Nueva info sobre las 3rd classes

IceWolf · 591 · 214667

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Basicamente el ir de second a third class, seria visto como escoger entre job lvl 40 o job lvl 50 >.>


visages

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Wenu yu Soy nuevito...  >:(=P Pero Tube Leyendo Unas Cosas Nuce Si sean 100% Vdd aKi Tan

**Skills Ranger**
Farsight just allows you to see enemies further than the others. I can see that this skill may have a potential. It’s like being invincible, you could see the enemies coming but they couldn’t see you. I don’t know if you can attack them. It’s better if you do, but that would be cheating and unfair. The Marksmanship gives you more accuracy, range and damage, making it more difficult for monsters and players to dodge Ranger’s attacks.

Upon reading the Headshot skill, Kardel Sharpeye first came to my mind. Finally, a skill that could compete with Biochemist’s Acid Demonstration and Extremity Fist of the Monks. Perhaps Rangers may now stood a chance in MVPing too.

Nothing special in the Hide skill, it’s just the same with the Thief class skill. But you’re going to need it in the Sniper Shot skill. What I like about this skill is the chance to stun the enemy. No more stun bows which I usually use during sieges. The bad thing is, the stun chance is nerfed during WOE.

The Phantom Arrow Rain is like a free Baphomet Card for the Rangers. It uses no arrows, 7×7 cell range, 9 hits, amplified range, damage and chance to stun the enemy. In DoTA’s lingo - godlike!

I have a level 87 transcendent sniper that I plan to change into a Ragnarok third job class. I know this may not be implemented soon, but I’m so excited! Especially when I saw the Ragnarok Ranger sprite.

Ragnarok Ranger Skills

Farsight
Passive Skill
Perfectly trained hearing and sight skills will allow the marksman to see enemies further away than others.
Level 1: Enables Farsight
(Skill will allow the player to ‘Zoom’ further out then normal so that they may see more
of the map around them. But also, where other clients with ‘Zoom hacks’ would be able to do this, the Farsight skill will allow the player to actually see monsters that are further
away from him, which a ‘Zoom hack’ could not do)

Marksmanship
Passive Skill
With the extensive training and experience a Marksman has, he/she is much more accurate and deadly with the bow. Marksmanship stacks with all other skills, including Vultures Eye, Owls Eye, Improve Concentration, and all buffs.
NOTE: Skill only works with a bow equipped.
Level 1: +1 Range, +2% Accuracy, +5 Damage
Level 2: +1 Range, +4% Accuracy, +10 Damage
Level 3: +2 Range, +6% Accuracy, +15 Damage
Level 4: +2 Range, +8% Accuracy, +20 Damage
Level 5: +3 Range, +10% Accuracy, +25 Damage
Level 6: +3 Range, +12% Accuracy, +30 Damage
Level 7: +4 Range, +14% Accuracy, +35 Damage
Level 8: +4 Range, +16% Accuracy, +40 Damage
Level 9: +5 Range, +18% Accuracy, +45 Damage
Level 10: +5 Range, +20% Accuracy, +50 Damage
(Skill buffs stack with all other equip/skill/blessing bonuses)

Headshot
Active Skill
Consumes 35SP and 1 Arrow
Requires Level 10 Marksmanship
With a single, precisely aimed shot, a Ranger can fire a single arrow into the skull
of an enemy, dealing fatal damage.
Level 1: 35% Chance to hit, 1000% Damage
Level 2: 45% Chance to hit, 1000% Damage
Level 3: 55% Chance to hit, 1000% Damage
Level 4: 65% Chance to hit, 1000% Damage
Level 5: 75% Chance to hit, 1000% Damage
Level 6: 85% Chance to hit, 1000% Damage
Level 7: 85% Chance to hit, 1100% Damage
Level 8: 85% Chance to hit, 1200% Damage
Level 9: 85% Chance to hit, 1300% Damage
Level 10: 85% Chance to hit, 1400% Damage
(Skill has a slight delay which lessens the greater DEX the user has, with 99DEX
the delay is 1.5 seconds)

Hide
Active Skill
Consumes 10SP and continually drains SP while hiding
A Ranger can blend in with his/her surroundings and become invisible for a time.
Level 1: 30 Sec Duration, 1SP per 5 seconds
Level 2: 60 Sec Duration, 1SP per 6 seconds
Level 3: 90 Sec Duration, 1SP per 7 seconds
Level 4: 120 Sec Duration, 1SP per 8 seconds
Level 5: 150 Sec Duration, 1SP per 9 seconds
(Skill is the same as the theifs ‘Hiding’ skill)

Sniper Shot
Active Skill
Consumes 50SP and 1 Arrow
Requires Level 1 Hide
A hidden Ranger can surprise an enemy by firing from a concealed position. Skill will
reveal the user immediately from his position.

