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Astra
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Wed Jun 25, 2008 2:47 am |
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Joined: Dec 2007 Posts: 535 Location:
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vermillion wrote: thnx for the help guys.  that is what i really had in mind. just dot and stay away.  btw anyone ever fought with warrior/clerics or any other chars with sub cleric? man they are annoying to fight with.  hard to even put disease using vampire and without that it would be really hard for me to debuff and dot.  Wheel Bind > Curses > Stun > Nuke > RUN till your stun is available again > Nuke again (25% probability dull status on him so you'll be safe kinda lol) Warrior/cleric is very vulnerable to the nukes, and they should always have panic on them if you wanna own them. Vampire Kiss/Touch against them only for HP heal on yourself.
_________________ RETIRED FROM SILKROAD
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Astra
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Wed Jun 25, 2008 4:10 am |
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salmissra wrote: astra are you a pure int warlock? i have a lvl 30 one right now...and its pure int, not sure whether it should stay that way  All the way mans.  But I hear ppl going hybrid 1:3 / 1:4. I preffer playing euro builds clean (pure str / pure int) since they are split into 2 categories. (phy dmg / mag dmg) My final sets are always pimped to the max at least with str and HP, and I don't use shields with less than BR17. PS. I got 7 lvls left to hit 90 so it won't make a big difference now if I put all the stat points into str.
_________________ RETIRED FROM SILKROAD
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Hyperterran
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jun 26, 2008 6:20 am |
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Joined: Jun 2006 Posts: 155 Location:
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has anyone tried using light armor with Charity, Glory and Favor armor from Cleric?
I wonder how helpful that would be =\
_________________ Warlock/Cleric(sp farming) Aznable 2xxk sp
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2boss4u
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jun 26, 2008 1:03 pm |
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Joined: Mar 2007 Posts: 98 Location: Leiria, Portugal
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Hyperterran wrote: has anyone tried using light armor with Charity, Glory and Favor armor from Cleric?
I wonder how helpful that would be =\ it doesnt work when ur not wearing light armor AND cleric rod
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a factorized signature is a stupid signature (Y)
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Hyperterran
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jun 26, 2008 6:18 pm |
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Joined: Jun 2006 Posts: 155 Location:
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rofl, that explains why the author didn't get it XD
_________________ Warlock/Cleric(sp farming) Aznable 2xxk sp
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2boss4u
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jun 26, 2008 10:36 pm |
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Joined: Mar 2007 Posts: 98 Location: Leiria, Portugal
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i think it does 
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a factorized signature is a stupid signature (Y)
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blackfalcon
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Fri Jun 27, 2008 3:50 am |
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Joined: Jun 2007 Posts: 1865 Location:
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nice guide 
_________________ R.I.P Bernie 10/5/57 ~ 8/9/08
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Hyperterran
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Mon Jun 30, 2008 7:26 am |
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Joined: Jun 2006 Posts: 155 Location:
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another question!
are warlock/cleric able to survive the 1hit-kill builds? such as wizard etc...
and can they tank a bit?
