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I'm using this as a notice
please leave messages on what else you'd like to see in 27%  27%  [ 12 ]
this warrior guide, thanks 73%  73%  [ 32 ]
Total votes : 44
Author Message
 Post subject: [EPGUIDE] The Warriors Guide
PostPosted: Sat Apr 05, 2008 1:38 pm 
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Joined: Oct 2006
Posts: 467
Location:
Venus
thank you for your input everyone, I'll start working on this guide again now that I have a little extra time
*Latest Update 05-08
start of party/aggro section


Table of Contents


  1. Guide Objective
      [EPGGO]
  2. What Are Warriors
      [EPGWA]
  3. Choosing your Build
      [EPGCYB]
  4. Equipment
      [EPGEQ]
  5. Skills
      [EPGSK]
    • Individual Skill Descriptions
        [EPGSD]
    • Special Topic: Fence + Quota Glitch(fixed?)
        [EPGFQG]
    • Your Skill Bars
        [EPGSB]
  6. Party Play
      [EPGPP]
    • Buffs
    • Types of Parties
    • Tanking at Different Levels
    • Techniques
    • Unorthodox Tanking Methods
  7. Aggro/Taunt in-depth
  8. Choosing a Second Mastery
  9. PvP
Table of Contents
*my note : use ctrl+f and search the [epgxx] to scroll to that section



Guide Objective
[epggo]
Before I even begin, this guide is for warriors who play in Parties but rest assured if you plan on going solo I do cover all the basics.
This is an attachment to my Europe Party Guide which will be popping up in installments soon.



What are warriors?
As a warrior you will lure mobs, you will keep them in place and you will have them beat on you while your wizards nuke them to oblivion.
You will buff and rebuff your party members and make sure you all stay alive.
example of tanking


Choose your Build[epgcyb]


Stat points?
Image
credit: fug_dup
extra magical defense which is the only benefit of getting int as a tank, can be easily compensated via your party members and/or gear.

One-Hand Sword and Shield
    This is the natural tank. Meant for any size parties.
  • Apart from your already high phy defense, you get a shield.
  • you get several defense passives.
  • Your skills are fast, meaning you can switch from mob to mob.

Dual Axe
    Semi-Tank. Meant for smaller parties.
  • you do get a defense passive but above that you get stun/bleed
  • bleed allows the wizards in your party to do more damage

Two-Hand Sword
    pvp build, not a tank
  • highest damaging warrior build
  • many warriors take 2hand as a sub for solo pvp


Equipment
[epgeq]


          Heavy Armor
    • most mobs you can party at efficiently are phy based
    • if pvp worries you, your party members will cover you where you're lacking
          Image
          Light Armor
    • mobs at 90 are phy/mag based, more information after Legend III
          Image
          Robe
    • recommended only as a final set, if you grind in parties, robes have low durability, and low physical defense
          Image
    Armor Alchemy
    • Keep your gear at +2 and up
    • when you can afford it blue your gear
      • durability (master stones)
      • str (str stones)
      • HP (stamina stones)
      • parry (dodging stones)
    • when you start to pvp more actively
      • int (int stones)
      • MP (magic stones)

* for those of you new to alchemy here's a good video tutorial credit to knoxgoaty
Alchemy Video Tutorial


    Accessories
    • ignore blues
    • go with the accessory with the higher phy/mag absorption
      Image
  • What is absorption?
    absorption is exactly what it sounds like, if you have 20 phy absorption in total
    20% of the damage you take is absorbed by your accessories.
    *note : in the above picture you get a 19.6% bonus not 22%
  • Accessory Alchemy
    • keep your gear at +3 and up
    • when you can afford it blue your gear
      • str (str stones)
    • when you start to pvp more actively
      • int (int stones)
        _
      • freeze resistance (fog stones)
      • lightning resistance (air stones)
      • fire resistance (fire stones)
      • poison resistance (immunity stones)
        combined with holyword/spell you will be immune to most status affects


    Weapons
    keep a spare, the durability will drop quickly
    • in parties
      • your skills > than your personal damage
      • durability drops quickly
      • your aggro is increased by your weapon's physical attack power: see taunt
    • in pvp
      • good critical matters
      • phy damage and reinforce both add to your overall damage
  • Weapon Alchemy
    look pretty and aim for +3 and higher
    • in parties
      • durability (master stones)
    • in pvp
      • full blue, meaning add all applicable blues to your weapon


    Shield
    the only gear that has a chance of completely nullifying an attack
    • the higher the block rate (br) the better
    • adds extra phy/mag defense
  • picking a shield
    • keep your shields close to your level
    • 52 br18 shield > 60 br10 shield
    • 60 br14 shield > 52 br18 shield
    • br, defense values, and blues should all be taken into consideration when picking a shield
  • Shield Alchemy
      • durability (master stone)
      • critical parry (penetration stone)
        etc...