Level 1: 300% Hit, 150% Damage, 6% Chance to Stun an Enemy
Level 2: 300% Hit, 150% Damage, 12% Chance to Stun an Enemy
Level 3: 300% Hit, 150% Damage, 18% Chance to Stun an Enemy
Level 4: 300% Hit, 150% Damage, 24% Chance to Stun an Enemy
Level 5: 300% Hit, 150% Damage, 30% Chance to Stun an Enemy
Level 6: 300% Hit, 150% Damage, 36% Chance to Stun an Enemy
Level 7: 300% Hit, 150% Damage, 42% Chance to Stun an Enemy
Level 8: 300% Hit, 150% Damage, 48% Chance to Stun an Enemy
Level 9: 300% Hit, 150% Damage, 54% Chance to Stun an Enemy
Level 10: 300% Hit, 150% Damage, 60% Chance to Stun an Enemy
(Skill removes Hidden Status. Stun chance against MVPs is halved.)

Phantom Arrow Rain
Active Skill
Consumes 12SP
Requires Level 10 Sniper Shot
A hidden Ranger can surprise an enemy by firing from a concealed position. Skill will
reveal the user immediatly from his/her position. Uses no arrows, 7×7 cell range, 9 hits.
Level 1: 300% Hit, 1000% Damage, 6% Chance to Stun an Enemy
Level 2: 300% Hit, 1100% Damage, 12% Chance to Stun an Enemy
Level 3: 300% Hit, 1200% Damage, 18% Chance to Stun an Enemy
Level 4: 300% Hit, 1300% Damage, 24% Chance to Stun an Enemy
Level 5: 300% Hit, 1400% Damage, 30% Chance to Stun an Enemy
Level 6: 300% Hit, 1500% Damage, 36% Chance to Stun an Enemy
Level 7: 300% Hit, 1600% Damage, 42% Chance to Stun an Enemy
Level 8: 300% Hit, 1700% Damage, 48% Chance to Stun an Enemy
Level 9: 300% Hit, 1800% Damage, 54% Chance to Stun an Enemy
Level 10: 300% Hit, 1900% Damage, 60% Chance to Stun an Enemy
(Skill removes Hidden Status. Stun chance against MVPs is halved)

**Skills Warlock**

The following are the Warlock skills but it says in the definition Sorcerer so I’m confused. The four known Warlock skills are: Channel Orb, Shockwave, Magic Destruction and Bleeding Massacre.

Channel Orb allows you to use the weapon Orb. I’m not sure if this is equipment or something that is similar with the monk’s sphere. Shockwave is a wind element bolt skill, similar with the Fire Bolt and Cold Bolt. What differentiates it from the two is the ability to repel the enemies.

Magic Destruction has a wide range of damage 14×14 radius and it repels your enemy as well. The wind property damage could be amplified up to 1650% or more because it can be affected with cards and weapons that the Warlock used. Imagine casting this during sieges. The Bleeding Massacre can be used by the Warlocks in leveling. It is the opposite of the Heal skill because it heals the undead rather than damaging them. It damages anything that isn’t undead. This skill may not be as useful during sieges because a lot of players wear undead armors.

Ragnarok Third Job Warlock Skills


Channel Orb
Passive Skill
This skill enables the use of the Sorcerer-only weapon Orbs, a powerful magical
weapon.
Level 1: Enables the use of Orbs

Shockwave
Active Skill
SP Cost Varies
Sorcerers may channel a great deal of electrical energy to damage and repel his/her enemies.
Level 1: 100SP Cost, Damage of One Thunderbolt
Level 2: 95SP Cost, Damage of Two Thunderbolt
Level 3: 90SP Cost, Damage of Three Thunderbolt
Level 4: 85SP Cost, Damage of Four Thunderbolt
Level 5: 80SP Cost, Damage of Five Thunderbolt
Level 6: 75SP Cost, Damage of Six Thunderbolt
Level 7: 70SP Cost, Damage of Seven Thunderbolt
Level 8: 65SP Cost, Damage of Eight Thunderbolt
Level 9: 60SP Cost, Damage of Nine Thunderbolt
Level 10: 55SP Cost, Damage of Ten Thunderbolt

