Comments
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DUSKBLADE COPY SKILLS OF PALADIN/GUNNER
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PALADIN Celestial Saint skills (combined skills)
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PALADIN Sage+Demon skills (should be complete with all values)
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PALADIN Basic skills (includes ultimate, 100, 79 and other random skills, most values here are just (?) because they vary depending on the skill level)
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From my understanding it works like this: you literally store the skill up to twice/thrice and can use it that amount of times without cooldown between it. As soon as you're not at the max charges it starts giving one charge per cooldown time stated up until the max again. So you can use the skill twice in a row, but then…
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Half of the stuff was already posted if you read the first page of this thread, but to summarize and add to it: Gunner:* Female-locked * LA * Dexterity based * Physical damage, one skill does fire damage, more can be converted to fire damage with glyphs though * HP per lvl: 26 / HP per Vit: 13 * MP per lvl: 22 / MP per…
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Yeah just took a look at it again, it seems to remove all control skills on you, including paralyze, disarm and seal. So it literally is faith, but gets the additional effect of removing the 3 specifically stated, so I doubt they rework faith.
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Yeah I wrote it once and then copied it and forgot to change it at the end. Corrected it now though.
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GUNNER Celestial Saint skills (combined skills) Should be about 95% accurate, some things were worded a bit weirdly but oh well...
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duplicate...
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duplicate...
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GUNNER Sage+Demon skills (should be complete with all values)
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GUNNER Disclaimer: All skill names are either descriptive of their effect or a literal translation in better english though. Also I left out most of the fancy writing in the skills to narrow them down to their effects. Some things like the "shadow" for the last skill will be under the glyph effects. Basic skills (includes…
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So I finished translating the gunner skills, but I'm not sure if they are complete. I used the pastebin provided by Asterelle but the gunner only has 25 skills overall there and only 9 Celestial Saint skills (combined skills). Normally classes have around 30-35 skills and 12 combined skills, so I'm not sure if this is…
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Well guess I can start translating, but I surely won't be able to finish it all in one or two days (maybe at the weekend) since I also work and stuff. lol
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Well once the full list is out in a pastebin or so and I'm bored, I will take a look at it. The russian translation seems pretty decent so far, just missing a lot of numbers (as in the original though).
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Well I went for the r9.4 saber and honestly, you barely notice the range loss. I don't really care about 1v1, so I can mainly tell you from mass pvp (mainly XTW). In mass you don't notice it at all, there's always someone in range if you know how and when to go in. I mainly went with it for the 70 atk lvl, 25 dex and…
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What I hope this means is, that it becomes 72/78/84/90% pdef reduction against mobs and 102/108/114/120% against players. So 'base defense reduction' as in the basic of this skill against mobs which will be increased by another 30% against players still. This would be the most logical thing for me and frankly, make it an…
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I'm pretty sure they removed yearly (and monthly) attendance items when they introduced the system of giving you items for every day logged in. So there is literally no point in having perfect attendance beside getting all the daily login items each month.
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I have to agree with the statements against a refund/downgrade. First off, it was never stated to be far superior to r9s3, that is what china said since they don't have our version of r9s3. PWE said that CN r9s4 is a side-grade, not that it is ultimately better. Second point is that it is your own fault for…
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Checking through the changes, I found some you might have missed: Soulburn Rune 2: The next skill used by the enemy within 4/6/8/10 seconds has its cooldown extended by 1 minute. (added the "next skill" part) Soul Degeneration Rune 4: Reduces players HP by the increased amount. Mobs stay at 20% reduction. (added the…
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I only looked at the BM 2 spark skills, but those were complete. Might take a look at the others tomorrow then. Is it the skills in general or only a certain part of them that's being complained about?
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I'm pretty sure from looking at the skills that CP will max out at 6. The Inner Harmony rune gives instant 5CP, so almost full. Cursed Jail would be a max of 6 second paralyze to complement exactly its stun duration. The stealths are 17% chance per CP used, so 6CP would be a certain stealth (6x17%=102%). These are just my…
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I just took a look at rune 5 of Venomous Scarab and I'm decently sure it works like this: The damage becomes a DoT for 15 seconds instead of immediate damage and can stack up to 10 times. (This DoT damage has the chance of 2x critical rate to deal 1.5x damage per tick.) The rune effect now deals 20/30/40/50% of that DoT…
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Well after looking at the BM translations I felt like those were a bit too much (especially the 2 spark ones) so I went ahead and took a look at the source myself. And well don't get too hyped, most aren't as good as previously translated actually. (Drake's Breath Bash is way better though.) Heaven's Flame Glacial Spike…
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Twilight Temple server here, works normal for me and haven't heard anyone complain from our server.
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Corrections in bold italic. Not to be nitpicky, but some things you wrote were not correct or not exact. #nohatemepls
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I just took a quick look at the seeker skills and it's mainly the same for almost all of them. Either more damage, better stance proc effects, more chi gain, lose the additional effect+100% hit chance+something or lose effect+100% hit+more damage. I might do it later when I get home and feel like translating a 4th class…
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Done with sin skills and well, they get what they wanted but didn't need. More damage, more CC (including paralyzes), a bazillion more stealths if you want to use them, but eh was kinda expected from china...
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I saw quite a few sins crying about not having paralyze and that their class is too weak and such...