Skills[epgsk]

All warrior skills are useful, however there is an sp restraint for most players therefore.
skill - you must keep this up to date
skill - you should keep this up to date
skill - optional
listed in order of importance, for Grind parties
these are the skills you need to grind with, which will in turn let you farm for your PvP skills so I'm listing these first.

for all your sp calculating needs
    [url=nivlam.com]Nivlam.com[/url]
bookmark this site.

Frenzy Buster Series
Image
Taunt
Vital Increase
Howling Shout
Sprint Assault
Iron Skin
Mana Skin
Descry

Guard Barrier Series
Image
Protect
Pain Quota
Physical Fence
Magical Fence
Physical Screen
Magical Screen
Ultimate Screen

For One-Handed Sword / Shield users
One-Handed Lord Series
Image
    Blockade
    One-Handed Arms
    Power Shield
    Critical Void
One-Handed Sword Series
Image
    double stab
    shield trash
    berserker
    slash*
    *read about "slash" in skill descriptions, this is an up to you choice
      cunning stab
      shield crush
      daring berserker

Dual Axe Users
Dual Lord
Image
    Dual Defense
    Dual Arms
    Protection
    Accuracy
Dual Axe Series
Image
    Double Twist
    Dual Counter
    Crisis Rush
    Axis Quiver
    Down Cross*
      Deadly Counter
      Sudden Twist
      Crutial Rush (Crucial*)

For Two-Handed Sword Users
my note: don't use 2hand for tanking
Two-Handed Lord Series
Image
    Two Handed Arms
    concentration
    damage return
Two-Handed Sword Series
Image
    charge swing
    bash
    triple swing (lv.70 skill)
    maddening
    turn rising * do not use in parties 97% of you don't know how
    warcry
      Dare Devil



Individual Skill Descriptions[epgsd]
(not sure what you guys want to know about these skills, so your input is welcome, please ask questions)



Frenzy Buster Series
Image

    Taunt Delay:[5s] Range:[17m]
    Draws monsters to you, by aggroing them from afar.
  • you use taunt when you lure or try to keep mobs on you or try to take mobs off of ints.
  • I'll say a lot more about this in Aggro/Taunt in-depth, there's a lot more to this.

    Vital Increase Delay:[120s] Duration:[900s]
    increases your aggro by 300% so you can keep mobs on you more efficiently, increases your hp so you don't die as often, decreases your attack power
  • you should/must have this on when you tank.
  • don't make the error of thinking you're a damage dealer, use vital... concentrate on luring and keeping the aggro on yourself.

    Descry Delay:[180s] Duration:[120s]
    this tags everyone around you with detect, aside from yourself and your party members. everyone tagged is visible in stealth
  • this doesn't work for invisible

    Sprint Assault Delay:[7s] Range:[22m] Status:[KB, stun]
    split second zips an enemy up to 22m away, it can stun and/or KB the enemy
  • this does everything from saving ints in parties, to getting cursed out by them for zipping them in PvP.
    • split second 22m movement allows you to close gaps between you and your party
    • knocking back and/or stunning monsters gives you time to increase your aggro with your target
        ie:sprint assault + taunt + slash
  • very useful skill, i suggest you keep it on your mouse button "m" key
  • you'll discover its value on your own

    Iron Skin Delay:[120s] Duration:[45s]
    greatly increases your phy defense for 45 seconds
  • this doesn't stick if you switch weapons

    Howling Shout Delay:[10s] Range:[22m]
    an AoE version of taunt, it aggroes up to 5 monsters around you
  • in reality, it will draw more than 5 monsters, I'll cover this in the aggro/taunt section.

    Mana Skin Delay:[120s] Duration:[45s]
    greatly increases your mag defense for 45 seconds
  • this does stick if you switch weapons, must have for pvp



Guard Barrier Series
Image

    Pain Quota Delay:[2s] Duration:[300s] Up to:[2people]
    "50% damage disperse ratio" will cut 50% of the damage and distribute it evenly to every party member
  • Scenario
    • You're in a full 8/8 person party you give SuicideGirl 50% quota,
    • She gets hit by SaoKill for 10,000 damage buT!
    • SG will only feel 5,000 damage thanks to quota and every party member will feel 625~710 damage each.
  • Facts
    • This buff only lasts 5 minutes, you'll be expected to rebuff every 5minutes
    • Keeping ints alive requires a combination of Pain Quota, Physical Fence and Protect
    Pain Quota in Action