Magic Destruction
Active Skill
SP Cost Varies
Sorcerers may channel a great deal of electrical energy to damage and repel his/her enemies. Much like Magic Crasher, can be affected by element of the rod, attack size and race attack cards.
Level 1: 100SP Cost, Damage of 3 Thunderbolt, +300% MATK 2 meteors
Level 2: 95SP Cost, Damage of 4 Thunderbolt, +450% MATK 3 meteors
Level 3: 90SP Cost, Damage of 5 Thunderbolt, +600% MATK 3 meteors
Level 4: 85SP Cost, Damage of 6 Thunderbolt, +750% MATK 4 meteors
Level 5: 80SP Cost, Damage of 7 Thunderbolt, +900% MATK 4 meteors
Level 6: 75SP Cost, Damage of 8 Thunderbolt, +1050% MATK 5 meteors
Level 7: 70SP Cost, Damage of 9 Thunderbolt, +1200% MATK 5 meteors
Level 8: 65SP Cost, Damage of 10 Thunderbolt, +1350% MATK 6 meteors
Level 9: 60SP Cost, Damage of 11 Thunderbolt, +1500% MATK 6 meteors
Level 10: 55SP Cost, Damage of 12 Thunderbolt, +1650% MATK 7 meteors

(Skill casts and hits all enemies in a 14×14 radius, and pushes them outside of the 14×14
area surrounding the caster, just as fire wall would. But the skill does not last, hits only many, and will only repel all enemies a single time.)

Bleeding Massacre
Active Skill
SP Cost Varies
The most feared power of the Sorcerer is his/her ability to cast magic that is the exact
opposite of a priests Heal spell. This spell is the same as heal in SP costs as well as
the amount healed. But instead of healing all and damaging the undead, the undead are healed and all others are damaged.
Level 1: Same as heal
Level 2: Same as heal
Level 3: Same as heal
Level 4: Same as heal
Level 5: Same as heal
Level 6: Same as heal
Level 7: Same as heal
Level 8: Same as heal
Level 9: Same as heal
Level 10: Same as heal
(Skill works exactly the same way as heal. Same cast time, same SP cost, same amount healed. All except the undead property or those with undead armor take damage, and the undead are healed. This spell will do the same damage upon anything, MDEF does not protect one, the only way to protect against it is to wear Undead armor.)


**Skills Arcbishop**

Greater Turn Undead is just similar with the Priest and High Priest Turn Undead skill. The only difference is the 14×14 area of effect. It’s like a no cast Magnus Exorcismus or a baphomet equipped priest. Too bad it can only affects Undead monsters. The Divine Heal on the other hand heals and cure all statuses at the same time. At last, this is a good alternative to the status recovery skill when players are stunned. What makes this much better is it has much lower casting time. At 70 dex, casting is instant. Now all we need is a skilled pilot.

Ragnarok Third Job Archbishop Skills

Holy Vitality
Passive Skill
A cleric can be protected through supernatural means, an aura surround him/her and
giving them great vitality.
Level 1: 5% Protection against Status, +4% Max HP
Level 2: 10% Protection against Status, +8% Max HP
Level 3: 15% Protection against Status, +12% Max HP
Level 4: 20% Protection against Status, +16% Max HP
Level 5: 25% Protection against Status, +20% Max HP


Greater Turn Undead
Active Skill
35SP Consumed
With holy magic far stronger then that of a Priests, Greater Turn Undead works just
the same as Turn Undead, except that it effects all Undead monsters in a 14×14 radius
surrounding the caster.
Level 1: Same as Turn Undead Level 1, hits all monsters.
Level 2: Same as Turn Undead Level 2, hits all monsters.
Level 3: Same as Turn Undead Level 3, hits all monsters.
Level 4: Same as Turn Undead Level 4, hits all monsters.
Level 5: Same as Turn Undead Level 5, hits all monsters.
Level 6: Same as Turn Undead Level 6, hits all monsters.
Level 7: Same as Turn Undead Level 7, hits all monsters.
Level 8: Same as Turn Undead Level 8, hits all monsters.
Level 9: Same as Turn Undead Level 9, hits all monsters.
Level 10: Same as Turn Undead Level 10, hits all monsters.
(Success chance formula is the same as Turn Undead.)