_________________ Warlock/Cleric(sp farming) Aznable 2xxk sp
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Drabon
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Post subject: some hints and tips from a Cleric / Warlock in light armor Posted: Thu Jul 03, 2008 7:18 pm |
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Joined: Jun 2008 Posts: 44 Location:
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Hello, first i have to thank Fug_Dup for his great guide. You made me to choose warlock as a subclass and i dont regret it so far (my char is lvl 78 atm). I wanted to write a guide for a Cleric / Warlock (check the order its not the same) in the first place, but... iam too busy with my exams. So i will give you some (hopefully) unique tips which i did not have seen before. ok lets start:What do i need for these tactics?(of course) a cleric/warlock and a good pure euro-party with skilled ppl playing their chars (yeah iam a game-racist, chinese are just spot filler if you dont find a europe char) What is my role in the party?at first you will be a cleric. Buffing, healing, inviting ppl, talking to chinese players who want str AND int...and so on. I wont cover up this part. You should know how to act as a cleric. Hey but whats the new thing about it?ok now comes the fun part. You will be Healer, Tank AND Lurer. Tank / Lurer(yeah): You will need some preparation for this part. Bufflist: - Recovery Division (i highly recommened to put this on YOUR char, so wont have to put healing cycle on you) - Healing Cycle (if you dont have recovery div.) - Soul/Body Blessing (light armor ftw =)) - Str/Int (if you have a 2nd cleric in the party) - Quota and/or Fence (must have, oh and tell the warrior to rebuff quota. Its not funny when it fades away and you re luring *g*) - PROTECT !!! ( a must have, you cant lure without this buff  ) - Moving/Swing March (another must have, you dont want to crawl to your enemys, do you ?) - you can add more but these are essential Helpfull Equipment:- a shield with a blockrate of 17 or higher - str and hp on all your items - a cleric rod ;P The idea of PROTECT:Protect is a skill from the warrior. It absorbs aggro from your char to the warrior. But what is happening when you do an anti-aggro skill? It makes mobs aggro!!! I dont know if its a bug or not, but...i like it and its working. Mirage and the bard skill (dont remember the name) will work just like the warriors howling shout. Ok mirage covers up more area and will "attack" more monster (until lvl 80), so you will be more effective than a lureing warrior  . how to lure mobs:simple -run to a crowd of mobs and press mirage -wait until they are nearly in attack range -RUN!!! back to your party in intervalls (if the distance is that far) and do group recovery ONE TIME 10m in front of the party. This will "accelerate" the angry herde a bit^^ -run through the party and watch them dieing (the mobs or your party^^).. ok you can help tanking/healing too -repeat =) Ehm...you are the healer and running away from the party...is that healthy?uhm...no when you re the only healer do that only when you feel save enough (for example: while blessed) OR have a second cleric =) Ohw and when you realize that your cleric rod will break soon...just dont use healing division/ healing favor that much. As i realized its the only healingskill which drops integrity from the rod. (tested in many hours of grinding with a 2nd cleric in the party who uses it a lot and i never) ok iam done (and tired) please inform me for mistakes of all kind EDIT: Hyperterran wrote: another question!
are warlock/cleric able to survive the 1hit-kill builds? such as wizard etc...
and can they tank a bit? you can only pray for a block when they are at your lvl and hit first. Try to stun them, followed by your usual debuff order. ofy1993 wrote: Hey I have a question. I built a warlock according to this guide. And I love this guide!  Great Guide DUDE  Now i became lvl 30 and i wanna do some taxis on chajis or crabs or something. But the promblem is how the hell do i powerlvl  ?? All that can hit is the baby nuke  De Buffs for parties??  or wht? Help plz  Well, area-curses and nukes require a higher lvl. Warlocks aren't great until they get their essential skills. So nuke with your baby nukes^^. Debuff only when the mobs live long enough.
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vermillion
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sat Jul 05, 2008 1:24 pm |
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Joined: Jan 2008 Posts: 237 Location: mistymountaintop
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i'm nearing lv50 now (lv44), got a question. will blaze still be used after i get dark blaze(aoe blaze)? the same question goes for other aoe curses. at what lvl should the non-aoe curses be at? knowing that the aoe curses don't require the non-aoe curses to be maxed.
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Glavie's Girl
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sat Jul 05, 2008 5:42 pm |
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Joined: Jun 2007 Posts: 1464 Location:
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Vermillion, its how you want to play that really depends on if you keep lvling those skills. they both are really good. The main thing is Time, the single DoT skills are instant cast, the AoE skills take 3 seconds each to cast. When pvping, every second counts, those AoE skills are easily interupted and canceled. So if you plan on doing any type of pvp what-so-ever you better lvl up those single attack DoTs. Personally I only use decayed and cursed breath as my single attack DoTs for the reason everyone in thier mothers are immune to fire after 60 and with rogue's poision circle they are immune to poision as well.