    Physical Fence Delay:[2s] Duration:[1800s] Up to:[2people]
    "physical damage 50% absorption" will transfer 50% of the damage from the buffed to you the buffer
  • Scenario
    • You fence nightbloom with a 50% fence,
    • she gets hit by Fly for a whopping 2 damage.
    • She will feel 1 damage and you the buffer will feel 1 damage.
  • Facts
    • take a breather, unlike quota you only need to rebuff every 30minutes
    • remember to rebuff if the man you have marked goes down
    • Fly does more than 2 damage

  • Scenario
    • You fence Gonjaied,
    • You iron skin! in anticipation of Gonjaied getting attacked,
    • Gonjaied gets hit for 10k damage,
    • both of you still take 5k damage each.
  • Facts
    • the tanks defense does not affect damage transferred

    Magical Fence Delay:[2s] Duration:[1800s] Up to:[2people]
    same as physical fence except it only absorbs magical damage, this includes chinese imbue
  • Scenario
    • You fence Reverend who is a level 10 Chinese character with a 50% magical fence
    • Corrupt meteors(wizard skill) Reverend for 120k damage
    • You have just died
  • Facts
    • There are some tanks out there that won't level this fence because of the above situation
    • if you're magical fencing ints, they most likely won't be taking 120k nukes, more like 1k~4k,
    • so do not worry about this and level it up, just don't go magical fencing level 10s.
  • Myth
    • I just died because of fence, oh no 30minutes worth of work!
    • this is a myth, fence and quota are the only ways to die without losing exp so go ahead and die without worries

    Protect Delay:[2s] Duration:[1800s] Up to:[2people]
    50% protect will take 50% of your buffed friend's aggro and transfer it to you
  • Scenario
    • You have 54% protect (level 80) you cast protect on LemonKiss
    • she nukes a party general... the party general comes to you
  • Facts
    • if you really want to help someone feel safe protect is the way to go
    • casting protect on the two people with the most aggro will give you a better control of the situation.
    • if your party happens to have a lurer he should be given protect.
    • more in-depth later.

    Physical Screen Delay:[120s] Duration:[60s]
    wraps your target in a yellow eggshell and increases your targets physical defense
    • very useful if your party turns for the worse and you want to keep your cleric alive.
    • The delay is 2minutes and it lasts for 1minute, so with a second tank you can keep a 24/7 screen going
    Magical Screen Delay:[120s] Duration:[60s]
    wraps your target in a blue eggshell and increases his magical defense
    • same as physical screen except it affects the targets magical defense
    holy screen




Special Topic:
Fence + Quota Glitch* (Fixed?)
    [epgfqg]

  • under certain conditions, fence will glitch and show an absurdly high damage over the fenced players head. The fenced player will be still be alive but will see a black health bar.
  • if this occurs and the fenced player has quota, this absurdly high damage will be distributed evenly and will result in an instant death for every single person in the party, you don't lose exp.

    • Conditions, this mainly applies for pvp
      • three people must be hit by the same attack (area damage) one of those three must have quota and fence
      • the three people hit do not have to be in the same party

      why pvp? what about monsters with area damage attacks?
      • fenced + quota-ed players should not be getting hit in the first place.
      • monster area attacks are relatively small
      • your party members will move if they are getting hit.
      • in 5+ months of partying I've seen this has yet to happen to me.

      can i use this as a reason not to quota + fence in grind parties?
      • no

      what should i do in pvp then?
      • work out a plan with your second tank
      • make sure you agree on who you will quota and who you will fence
      • quota each other, quota the warlock, fence wizards and cleric subs.. or something similar

    [GLITCH]fence and quota bug by godsangel
    *credit to fabiat666 and kratos for the youtube video


    One-Handed Sword/Shield
    One-Handed Lord Series
    Image

      One-Handed Arms
      all 1hand skills require you to level 1handed-arms, increases 1hand damage by a certain % each level
      Power Shield
      boosts your physical defense as long as you have a 1hand sword in your hand
      Blockade
      increases the your chance of blocking by the said %
    • with this passive, as long as you're holding a sword you can block even without a shield
      Critical Void
      decreases the opponents chance of landing a critical on you



    All Active Warrior Skills
    • will add extra "taunt" to your target on top of the damage aggro
    • will increase your new total aggro to your target by 150%
    • follow up taunts with active warrior skills

    One-Handed Sword Series
    Image

      Slash delay:[2s] Hit:[1x] Target:[1]
      one quick downward slash
    • main use
      • quick delay makes it ideal when switching from mob to mob, increasing your aggro
      • quick attack makes it ideal to use in addition with taunt when luring
    • note
      • replaceable at 40+ with a berserker + double stab combination
    • My Note
      • you technically use skills for the 150% increase more than the added taunt
      • even left at level 1, slash is still very effective at increasing aggro