Divine Heal
Active Skill
75SP Consumed
Calling upon the powers of the light, a Cleric may cast powerful healing magic to
fully heal a target as well as cure all bad status effects. It has
the chance of instant death against Undead Property, won’t work on bosses but deal huge amounts
of damage
Level 1: Divine Heal

**Skills RuneKnight**

The Two-Handed and Spear Perfection is a passive skill that increases your atk, maximum hp and hp recovery. To attain the 190 aspd, you must sacrifice a lot of vitality and some strength. This skill fills in that lost. You can achieve 190 atk speed and at the same time have high hp and can dealt high damage to the enemy.

The War Leadership is similar to the Paladin skill Battle Chant. What makes this better is that it affects your whole party members and not just limited to an area of effect. The Baron must be on the same map for this to take effect. This skill is very useful on sieges. The ideal party members for Rune Knights with this skill are Wizards, AD Biochemist and Asura Monks. Fast cast Wizards isn’t that as impossible after all. There might be a Full Support Rune Knights after all. Let’s just wait and see.

The Battle Cry increases attack speeds, damage and perfect flee. The ideal party members for Rune Knights with this skill are Assassins, fellow Rune knights and Snipers. Breaking the emperiums with this skill would be fairly easy especially if the Assassin’s are equipped with godly items. Is it possible to reach an atk speed more than 190? That I would like to know.

The last skill Pain for Zeny can be very useful in leveling. It is a passive skill that converts the Rune Knight damage to an enemy into zeny. It only works on monsters though. Imagine the Ragnarok third job Rune Knight casting a Spiral Pierce to an enemy. Kaching $ Instant zeny. Way better than the Rogue’s Steal Coin

 

Ragnarok Third Job Rune Knight Skills

Two-Handed Sword and Spear Perfection
Passive Skill
Through years of perfection, the Rune Knight may perfect his/her Two-handed swordsmenship.
Level 1: +15 ATK, +4% MHP, +5% HP RecoveryP, +200 MHP
Level 2: +30 ATK, +8% MHP, +10% HP Recovery, +400 MHP
Level 3: +45 ATK, +12% MHP, +15% HP Recovery, +600 MHP
Level 4: +60 ATK, +16% MHP, +20% HP Recovery, +800 MHP
Level 5: +75 ATK, +20% MHP, +25% HP Recovery, +1000 MHP
Level 6: +90 ATK, +24% MHP, +30% HP Recovery, +1200 MHP
Level 7: +105 ATK, +28% MHP, +35% HP Recovery, +1400 MHP
Level 8: +120 ATK, +32% MHP, +40% HP Recovery, +1600 MHP
Level 9: +135 ATK, +36% MHP, +45% HP Recovery, +1800 MHP
Level 10: +150 ATK, +40% MHP, +50% HP Recovery, +2000 MHP
(Skill is the same as all other mastery skills)

War Leadership
Passive Skill
A Baron is a natural leader. With this skill, when a Baron leads his party to battle,
the parties moral will be boosted.
Level 1: +5% Bonus to all stats of each party member but the Baron
Level 2: +10% Bonus to all stats of each party member but the Baron
Level 3: +15% Bonus to all stats of each party member but the Baron
Level 4: +20% Bonus to all stats of each party member but the Baron
Level 5: +25% Bonus to all stats of each party member but the Baron
(Baron must be on the map for this to take effect. All stats are effected. Does not
work on other barons in the party. If the Rune Knight leads a party and there are 3 members in it on the same map and all have 100 of each stat, and the Barons Leadership is level 5, the stats will be boosted to 125 each. Base stat only.)

Battle Cry
Active Skill
55SP per use
The Baron may motivate himself and his fellow party members by letting out a
cry before going into battle.
Level 1: +5% ASPD, +5% Damage, +5% Perfect Flee, Lasts 25 seconds
Level 2: +10% ASPD, +10% Damage, +10% Perfect Flee, Lasts 35 seconds
Level 3: +15% ASPD, +15% Damage, +15% Perfect Flee, Lasts 45 seconds
Level 4: +20% ASPD, +20% Damage, +20% Perfect Flee, Lasts 55 seconds
Level 5: +25% ASPD, +25% Damage, +25% Perfect Flee, Lasts 60 seconds
(Skill is ‘Adrenaline Rush’ on steroids. Works the same way, wih better boosts.)

Pain for Zeny
Passive Skill
A Baron can gain the ability to convert a bit of the damage he does per attack into zeny.
Level 1: 5% of Damage done to zeny
Level 2: 10% of Damage done to zeny
Level 3: 15% of Damage done to zeny
Level 4: 25% of Damage done to zeny
Level 5: 35% of Damage done to zeny
(Skill does not add damage or reduce damage, merely adds every hit to zeny. At level 5,
if the Baron hits an enemy and deals 1000 damage, the Baron will be given 350 zeny
automatically. Always works, but not on players.)

