesarias este tipo de updates Baby 3rd jobs por dios D: no ayudaran en nada, para eso tener un buen pj con un tamaño adecuado xD para mi los baby siempre fueron llaveritos de relleno del ro.. espero para la proxima diga mas de las class S...
salu2! :aburrido:
6360#Scarlet_Point#
A fire element stone, crafted with a thin fragment of a Red Blood.
Weight: 0.5
6360#Indigo_Point#
A water element stone, crafted with a thin fragment of a Crystal Blue.
Weight: 0.5
6360#Yellow_Wish_Point#
A wind element stone, crafted with a thin fragment of a Wind of Vedure.
Weight: 0.5
6360#Lime_Green_Point#
An earth element stone, crafted with a thin fragment of a Yellow Live.
Weight: 0.5
SO_SUMMON_AGNI#
Summon Fire Spirit 'Agni'
Max Lv: 3
Prereq: Spirit Control 1 / Warmer 3
Desc: Summons a spirit of Thor, Agni. Summoning costs [3 Red Blood / 6 Red Blood / 1 Flame Heart] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_AQUA#
Summon Water Spirit 'Aqua'
Max Lv: 3
Prereq: Spirit Control 1 / Diamond Dust 3
Desc: Summons a spirit of water, Aqua. Summoning costs [3 Crystal Blue / 6 Crystal Blue / 1 Mystic Frozen] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_VENTUS#
Summon Wind Spirit 'Ventus'
Max Lv: 3
Prereq: Spirit Control / Vartyr Spear 3
Desc: Summons Ventus, a spirit of wind. Summoning costs [3 Wind of Verdure / 6 Wind of Verdure / 1 Rough Wind] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_SUMMON_TERA#
Summon Wind Spirit 'Tera'
Max Lv: 3
Prereq: Spirit Control / Earth Grave 3
Desc: Summons Tera, spirit of Earth. Summoning costs [3 Green Live / 6 Green Live / 1 Great Nature] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
SO_EL_CONTROL#
Spirit Control
Max Lv: 3
Prereq: Four Element Analysis 1
Desc: Switches your summoned spirit from Standby Mode to passive (buff) mode, defensive mode, and offensive mode. Using the skill again returns the spirit to standby mode. While in standby, the spirit will recover HP and SP faster.
[Level 1] : Change the Spirit to Passive Mode
[Level 2] : Change the Spirit to Defensive Mode
[Level 3] : Change the Spirit to Offensive Mode
SO_EL_ACTION#
Elemental Action
Max Lv : 1
Prereq: Spirit Control 3
Type: Active
Desc: Instantly switches your spirit to offensive mode.
SO_EL_ANALYSIS
Four Spirit Analysis
Prereq: Flame Launcher 1 / Frost Weapon 1 / Lightning Loader 1 / Seismic Weapon 1
Type: Active
Desc: Allows you to synthesize elemental stones into kinds needed for summoning elemental spirits.
[Level 1] : Splits elemental stones into elemental stone ore . (Using Flame Heart, Rough Wind, Mystic Frozen, Great Nature you can create Red Blood, Wind of Verdure, Crystal Blue, Yellow Live. The number created is random)
[Level 2] : Combines elemental stone ore into elemental stones. (10 Red Blood, Wind of Verdure, Crystal Blue or Yellow Live can be used to create Flame Heart, Rough Wind, Mystic Frozen, or Great Nature). Synthesis can fail, resulting in loss of items.
SO_EL_SYMPATHY
Spirit Sympathy
Max Lv: 5
Prereq: Elemental Control 3
Type: Passive
Desc: Increases the HP, SP, and attack power of elemental spirits you summon, as well as decrease the SP cost of summoning those spirits.
[Level 1]: HP +500, SP + 50 / Attack + 25 / Summoning Cost -10%
[Level 2]: HP +1000, SP + 100 / Attack + 50 / Summoning Cost -15%
[Level 3]: HP +1500, SP + 150 / Attack + 75 / Summoning Cost -20%
[Level 4]: HP +2000, SP + 200 / Attack + 100 / Summoning Cost -25%
[Level 5]: HP +2500, SP + 250 / Attack + 125 / Summoning Cost -30%
SO_EL_CURE
Spirit Recovery
Max Lv: 1
Prereq: Spirit Sympathy 1
Type: Active / Recovery
Desc: Consumes your own HP and SP and uses it to recover the HP and SP of a spirit.
SO_FIRE_INSIGNIA
Fire Insignia
Max Lv: 3
Prereq: Summon Fire Spirit Agni 3
Type: Active / Ground Magic
Desc: Creates a 3x3 fire crest on the ground, which recovers 1% HP every 5 seconds for fire monsters and players with fire attribute armor. Targets of the opposite element Earth will lose 1% HP every 5 seconds. When in range water element attacks deal 1.5 times damage. The skill consumes [1/2/3 Scarlet Point] depending on the skill level.