      Shield Trash delay:[4s] Hit:[1x] Target:[1~3] Status:[KB, Dull 80%]
      a frontal bash with your shield, knocks back opponents in front of you 80% of the time and dulls 40% of the time
    • main use
      • knocking monsters off other characters gives you extra time to increase your aggro towards it.
          ie: [taunt + shield trash] or [shield trash + taunt + slash]
    • other uses
      • moving party giants out of high spawn areas
      • keeping yourself alive if need arise
      • moving afk party members to mages from generals as punishment
    • warning
      • use in moderation
          knocking back and closing the gap yourself can/will move a large number of mobs
          into a possibly unfavorable location such as on top of your cleric and wizards
    • My Note
      • use the alternative to shield trashing which is a simple taunt + stationary attack
      • if you're close enough to shield trash, you're close enough to increase aggro via taunt + slash
          ie: [taunt + double stab]

      Double Stab delay:[4s] hit:[2x]
      a two hit stab
    • main use
      • link it with slash when attacking to increase aggro
    • note
      • double stab level 1 has an added taunt effect of 340.
      • double stab hits up to two times, for each successful hit you get an added 340 taunt effect.
      • however, the 150% aggro increase is only applied once.
    • My Note
      • double stab's damage increases two fold if the target is under stun/dull and/or other status effects
      • double stab can also be used on Knocked down targets, 50% damage increase

      Berserker delay:[4s] Consumed Hp:[10%] hit:[2x]
      a two hit attack that uses 10% of your current health
    • main use
      • pvp
    • note
      • it's 10% of your current hp, not your maximum so if you only have 2000 health left it will only drain 200 of it
      • damage is similar if not less than that of "dull + double stab"

      Shield Crush delay:[4s] KB:[80%] Dull:[25%..2x] hit:[2x]
      an improved two hit form of shield trash
    • main use
      • similar to shield trash
      • by level 60 a few tanks will realize KBing and moving towards the KBed monster will only help you lose your hold on the aggro situation
      • however, KBing alone won't push monsters out of the 18m full aggro range, it's moving with the monsters that causes monsters to fall off of you and onto others
      • with that said, KB is a 1hands only AoE move, all monsters touched by this skill is hit with the 150% + taunt increase, keeping yourself in place while using this skill will do everything from keeping you alive to increasing aggro.
    • note
      • cannot be used in combination with shield trash, they share the same cooldown
      • gives you an improved chance of dull, a wider radius and a cooler animation.

      Cunning Stab Delay:[4s] Hit:[4x]
      an improved four stab version of double stab
    • main use
      • pvp
    • note
      • can be used in combination with double stab, they do not share the same delay
      • the first and last hit are stronger than the middle two
    • should i replace double stab with cunning for grind parties?
      • no, cunning stab takes too long, grabbing as much aggro in the shortest time from all of the monsters around you is your job, not just one or two.

      Daring Berserker Delay:[4s] Consumed Hp:[10%] Hit:[4x]
      an improved four hit version of berserker
    • main use
      • looking sexy in PvP
    • note
      • cannot be used in combination with berserker, they share the same cooldown
      • first hit starts low and builds up, the last hit is your highest damage

    Dual Axe + 2handed to be added later, because I want to work on party play now, if you have any questions for these two skill trees feel free to ask.



    Everything from this point on is still being worked on at a very slow and unsteady pace, my apologies.


    Party Play


    An Abridged Introduction to European Party Play

      What is a Euro-Party?

        Simply put, it's an organized group of players sharing exp and items while chatting and having fun.
        Personally, my most memorable experiences on Silkroad and my closest friends were all made while partying.

      Why do people Euro-Party?

      Everyone has their own reason, here's a list of the more popular ones.
      • It's more fun grinding with a group of people.
          Making friends, chatting and joking around as opposed to having monsters and gold bots keep you company
      • It's much faster exp in a good party than any amount you could dream of in solo
          eg; I leveled from 44->51 in one day, it was about 16hours of grinding. (never doing that again, i felt sick the next day)

      How do I find these parties?
      Most people try and find parties, but on the norm that will not work.
        If you want to grind party-style you need to make friends, all it takes for a semi-effective euro-party is a warrior + wizard.
        With that core you can recruit more people as you grind, and eventually have consistently large parties as you build your base of friends.

      What makes up a party?

    • A Party's Core
      • One Warrior + One Wizard
      • One Warrior + One Wizard + One Cleric
    • A Growing Party
      • + One Bard
      • + Warrior + Wizard
    • A Full Party
      • Two Warriors Two Wizards One Cleric Two Bards One Warlock

      To recap, an ideal party is two warriors, three damage ints, one cleric, two bards.
      of course, most of the time it won't work out this neatly, be creative and make do with what you have.