**Skills Guillotine Cross**

The Small Arms Master is a passive skill that increases the attack of the dagger and surigum weapon types. This will benefit mostly the dual dagger assassins which I consider the fastest emperium breaker. Stab and Twist on the other hand could boost the Ragnarok Guillotine Cross attack up to 900% . Imagine an assassin with Megingard and Mjolnir and a good build. It’s like an Extremity Fist with no delay or sp recovery items needed. A Guillotine Cross and devotion Crusader would be a very good combination in boss hunts as well because of this skill.

The Black Shadow gives the Guillotine Cross the perfect hide. Ruwach and Sight wouldn’t be able to detect the Ragnarok third job Guillotine Cross. Slit Throat is a chance and enemy hp dependent. If you succeed, you may kill your opponent instantly.

Ragnarok Guillotine Cross

Small Arms Mastery
Passive Skill
After years of training, a Guillotine Cross may recieve profeciency bonuses for the dagger and surigum weapon types.
Level 1: +10 ATK
Level 2: +20 ATK
Level 3: +30 ATK
Level 4: +40 ATK
Level 5: +50 ATK
Level 6: +60 ATK
Level 7: +70 ATK
Level 8: +80 ATK
Level 9: +90 ATK
Level 10: +100 ATK
(Skill stacks with all other bonuses, and adds an ATK value that ignores DEF)

Stab and Twist
Active Skill
Consumes 30SP
With either a surigum or a dagger, the Guillotine Cross may forcefully stab an enemy, causing massive damage.
Level 1: 200% AtK
Level 2: 300% ATK
Level 3: 500% ATK
Level 4: 700% ATK
Level 5: 900% ATK
(Skill has a delay at the end, with 99DEX+ the skill delay is removed)

Black Shadow
Active Skill
Consumes 35SP
Using the dark powers within the body of every Guillotine Cross, he/she may become perfectly hidden. When Black Shadow is used, the Guillotine Cross may walk freely and be invisible from every form of Sight and Ruwach, undetectable until the skill runs out or the Shadow uses a skill/attacks.
Level 1: 30 Second Perfect Hide
Level 2: 50 Second Perfect Hide
Level 3: 70 Second Perfect Hide
Level 4: 90 Second Perfect Hide
Level 5: 120 Second Perfect Hide

Slit Throat
Active Skill
Consumes 55SP
Using a dagger or a surigum, the Guillotine Cross may cut the throat of a weakened opponent, killing them instantly. Skill always has a 2 second cast time.
Level 1: Enemy must have 10%HP, 50% Chance of Success
Level 2: Enemy must have 12%HP, 55% Chance of Success
Level 3: Enemy must have 14%HP, 60% Chance of Success
Level 4: Enemy must have 16%HP, 65% Chance of Success
Level 5: Enemy must have 18%HP, 70% Chance of Success
Level 6: Enemy must have 20%HP, 75% Chance of Success
Level 7: Enemy must have 22%HP, 80% Chance of Success
Level 8: Enemy must have 24%HP, 80% Chance of Success
Level 9: Enemy must have 26%HP, 80% Chance of Success
Level 10: Enemy must have 30%HP, 80% Chance of Success


**Aki Hay Dos "Sprites De Ranger Y Mechanicc** (no Son oficiales)  http://ragnarok-guide.com/ragnarok-3rd-job-class-ranger-mechanic-sprite/
**Uno De Arch Bishop** (Tampoko Es Oficial) http://ragnarok-guide.com/ragnarok-archbishop-skills/

Weno Me Keda Decir Ke Esta Info Me ParecioDelPuuuuu*as y Ke La Sake De Aki http://ragnarok-guide.com/

Y Perdon Si Los Ago Leer Mucho =P

PuerkoArania - Sniper
« Última modificación: 07 de Abril de 2008, 03:36 por visages »
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pocofen

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se ven muy buenas pero son exesivamente fuertes con eso el pvp seria un infierno  :'(
u.u ya estamos en abril y no hay nada nuevo T.T ya quiero ver los sprites ::)


Kofmaster

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se ven muy buenas pero son exesivamente fuertes con eso el pvp seria un infierno  :'(
u.u ya estamos en abril y no hay nada nuevo T.T ya quiero ver los sprites ::)

Ni tanto, no creo que sean oficiales pero no se ven tan terribles la mayoria.