[Level 1]: Increases the fire spirit Agni's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Attack Power + 50. Weapon attribute becomes fire property. Physical attack power + 10%.
[Level 3]: Magic Attack Power + 50. When using fire attribute damage, damage + 25%.
SO_WATER_INSIGNIA
Water Insignia
Max Lv: 3
Prereq: Summon Water Spirit Aqua 3
Type: Active / Ground Magic
Desc: Creates a 3x3 water crest on the ground, which recovers 1% HP every 5 seconds for water monsters and players with water attribute armor. Targets of the opposite element fire will lose 1% HP every 5 seconds. When in range wind element attacks deal 1.5 times damage. The skill consumes [1/2/3 Indigo Point] depending on the skill level.
[Level 1]: Increases the water spirit Aqua's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Heal recovery + 10%. Weapon attribute becomes water property. Physical attack power + 10%.
[Level 3]: When casting water attribute magic, variable cast time -30%. When using water attribute magic, damage + 25%.
SO_WIND_INSIGNIA
Wind Insignia
Max Lv: 3
Prereq: Summon Wind Spirit Ventus 3
Type: Active / Ground Magic
Desc: Creates a 3x3 wind crest on the ground, which recovers 1% HP every 5 seconds for wind monsters and players with wind attribute armor. Targets of the opposite element water will lose 1% HP every 5 seconds. When in range earth element attacks deal 1.5 times damage. The skill consumes [1/2/3 Yellow Wish Point] depending on the skill level.
[Level 1]: Increases the wind spirit Ventus's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Gives a small increase in attack speed. Weapon attribute becomes water property. Physical attack power + 10%.
[Level 3]: When casting wind attribute magic, skill delay time -50%. When using wind attribute magic, damage + 25%.
SO_EARTH_INSIGNIA
Earth Insignia
Max Lv: 3
Prereq: Summon Earth Spirit Tera 3
Type: Active / Ground Magic
Desc: Creates a 3x3 earth crest on the ground, which recovers 1% HP every 5 seconds for earth monsters and players with earth attribute armor. Targets of the opposite element wind will lose 1% HP every 5 seconds. When in range fire element attacks deal 1.5 times damage. The skill consumes [1/2/3 Lime Green Point] depending on the skill level.
[Level 1]: Increases the earth spirit Tera's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Max HP + 500, DEF + 50. Weapon attribute becomes earth property. Physical attack power + 10%.
[Level 3]: Max SP + 50, MDEF + 50. When using earth attribute magic, damage + 25%.
SO_EL_ANALYSIS
Four Spirit Analysis
Prereq: Flame Launcher 1 / Frost Weapon 1 / Lightning Loader 1 / Seismic Weapon 1
Type: Active
Desc: Allows you to synthesize elemental stones into kinds needed for summoning elemental spirits.
[Level 1] : Splits elemental stones into elemental stone ore . (Using Flame Heart, Rough Wind, Mystic Frozen, Great Nature you can create Red Blood, Wind of Verdure, Crystal Blue, Yellow Live. The number created is random)
[Level 2] : Combines elemental stone ore into elemental stones. (10 Red Blood, Wind of Verdure, Crystal Blue or Yellow Live can be used to create Flame Heart, Rough Wind, Mystic Frozen, or Great Nature). Synthesis can fail, resulting in loss of items.
QUE BURRADA de skills de sorcerer no? O_o al final han pasado a ser un montón, joder, al final van a faltar puntos.
Lo que ya me ha jodió el invento es que requieran Diamond Dust y demás mierdas, además de que han sacado "neo-alfombras" cuando ya estaban las viejas... A Gravity no le gusta darle utilidad a las skills antiguas. ._. Skills para crear ores? Gracias, Gravity, los Mechanics ya TAMPOCO tienen que hacer eso.
Dato adicional:
Según personas en iro wiki.. no existe (de momento espero) sprite diferente para los baby 3rd class...
Como que ver que una niña traiga el traje de una wanderer/Royal guard no es muy legal que digamos, no?
A quien le importan los 3rd baby. D:
/spam
http://ragnagate.milestory.com/zboard/zboard.php?id=screen4&page=1&divpage=62&ss=on&no=316335
Supuestamente habian dicho que no ivan hacer igual a los 3class, osea los grandes a los babys ivan a tener algunas diferencias en el sprite...http://ragnagate.milestory.com/zboard/zboard.php?id=screen4&page=1&divpage=62&ss=on&no=316335
No hay diferencias, pero tampoco no es nada del otro mundo, o la gente se toca por ver a una niña mostrando las piernas y el ombligo? nah, no se quejen de eso. Para mi tiene un +1
Sobre las skills de summons, hay que ver que tan útiles son, porque no creo que valga mucho la pena sacar todos, dejando de lado otras skills.