      Where do I party?
    • Fact
      • the maximum exp you can get, is from monsters eleven levels higher than yourself.
      • you can not fight monsters eleven levels higher with 3 people.
      • You can fight if you have 6~8 people who know what they're doing

    • Small Parties
      • fight monsters you can grind on efficiently
      • efficiently: killing relatively quickly and not dying
      • monsters your level (+/- 4 levels)

    • Large Parties
      • fight monsters you can grind on efficiently
      • full parties can almost always hunt monsters 9~11 levels higher
      • more on this in my coming epguide[Comprehensive EPG]

      If you feel your party can move to harder monsters, by all means don't
      feel shy, share your thoughts with your party members and move.



    A Warrior's Role (in a Party)
    Quote:
    What are warriors?
    As a warrior you will lure mobs, you will keep them in place and you will have them beat on you while your wizards nuke them to oblivion.
    You will buff and rebuff your party members and make sure you all stay alive.
    example of tanking



      Buffing
    • You must rebuff when needed
    • You must buff the right people

      So, who do I buff?
      different warriors pro and newbies alike will give you different advice.
    • My Advice
      • Be flexible, I'll explain the basics but try different things out and decide for yourself.
      • I test new ways of organizing buffs, luring and tanking every time I go out and party, I don't expect this of you guys however, remain open-minded.
      • In an ideal situation there will be two warriors and you'll be able to fully buff (quota, fence and protect) a maximum of four people.


      Pain Quota + Fence
    • Who gets it?
      • Both should be given to wizards so they can use life control
      • Should be given to the cleric, who will be under constant threat of attack from rogue mobs.
    • Calculations
      • 50% quota + 50% fence will result in a 75% damage reduction


      Protect
    • Who gets it?
      • the players who draw the most aggro.

    With that said, it's time for some aggro/taunt in-depth.

    Aggro/Taunt In-Depth

      Monsters are controlled by a computer, everything is logical.
      Therefore, Monster(A) will attack whoever has the most aggro points with itself.
      It doesn't matter if a player has a lot of aggro with Monster(B), Monster(A) only cares about itself.

      Scenario
      • IAmZeeDevil has 30,000 aggro points with Lord Yarkan
      • SuicideGirl has 29,999 aggro points with Lord Yarkan
      • MyMomisHot has 29,999 aggro points with Lord Yarkan
      Note
      • there is no subtracting or any nonsense with aggro, in this case IAmZeeDevil holds the aggro.

    The Three Levels of Aggro
      Running Aggro Distance:[0m - 17m]
      at this distance, aggro points count in full
      • if you run away from a mob, but stay within 17m of it, it will run to you
      Scenario
      • if your aggro is at 10,000
      • it will stay at 10,000 as long as you remain 17m of it

      Walking Aggro Distance:[17m - 3x m]
      at this distance, your aggro point is temporarily set to 1
      • at 17m+ to a certain distance at 30m+, mobs will walk towards you

      Scenario
      • PureStr aggroes a mangyang for 100,000
      • he moves 18m away from the monster
      • Reverend(level 1 chinese) punches the mangyang
      • Reverend just got owned.
      Explanation
      • the monster has its target set to you, but just that. there is no aggro involved

      Scenario
      • PureStr aggroes a mangyang for 100,000
      • he moves 18m away from the mangyang, monster is walking
      • he then moves back 1m, the mangyang starts running
      • IAmZeeDevil aggroes the mangyang for 99,999 points
      • the mangyang is still beating on PureStr
      Explanation
      • as long as you were in walking, the aggro was only temporarily suspended

      Aggro Drop Distance:[3x m+]
      at this level, the monster doesn't even know you exist


    Individual Aggro

    Damage Dealers
    Characters who deal damage such as wizards, rogues and chinese have straight forward aggro.

    Wizards
    Scenario
    [*]LemonKiss nukes a party general for 10,000 damage
    [*]LemonKiss now has 10,000 aggro points with that monster
    Explanation
    [*]the amount of damage you deal is equal to your aggro with that certain monster
    [*]1:1 relation. Damage given(1) : Aggro Received(1)


    Clerics
    Scenario
    [*]Corrupt is getting hit by a Party General
    [*]nightbloom(cleric) uses a group heal which heals Corrupt
    [*]Party General is now attacking nightbloom
    Explanation
    Cleric heals don't aggro random mobs, that's not how it works.
    Heals aggro monsters attacking the players who are healed.