So basicly: Single attack DoTs: Pvp, jobing, ctf AoE DoTs: Grinding
_________________ My pride and joy CrazySuby is no longer mine. She is and always will belong to Dutchy.
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salmissra
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sun Jul 06, 2008 9:10 am |
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Joined: Nov 2007 Posts: 1487 Location:
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hmm vermilion i had the same question as you. so far i have a lvl 60 warlock/cleric and only got the decayed/dull single curse and all the aoes. in 1v1 pvp, you wont have time or even be able to do more than 2 single curses so just getting the two single hit curses is good enough. i got all the aoe ones mainly for guild and fortress wars 
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 Kali -- 51 wizard/cleric Amumu -- 24 bard/cleric
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Da_Realest
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Post subject: Re: some hints and tips from a Cleric / Warlock in light armor Posted: Mon Jul 07, 2008 1:44 am |
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Joined: Apr 2006 Posts: 2435 Location:
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Drabon wrote: Hey but whats the new thing about it?ok now comes the fun part. You will be Healer, Tank AND Lurer. Tank / Lurer(yeah): You will need some preparation for this part. Bufflist: - Recovery Division (i highly recommened to put this on YOUR char, so wont have to put healing cycle on you) - Healing Cycle (if you dont have recovery div.) - Soul/Body Blessing (light armor ftw =)) - Str/Int (if you have a 2nd cleric in the party) - Quota and/or Fence (must have, oh and tell the warrior to rebuff quota. Its not funny when it fades away and you re luring *g*) - PROTECT !!! ( a must have, you cant lure without this buff  ) - Moving/Swing March (another must have, you dont want to crawl to your enemys, do you ?) - you can add more but these are essential Helpfull Equipment:- a shield with a blockrate of 17 or higher - str and hp on all your items - a cleric rod ;P The idea of PROTECT:Protect is a skill from the warrior. It absorbs aggro from your char to the warrior. But what is happening when you do an anti-aggro skill? It makes mobs aggro!!! I dont know if its a bug or not, but...i like it and its working. Mirage and the bard skill (dont remember the name) will work just like the warriors howling shout. Ok mirage covers up more area and will "attack" more monster (until lvl 80), so you will be more effective than a lureing warrior  . how to lure mobs:simple -run to a crowd of mobs and press mirage -wait until they are nearly in attack range -RUN!!! back to your party in intervalls (if the distance is that far) and do group recovery ONE TIME 10m in front of the party. This will "accelerate" the angry herde a bit^^ -run through the party and watch them dieing (the mobs or your party^^).. ok you can help tanking/healing too -repeat =) If you have Protect and/or other Warrior buffs, that means there is a warrior in the party. There is no need for you to lure. Its best if you stay still and be a good Cleric. Parties usually mess up when people try and do more than they need to do.
Also, the average person may have trouble getting a shield with 17 BR or higher or getting a decent amount of STR/INT on their gear.
I don't really disagree with anything else.vermillion wrote: i'm nearing lv50 now (lv44), got a question. will blaze still be used after i get dark blaze(aoe blaze)? the same question goes for other aoe curses. at what lvl should the non-aoe curses be at? knowing that the aoe curses don't require the non-aoe curses to be maxed. Yes. Max at least 3 single target DoTs and at least 3 AoE DoTs. Try to max all DoTs if you can.
Don't forget that it is possible to get more than 2 DoTs on a target.
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Ziegfried wrote: What you do or say in any game is a small extension of who you really are. It's the anonymity that can allow them to show their true self, or who they would be if there was no "penalty" for their actions.
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Drabon
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Post subject: Re: some hints and tips from a Cleric / Warlock in light armor Posted: Mon Jul 07, 2008 11:02 am |
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Joined: Jun 2008 Posts: 44 Location:
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Da_Realest wrote: If you have Protect and/or other Warrior buffs, that means there is a warrior in the party. There is no need for you to lure. Its best if you stay still and be a good Cleric. Parties usually mess up when people try and do more than they need to do.
Also, the average person may have trouble getting a shield with 17 BR or higher or getting a decent amount of STR/INT on their gear.
I don't really disagree with anything else.