Supuestamente habian dicho que no ivan hacer igual a los 3class, osea los grandes a los babys ivan a tener algunas diferencias en el sprite...http://ragnagate.milestory.com/zboard/zboard.php?id=screen4&page=1&divpage=62&ss=on&no=316335
No hay diferencias, pero tampoco no es nada del otro mundo, o la gente se toca por ver a una niña mostrando las piernas y el ombligo? nah, no se quejen de eso. Para mi tiene un +1
Sobre las skills de summons, hay que ver que tan útiles son, porque no creo que valga mucho la pena sacar todos, dejando de lado otras skills.
y que los warlock tendrian magia veneno, los royal guard escudos de dos manos y la wea
gravity es el dios de la decepcion asi que no te ilusiones cada vez que digan algo que pueda resultar bien
Información adicionaly que los warlock tendrian magia veneno, los royal guard escudos de dos manos y la wea
gravity es el dios de la decepcion asi que no te ilusiones cada vez que digan algo que pueda resultar bien[close]
Nahh.. pasa que la gente es la tipica tira mierda igual que como pasa con microsoft.. que por ser microsoft le tiran mierda pero weno.. sin irme del tema xD..
Lo de la magia veneno lo devieron cambiar a los sorcerer por que ellos son los que tienen o.o, un cambio no es malo, son libres de ponerselo a quien quieran xD..
y lo de los escudos de 2 manos quiza quien sabe, que en una de estas semanas nos sorprendan equipos nuevos para RG, aun hay muchisimas cosas que van agregando dia a dia :3
Ahora, no he jugado una woe renewal, pero alguien que haya jugado una woe renewal puede contestarme, cual es la labor del Warlock? no me sirve si me linkean un video, quiero palabras.
pero luego meten a un rune WTF???, tras de q estos no tiene un carajo de sp les quieren meter skills q impliquen el uso de magia en sus espadas,al royal guar le cambian constatemente las skills.
sigue en pie la propuesta de mandar un mail a gravity de parte de la comunidad hispana...
sigue en pie la propuesta de mandar un mail a gravity de parte de la comunidad hispana...
cominidad Hispana = juegan en Pserver
o asi lo vera gravity, por desgracia mientras no aya un server oficial latino gravity dejara todos los correos latinos en la bandeja de spam
Para mantener un server standar/mediocre de 100 personas necesitas 5 personas a tiempo parcial ¿que pasara con un server desarrollador de nuevos elementos? (con la misma cantidad de players) ya necesitas tener 2 o 3 personas extras para cubrir el tiempo invertido en desarrollo sin que afecte el tiempo individual invertido.
@Domi: Yo no veo mal que un job tenga skills AoE para hacer algo de crowd control, como ya tenían por ejemplo los Knight Bowling Bash, los Archers Arrow Shower, etc. El problema es que se centren en ello. No creo que una sola clase de 13 deba tener el monopolio de las AoE, pero si es su único rol, debería ser el mejor en ello.
pero luego meten a un rune WTF???, tras de q estos no tiene un carajo de sp les quieren meter skills q impliquen el uso de magia en sus espadas,al royal guar le cambian constatemente las skills.
no veo nada de malo que un RK adquiera un bono extra de daño por el magic atk que posean, al final ese daño termina siendo melee y no magico .-., y sobre los royal guards no entiendo a que te refieres, lo unico que hicieron fue añadirle skills de lanza para asi aparte de tener oportunidad de poseer mas elementos y no solo holy, neutral, le dieron mas razon de ser a skills como spear quicken y mastery las cuales con anterioridad eran completamente inecesarias, tambien le dieron el ambito de poder comportarse como un ejercito(vease skills banding y hesperus lit), asi como les pusieron nuevas skills de escudos y las versiones mejoradas de grand cross y shield reflect, yo los veo bastante en su concepto.
Ven cosas y dicen, ¿por qué? pero yo sueño cosas que nunca fueron y digo, ¿por qué no?
:atencion:
todo el parrafo largo que dijiste y la parte del royal guard en especial, puesto que en lo otro tienes razon... creoNo quiero ofenderte, pero por mi punto de vista yo podria dar vuelta al royal guard y cambiarle todas sus skills sin siquiera tocar al resto de los otros jobs, tengo una pregunta: que hace un royal guard que no haga un lord knight/rune knight de lanza?
@Domi: Yo no veo mal que un job tenga skills AoE para hacer algo de crowd control, como ya tenían por ejemplo los Knight Bowling Bash, los Archers Arrow Shower, etc. El problema es que se centren en ello. No creo que una sola clase de 13 deba tener el monopolio de las AoE, pero si es su único rol, debería ser el mejor en ello.