Ranger:
Farsight: hace lo mismo que el zoomhack.
Marksmanship: Es un dope concentrado quiza no sea stackeable con los dopes por separado.
Headshot: es un full buster que puede fallar.
Hide: solo para ahorrarte un hiding clip.....
Sniper Shot: lo unico grosero que veo es el 30% de stunear mvps.
Phantom Arrow Rain: igual.


No tengo ganas de analizar las otras xD.



OtakusS

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Ya se habia dicho que esas skill eran falsas.


Cuando gravity anuncie algo, hay crean.


pokereyes

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la info que posteastes visages es falsa

las skill ya son unas que se postearon cuando salieron los adv

las imagenes de los pj tambien son falsas porque no son los sprites  realies sobre todo de la arc archobist (que me parece que esa imagen la crearon en este foro) en la actualidad no cuesta nada crear un pj usando la estetica de los sprites  de Ro


KAMAN

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copadoooo
no me dedique a leer muchos posts, pero
hay alguna fecha aproximada? :P


Blaine

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copadoooo
no me dedique a leer muchos posts, pero
hay alguna fecha aproximada? :P

Antes de 2 meses deberían salir, para que cumplieran lo que decían...


pokereyes

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|Temo|

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haganse la idea de tenerlos de regalo de navidad
Por mi, que se tarden. Prefiero algo que tarde, pero bien, que algo a la carrera y mal hecho u_u


Darki

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aaarg yo quiero battle -insert random name para 3rd sage- yaaaaaaaaaaaaaaaaaaaaaaaaaaaa xDD
 





Lobo J.

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A mi me inquieta lo que pasaran con los taekwon, ninjas y gunslinger, es logico que al menos se habran proyectado su avanze.

Primero tanto soul linker como star gladiator llegan hasta job 50, algun dia tienen que renacer o convertirse en algo mas, lei un rumor y dice el soul linker seria shaman y el star vital striker , repito es un RUMOR mas algun dia minimo deberan sacarles equipo esclusivo y combos de cartas, tambien platinum skills

Los ninjas y gunslinger si bien llegan a job 70 y suben lento casi como un renacido, no gozan de mas hp ni de equipos especiales, no es cierto que con 70 job es ventajoso al contrario, un job normal llega a 50 job y en su segunda clase tambien a 50 eso es un total de 100 puntos o 98 utilizables. Un renacido tiene 50 puntos  de job y 70 en su job tracendental sumado eso es 120 puntos de job o 118 utilizables. Por lo tanto el ninja y gunslinger siguen teniendo menos puntos de job utilizables asi que algun dia eso tendra avanze  a otra clase o una modificacion que haga mas justo el asunto.

Por lo de los supernovices ni hablar, como dice el nombre solo son novices expertos en las skills basicas de otros jobs asi que ahi queda ese, con su 99/99.

Alguien se ha preguntado sobre Veins, Moscovia, Rachel esas ciudades algun dia tendra clases propias de esas ciudades, notaron que son los antagonistas de midgard, quizas el dark colector y el dark knight sean clases al servicio del reino enemigo.

Solo queda esperar pero si no llegara a cumplirse nada de lo mencionado el juego va muy mal dejando desniveladas a las clases, porque al llegar las clases 3, todas las clases 2 y expandidas quedaran como ratones contra dioses


|Temo|

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Solo queda esperar pero si no llegara a cumplirse nada de lo mencionado el juego va muy mal dejando desniveladas a las clases, porque al llegar las clases 3, todas las clases 2 y expandidas quedaran como ratones contra dioses
Es por eso que cualquiera con tiempo en el juego, no quiere que hagan al fuerte mas fuerte.


Crossheart

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Solo queda esperar pero si no llegara a cumplirse nada de lo mencionado el juego va muy mal dejando desniveladas a las clases, porque al llegar las clases 3, todas las clases 2 y expandidas quedaran como ratones contra dioses
Es por eso que cualquiera con tiempo en el juego, no quiere que hagan al fuerte mas fuerte.

Amén!!!!

Es por eso que esty esperando que digan que los renacidos no puden ser 3er class

O uqe enmpezen a hacer algo con las clases extended, no asl dejen asi nomás, delen continuidad, apra algo als crearon, no???




kalim

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esperemos q los expanded se expandan xD pero q queden un poco mas balanceados respecto a los reborns y los 3 classes