The equip is helpfull not a must have. These tips arent for the "average" person. The average person cant even heal well and is just spamming the healspells. But i was just too bored of being a "good cleric" so i experimented with my skills: i blew me up, did dmg, tanked and found a nice skill combo for luring. Lets compare the main luring classes against the cleric. We have a tank, a x-bow rogue, a cleric. TankPros: hp of a str-char, area aggro-skill (20m radius simultaneous attack of 5) cons: runs slower than the rest (when wearing heavy amor), cant heal himself (most of the times i have to meet the tank half way), dies more often than the other classes (i know this from many grindsessions) consequences when he dies: tank buffs are gone, int-chars are in imminent danger including the cleric <-- contra Tank (1h)same as Tank, but with a shield --> higher survivability X-bow RougePros: hp of a str-char, high range (10m front-range-radius simultaneous attack of 3), quite healthy with a warrior buff cons: slower luring - he has to click on the mobs, cant heal himself consequences when he dies: no death penalties for the party when he dies =) <-- pro Cleric/WarlockPros: best area lure skill (25m/30m radius simultaneous attack of 4/8), able to heal himself, good tanking abilities cons: hp of an int-char, cant heal while luring consequences when he dies: 50 whip blows for the cleric, yes this scenario should never happen when you are the only cleric, as i said before this technique is not for "good clerics" its for bored "good clerics" who wants some action ConclusionLuring abilities (better > worse): cleric/warlock > x-bow rogue >= tank(1h/others) Risk for the party (no risk > high risk): x-bow rogue > tank(1h) = cleric/warlock > tank yes it is risky but i like it more when the tank just do some damage and protect the party. If you want a no risk lurer take a rogue with warrior buffs  edit: no room for a luring bard. bad area skill (10m radius simultaneous attack of 4), no shield, int-char, and the fact that dances/tambours/hitmarch will cancel when he is getting hit
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vermillion
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Mon Jul 07, 2008 12:55 pm |
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Joined: Jan 2008 Posts: 237 Location: mistymountaintop
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ooo i didn't know that the aoe debuffs have longer casting times. should have figured it out when i saw a 70+ warlock casting wrath daze for like 2-3 secs. i thought single target Dots will be useless once i get the aoe ones. so yeah, single target dots for pvp and aoe dots for grinding. 
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Da_Realest
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Post subject: Re: some hints and tips from a Cleric / Warlock in light armor Posted: Mon Jul 07, 2008 10:08 pm |
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Joined: Apr 2006 Posts: 2435 Location:
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Drabon wrote: .... There is no need for a comparison because Warriors are for tanking and luring. Its that simple. Why can't everyone just do the job they are suppose to do and not try to be a super build that does all? The best party doesn't have to put any of their int characters at risk. Sure you can lure 8 mobs but the Warrior's aggro skill can only take 5 of them off you.
Yea its faster but the risk are not worth it in my opinion.
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Ziegfried wrote: What you do or say in any game is a small extension of who you really are. It's the anonymity that can allow them to show their true self, or who they would be if there was no "penalty" for their actions.
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Cheeze
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Wed Jul 09, 2008 5:09 am |
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Joined: Jan 2008 Posts: 217 Location:
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It seems the guide was so good to many people looked at it. Can someone upload the image again?
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cjN wrote: Does anyone have any good scripts for sbot for the new 100 cap caves?

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Glavie's Girl
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Wed Jul 09, 2008 2:59 pm |
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Joined: Jun 2007 Posts: 1464 Location:
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oO Some weird posts have been added to this guide. Darbon if your a bored cleric then your party isnt what it should be. Though cleric does have its own attack skills, an attacking cleric isnt a healing cleric. When wizards are in life turn over, which they should be, you have only a few seconds to heal after a critical on them(even at 90 max blues they only have 6k hp in turnover), if your offering and you die due to carelessness, what good are you doing to the party anyways? I would like to disagree with you on gear, everyone needs good gear with as maxed blues as possable, and yes an average person can get max blues eventually. On a side note are you sure that the tambours leave the bard once he is hit? Da_Realest, I agree fully there is a reason Euro characters have access to only 2 maxed trees, we are not utiliy characters like the chinese, as euros we cant do everything nor should we try. *Edit: Content added below* Has anyone noticed when they fight a warrior, whom has the dual axe section maxed he resists 90% of the time when you do anything to him? There is a passive immunity in the dual axe section against curses, I think it might be glitched and is still on the char even when he is acting as two-handed or one-handed sword. *Second edit(on an edit rampage today lol)* Received a few personal notes requsting how my bars are set up. First off everyone does everything differently, other warlock/clerics dont have bars set up like I do. and note that I use a mouse that has two side buttons that I use for skills on 9, 0 keys. Bars are set up like this:(lvl 84 when ss of bars were taken) Floating bar(I put it in one line to make the pic easy to read, its usually in two lines)-Weapons/ skills used most often F4- Cleric buff bar, I use this when acting as cleric during party grind F3- Warlock Grind bar F2- Warlock Pvp bar F1- Cleric pvp bar(not used often)/pots  *lastly, I think, please only constructive comments, flaming doesnt do anyone any good. I have played this game a long time when I do something its not "just cuz" there is a reason. If you have a question on something I will gladly answer to the best of my knowledge.*