    Scenario
    [*]Corrupt is getting hit by Party General(Bob)
    [*]nightbloom(cleric) uses a group heal which heals corrupt and can heal a maximum of 10,000 hp
    [*]nightbloom now has 5,000 aggro points with the Party General(Bob)
    Explanation
    [*]2:1 relation. Amount Healed(2) : Aggro Received(1)

    Scenario
    [*]Asyamura has 30,000 aggro with Party General(Jake)
    [*]SiNafay has to "heal" for 60,001 hp for that party general to attack him
    Explanation
    [*]"heal" doesn't mean Asyamura has to lose 60,001 hp and recover it
    [*]if the heal skills used can potentially heal more than 60,000 SiN will be attacked.

    Note
    [*]healing cycle has 0 aggro, healing orbit is the same
    [*]maximum heal potential is based on weapon attack power 105% or 300% on top of the "heal" amount, if they wear robe the potential is even higher.
    [*]I'll add more information on request

    Bard
    Facts
    [*]Mana Wind and Breeze work the same way as a clerics heals
    [*]Mana Cycle does not aggro
    Note
    Some tanks will protect bards, I've tried it, I can see why you might, however, I feel protect is better used elsewhere.

    Warlock
    Facts
    [*]the damage dealing skills, DoT, vampire are 1:1
    [*]the trap skill doesn't aggro
    [*]debuff aggro is uncertain as of yet
    [noop Apricot says he'll help me with this right? thanks]


    Warrior Aggro


    Warrior
    Taunt
    [*]the "taunt" number is the aggro number
    [*]2000% of your weapons physical attack power, not your personal attack power
    [*]this move only affects the three mobs with a circle over their heads
    you might have noticed that when you taunt in a exp share party, mobs around the taunted mobs are pulled as well, these mobs are only targetting you, there is no aggro involved
    [*]taunt is not divided among the three mobs, all three mobs are given maximum levels







    party play section is going to be revamped when I figure out a good way to format it -.-; gnite


















    =-==end==-=
    self note: study for finals

    *Update 04-05-08
    epggo -> epgsd
    *Update 04-06-08
    taunt/sprint assault range calculations
    *Update 04-07-08
    finished research and tests for taunt/aggro in-depth
    *Update 04-09-08
    stitches on my fingers ftl, new format for active warrior skills

    _________________
    Euro- Mob baller * 1hand
    ign: IAmZeeDevil
    Guild:-=Avalon=-
    gonna miss you all but I've officially quit silkroad :)
    Current Projects
    Comprehensive European Party Guide - -15% done
    (currently setback)
    Warrior Guide - -45% done
    (working hard)


    Last edited by GodsAngel on Fri Jun 06, 2008 9:42 pm, edited 136 times in total.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sat Apr 05, 2008 3:40 pm 
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    :D

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sat Apr 05, 2008 7:05 pm 
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    Domination wrote:
    :D

    What the.....
    Try making productive posts man, not a completely non-sense post like that.

    @GodsAngel
    Looking like a really good guide so far. Keep it up.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sat Apr 05, 2008 8:16 pm 
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    Really good so far, looking forward to the detailed aggro description :)


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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sun Apr 06, 2008 2:45 pm 
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    Damn...Nice guide :o Easy too read and good explanations.

    Kudos to you ^_^

    (Can't wait to read the finished guide :) )

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sun Apr 06, 2008 3:25 pm 
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    Yes mobs at 90 cap do both magical and physical damage. I can't be bothered to dig up a video so you are just going to have to take my word on this one.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sun Apr 06, 2008 6:12 pm 
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    Awesome Job man :D

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Sun Apr 06, 2008 11:03 pm 
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    BloodOwnzzz wrote:
    Yes mobs at 90 cap do both magical and physical damage. I can't be bothered to dig up a video so you are just going to have to take my word on this one.


    yea I've seen a couple of videos and read the stats on konpaku, which is why on my personal character I have a light armor set ready to go. I just wanted to go on ksro to see it for myself but i forgot my id/password GG

    alright, I'll say it's confirmed, thanks.

    xD thanks guys, I'll do my best.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Mon Apr 07, 2008 2:17 am 
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    nice guide
    just a quick question...if you've fenced someone and they take say 10k damage with 50% absorption...but you've got Bless or Iron skin on etc...will u still take 5k damage or will that be reduced by the def buffs on urself?


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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Mon Apr 07, 2008 3:35 am 
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    gongjaied wrote:
    nice guide
    just a quick question...if you've fenced someone and they take say 10k damage with 50% absorption...but you've got Bless or Iron skin on etc...will u still take 5k damage or will that be reduced by the def buffs on urself?


    if they are supposed to take 10k damage, you'll take 5k damage and he(the fenced) will take 5k damage regardless of the incredible buffs you have on. I should add this scenario, good question.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Mon Apr 07, 2008 3:55 pm 
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    Yea, Zee is one of the best warriors I have ever partied and played with, and also the one of the best tanks on Venus.
    This guide is probably the best [pure] warrior/tank guide made so far here and it deserves one big sticky IMHO.

