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Engineer and Mechanic class cannot be added. Their is no skills that we can recycle. Unless someone can actually make the animation.
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Engineer and Mechanic class cannot be added. Their is no skills that we can recycle. Unless someone can actually make the animation.
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I wouldn't say that, it's possible that the Engineer class is complete, the only thing left to do is actually release it. We'd have to dig through the game to find out.
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A wild Zunat had appeared!
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I would correct you but, I think it's an appropriate name. Zubat is just as annoying as a gnat, if not more annoying.
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*A wild zubat has appeared....
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If there was less ep drain for martial artist that would make turtles not as special anymore i belive ep drain should stay the same
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2 human classes in the game: Near humans and distant humans. Ever 2 need area dammage because they do not have life and armors.
Near human: fighter, swordsman, assasin. They use low distance fast and combo skills +if crit than more dammage AND they have differents deffends buffs because they need move near.
Distant human: wizard/magic/spirit human(turtle and crane). They have casts skills, cause most dammage but they do not have deff because protects them a large range, fast moves, and spedd decrease debuffs.
If tanks have reflect%, near distance and distant humans need lifesteal% and if tank have stuns near and distance humans have speed%.
Near distance human have buffs that protect them only few sec about 2-3 about 10 sec cd because they have combo skills and this not dodge(random deffenses), this suchs as: absorb 1*5000 dammage, blocks 1*100% dammage, remove 1 slowly debuff, reduce the slowly duration%/succes chance%, reduce stun duration%/succes chance%...etc
Who your opponents he buffs own low deffence that he close near him and can use near distance damage or combo skills.
If spirit char have 32 targets area skills(about 3 sec cast time!), near human have 32 targets combo skills(that faster than shoot about 2x) because this near distant skill no dammage mutch, more than distant humans(because not need distant shoot char the teamfights). But this skills have combo debuffs, them itself not useful but martian put 3 debuffs(suchs as: 3 sec stun + 400 bleeding + -40%move 3 sec) he receive all effect from debuffs combo. All 32 targets low distance phisical skills i choose effects such as: damage%(about 50%), bleeding(about 400), stun(about 2-3 sec), poisoning(about 400)...etc. If i need the kill fast the enemy and/or he use my next deff buff and going toward him.
Combo suchs as: i use 2-3 sec stun+ 2-3sec stun+ 2-3 sec stun= i stun area 6-9 sec.
If he have 1 target skills no need combo, this stun or bleed or debuffs or +life steal% debuff.
Meele combats skills those. speed and dammage with combo skills without crit. If crit, damage more :D But they can cause more dammage when use dammage% combo than spirit human because they have buffs owns and martial no dammage 1 big, only mutch lows, but faster but if have 1-2 heal, they heal back. But they will have very good life steal.
If martials take energy crit and energy dammage they become distant character, and will not be meele warrior dbops, the game/pvp/dungeon will boring.
If martials have shoots skills, they shoot mutch cast time and less dammage than spirit characters.
and if martials places slowws debuffs, they can use your 1 targets move skills(because distance), they go close the opposites, suchs as swordsman Flash/Flash Slash.
ant tanks give low distance 32 targets stun about 2-3 sec with 10 sec cd and pull, push the target, targets.
Last edited on September 19th, 2013 at 04:15 AM.
Reason: Double Post
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Here's an idea: rework the SSJ hair. Seriously it's been done lazily. D:
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Here's an idea: rework the SSJ hair. Seriously it's been done lazily. D:
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We'll change what we can afford to change.
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We'll change what we can afford to change.
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Do your best.
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2 human classes in the game: Near humans and distant humans. Ever 2 need area dammage because they do not have life and armors.
Near human: fighter, swordsman, assasin. They use low distance fast and combo skills +if crit than more dammage AND they have differents deffends buffs because they need move near.
Distant human: wizard/magic/spirit human(turtle and crane). They have casts skills, cause most dammage but they do not have deff because protects them a large range, fast moves, and spedd decrease debuffs.
If tanks have reflect%, near distance and distant humans need lifesteal% and if tank have stuns near and distance humans have speed%.
Near distance human have buffs that protect them only few sec about 2-3 about 10 sec cd because they have combo skills and this not dodge(random deffenses), this suchs as: absorb 1*5000 dammage, blocks 1*100% dammage, remove 1 slowly debuff, reduce the slowly duration%/succes chance%, reduce stun duration%/succes chance%...etc
Who your opponents he buffs own low deffence that he close near him and can use near distance damage or combo skills.
If spirit char have 32 targets area skills(about 3 sec cast time!), near human have 32 targets combo skills(that faster than shoot about 2x) because this near distant skill no dammage mutch, more than distant humans(because not need distant shoot char the teamfights). But this skills have combo debuffs, them itself not useful but martian put 3 debuffs(suchs as: 3 sec stun + 400 bleeding + -40%move 3 sec) he receive all effect from debuffs combo. All 32 targets low distance phisical skills i choose effects such as: damage%(about 50%), bleeding(about 400), stun(about 2-3 sec), poisoning(about 400)...etc. If i need the kill fast the enemy and/or he use my next deff buff and going toward him.
Combo suchs as: i use 2-3 sec stun+ 2-3sec stun+ 2-3 sec stun= i stun area 6-9 sec.
If he have 1 target skills no need combo, this stun or bleed or debuffs or +life steal% debuff.
Meele combats skills those. speed and dammage with combo skills without crit. If crit, damage more :D But they can cause more dammage when use dammage% combo than spirit human because they have buffs owns and martial no dammage 1 big, only mutch lows, but faster but if have 1-2 heal, they heal back. But they will have very good life steal.
If martials take energy crit and energy dammage they become distant character, and will not be meele warrior dbops, the game/pvp/dungeon will boring.
If martials have shoots skills, they shoot mutch cast time and less dammage than spirit characters.
and if martials places slowws debuffs, they can use your 1 targets move skills(because distance), they go close the opposites, suchs as swordsman Flash/Flash Slash.
ant tanks give low distance 32 targets stun about 2-3 sec with 10 sec cd and pull, push the target, targets.
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life steal for a human will not work!
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I do not want a debate, but you should know:
Now healer, turtle and tank op. Other player unable heal, kill 1 target 1 shoot(turtle more targets) and def turtle shoots.
If martial artist receive low distance equaly strong area skills than turtle or low distance area stun, they better dammage because no cast time and low distance they have deff buffs. Also martial op deff.
If martial not can deff more people attacks who protects turtle heals, martials no have dammage. Also turtle op deff.
Martials need def buffs and stuns and about equal dammage but not immediatelly because they op def or att.
And martials become spirit char they became worse than turtle because they only 2 shoots turtle have only 4 very strong and 1 skill blocks and 1 very good 10 sec stun.
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