_________________ My pride and joy CrazySuby is no longer mine. She is and always will belong to Dutchy.
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Drabon
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jul 10, 2008 6:48 pm |
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Glavie's Girl wrote: oO Some weird posts have been added to this guide. Darbon if your a bored cleric then your party isnt what it should be. Though cleric does have its own attack skills, an attacking cleric isnt a healing cleric. When wizards are in life turn over, which they should be, you have only a few seconds to heal after a critical on them(even at 90 max blues they only have 6k hp in turnover), if your offering and you die due to carelessness, what good are you doing to the party anyways? I would like to disagree with you on gear, everyone needs good gear with as maxed blues as possable, and yes an average person can get max blues eventually. On a side note are you sure that the tambours leave the bard once he is hit?
I had always a good grinding party with max buffed wizards able to tank a few hits so healing was never too difficult (only one time when i start farming at generals with lvl 58  <-- was very exciting^^). The other thing is that my party knows me (we are in ts when grinding). I'm a little bit suicidal and as long as it doesnt hurt they appreciate my acting (especially luring). To the tambour thing: Iam pretty sure that it will leave when the bard is luring. It wont go off on the first hit but the more mobs you are luring the higher the chance is to get hit. And for the bars: there isnt enough space to get all the skills necessary for me with cleric/warlock 90/90
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Glavie's Girl
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jul 10, 2008 8:24 pm |
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Joined: Jun 2007 Posts: 1464 Location:
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Drabon I agree on the bar issue I usually durning pvp have my skill window open so I can do some of the other skills if needed like scream mask, I usually dont carry it on my bar, and some of the lesser debuffs I do when I max party gaints on others, but for the most part the skills I show are the ones I use 90% of the time.
Be thankfull for having nice parties, doesnt always happen that way.
_________________ My pride and joy CrazySuby is no longer mine. She is and always will belong to Dutchy.
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izmeister
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Tue Jul 15, 2008 2:42 pm |
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Joined: Feb 2008 Posts: 1138 Location: Yes
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This build has to be one of the most pwnage builds out there. =D
_________________ You are now manually breathing.
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fckerr
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Tue Jul 15, 2008 6:24 pm |
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Joined: Mar 2008 Posts: 1914 Location: Bulgaria
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I still cannot see the guide 
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izmeister
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jul 17, 2008 11:27 am |
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_________________ You are now manually breathing.
Last edited by izmeister on Fri Jul 25, 2008 11:53 am, edited 1 time in total.
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Tig3ress
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Thu Jul 17, 2008 11:48 am |
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Joined: Aug 2006 Posts: 1800 Location: Zion
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madah123
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sun Jul 20, 2008 9:52 am |
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Joined: Dec 2007 Posts: 176 Location: kuwait
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I think stun work alot less after 90 cap like 50% instead of 80% anyone have that problem?
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izmeister
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sun Jul 20, 2008 10:59 am |
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Joined: Feb 2008 Posts: 1138 Location: Yes
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madah123 wrote: I think stun work alot less after 90 cap like 50% instead of 80% anyone have that problem? Yeah, I think they changed stun chance. Before 90 cap, I stunned almost everytime. Now, I need to pray for a stun >.<
_________________ You are now manually breathing.
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Drabon
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Post subject: Re: [Guide]Warlock/Cleric Guide v. 4.0 [Updated] [56k Warning] Posted: Sun Jul 20, 2008 11:13 am |
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have the same feeling. it was even possible to stun all the capped 80s with stun lvl 1 but now :/
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