    Quote:
    Scenario
    * You're in a full 8/8 person party you give SuicideGirl 50% quota,
    * She gets hit by SaoKill for 10,000 damage buT!

    But I think SG is gonna sticky this guide if you give "her" a gender transform scroll. :wink:

    P.S. And Zee, stop taunting me in PvP! I'm not gonna run to you! :)

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Mon Apr 07, 2008 11:32 pm 
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    for fencing

    you lose exp when dieing when the other person takes too much dmg even with cape on

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Tue Apr 08, 2008 12:54 am 
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    InsertName wrote:
    for fencing

    you lose exp when dieing when the other person takes too much dmg even with cape on


    no you don't :) it's a myth. fence and quota deaths are the only ways to die without losing exp ^^. (minus cape)


    i should put this scenario in thank you for reminding me ^^.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Tue Apr 08, 2008 5:18 am 
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    LOL I love your Pain Quota comic explanation xD

    Really really nice and detailed guide :] Can't agree more with your guide :D

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Tue Apr 15, 2008 1:41 am 
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    there is no question about it, this will be an awesome guide. I really like your explanations. On a similar note, i learned that you can block without a shield just from reading your brief, yet effective explanations.

    One thing i would like to see are some tips when playing as a warrior. For example, if you are in a basic party, talk about what to do and what not to do. Talk about what makes a warrior effective in party play. By doing this, you will aid many future warriors. I know there are many high level warriors, but many of them do not have a clue on how to be an effective warrior.

    I myself am new to party play. Normally i play solo, but recently i have been crafting my own warrior. He currently in his farming process ( 9 gap from level 1-26 ) i am using my own char to Power level myself. Therefor, i have no idea how a warrior can be very effective in party play.

    Thanks for the guide by the way. I am truly exited, and cannot wait for the finished product.

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     Post subject: Re: [EuroPartyGuide]-Characters-Warrior
    PostPosted: Tue Apr 15, 2008 1:47 am 
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    raphaell666 wrote:
    Domination wrote:
    :D

    What the.....
    Try making productive posts man, not a completely non-sense post like that.

    @GodsAngel
    Looking like a really good guide so far. Keep it up.


    Clearly you have not read my posts in the past. I try to give good feedback, but my last post was when he posted saying that he did not mean to post. Therefor, i did a brief smiley.

    Next time do a little reading... :) *btw i am just messin*

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Tue Apr 15, 2008 2:29 am 
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    Domination wrote:
    there is no question about it, this will be an awesome guide. I really like your explanations. On a similar note, i learned that you can block without a shield just from reading your brief, yet effective explanations.

    One thing i would like to see are some tips when playing as a warrior. For example, if you are in a basic party, talk about what to do and what not to do. Talk about what makes a warrior effective in party play. By doing this, you will aid many future warriors. I know there are many high level warriors, but many of them do not have a clue on how to be an effective warrior.

    I myself am new to party play. Normally i play solo, but recently i have been crafting my own warrior. He currently in his farming process ( 9 gap from level 1-26 ) i am using my own char to Power level myself. Therefor, i have no idea how a warrior can be very effective in party play.

    Thanks for the guide by the way. I am truly exited, and cannot wait for the finished product.


    that's actually The main reason I made this guide look forward to it
    I have big things planned for the party play section :), I just need to get around to it.

    thanks for the comment

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Tue Apr 15, 2008 3:57 am 
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    This was very a detailed and specific guide. Nice work! Hope you will make the Party guide soon. Better get that one out. So, people will know how to play their build.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Wed Apr 16, 2008 2:21 pm 
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    I have a few more questions, but these are related to PvP. How does a 2H compair to a blader? What about a 1H vs a blader? Which do you think tanks more, the blader or the 1H?

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Wed Apr 16, 2008 11:04 pm 
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    Domination wrote:
    Clearly you have not read my posts in the past. I try to give good feedback, but my last post was when he posted saying that he did not mean to post. Therefor, i did a brief smiley.

    Next time do a little reading... :) *btw i am just messin*

    Ok... but I still cant understand why to post a reply with only one smiley and no text when the topic starter said that it wasnt supposed to be posted. Instead it would have been better not to post anything, am I wrong? Anyways I have already read a lot of posts of yours, and I got impressed with this reply with the smiley. Anyways, I just criticized it, because in my opinion it was completely useless. Sorry if it looked like a flaming, it was not meant to.

    Domination wrote:
    I have a few more questions, but these are related to PvP. How does a 2H compair to a blader? What about a 1H vs a blader? Which do you think tanks more, the blader or the 1H?


    Well, I dont really know about pvp between these two. Take a look: http://www.youtube.com/watch?v=S0Em8V9OFyM
    A blader will be able to tank more for a indefinite time, but a warrior will tank better than a blader for 45s (not completely sure). At this cap (afaik), 2h warrior/cleric or a 1h warrior/warlock will do overally better in pvp comparing it to a blader. Not sure about 90 cap.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Thu Apr 17, 2008 1:35 pm 
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    Domination wrote:
    I have a few more questions, but these are related to PvP. How does a 2H compare to a blader? What about a 1H vs a blader? Which do you think tanks more, the blader or the 1H?


    this is all hypothetical and concerning pvp only right, let's assume their gear is similar and they're similarly farmed

    I've actually had a relatively high level blader 6x not full farmed but enough and have fought with countless bladers who were brilliant and here's my answer to your question.


    2hand vs Chinese Blader
    2hand is more of a blader(kd) without a shield, with double the power of a glaiver and the crit of a bow. I'm not sure if you can compare that kind of power and damage with a blader, you could say lightning chain, but holyspell renders the debuffs useless.

    as far as tanking goes in pvp, it depends on the situation. In a one on one showdown, the blader can definitely last longer because of his knockdowns and pots. If a 2hand were to fight he'd have a maximum of 3minutes to kill off the enemy if he has cleric sub with little to no worry about his health. 9/10 times, a 2hands power will get the job done within 45 seconds, if the two pvp characters are similar in stats.

    if we're talking about party pvping where it's one whole party vs another party, I'd have to say 2hand is better at tanking, since my definition of tanking also includes keeping your party alive and staying alive in short large bursts of pvp, which is a warrior thing. take for example a situation where your fortress war party is rushing a huge mob of players who are trying to take down a gate. three wizards have you targetted, the warrior will definitely have skins up and cleric will most likely have a bless up, the warrior will survive; the blader wouldn't without screens from a warrior in his party or a double/triple bless. (if you want to give the blader sosun garms, then give the 3 wizards sosun staffs, to anyone who wants to argue with me on that point)

    also, warriors have a move called sprint assault, they can close the gap with the wizards before they even get a nuke off. ghost walk has a reputation of being glitchy at the worst times, some are pros at using it, however on that same note wizards can also just teleport away. if you pull the sprint assault off, there's a high chance of the target getting stunned or knockbacked and delayed.

    1hand vs Chinese Blader


    in 1 vs 1, 1hand is definitely better at tanking than a 2hand but blader still trumps, because of their KDs. This doesn't mean that the blader can kill, just means he'll survive

    in a party, 1hand is much more efficient, and knockback is definitely more useful than KD, if a party member is nuking his target and you knock it down(50% success) the nuke will be canceled, if you knock the target back (80% success), not only will the nuker be able to nuke the target, he has now been delayed so even if he wanted to he can't move for a second and a half which is all a wizard needs.

    knockback at level 60 (shield crush) knocks back targets in front of you but in a pretty wide radius, I've saved my team mates and myself several times with this skill, the added dull effect is also very useful. like 2hand the buffs also make 1hands formidable tank wise, the shield and blockrate increase even more so.

    not sure if this answers your question, if you have questions on specifics let me know.

    Warriors vs Blader
    1hand vs blader went one on one, the battle wouldn't end unless the 1hand had warlock sub.
    2hand vs blader would end in the 2hands victory.


    all of the above was written under the assumption that the two opposing sides are equal in terms of equipment, sp and player-skill level.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Thu Apr 17, 2008 3:50 pm 
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    this does answer my question, thanks.

    I always hate playing with a warrior that will KD insted of KB. With KD, other members of party can't attack. KB, on the other hand, will launch them away from you and will still get hit by party members.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sat Apr 19, 2008 11:09 am 
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    GodsAngel wrote:
    bleed allows the wizards in your party to do more damage


    How is that? Isen't bleed just like poison?

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sat Apr 19, 2008 1:48 pm 
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    Great guide, this'll really help me after i farm up my warrior :)

    But can you also add 2h skills? I see you running around with 2h so I'm sure you're a master at that too :)

    Another question...if I'm a 1h/2h warrior, with preference being 2h for PvP reasons..should I still max out all of the 1h skills you listed? Or can I keep those to a minimum and focus on 2h skills (although in pts I'll still be using 1h), because really, a 1h isn't really meant to kill that much, so would it make a big diff. if I didn't max those and just tanked?

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sat Apr 19, 2008 3:14 pm 
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    o crap! I've been maxing my slash whenever I can. Are you telling me that I shouldn't have done that? I've been maxing all the skills of the first four rows, is that ok or did I just screw up my char? I'm a 1h-warrior/warlock.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sat Apr 19, 2008 3:15 pm 
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    Diabolorc wrote:
    GodsAngel wrote:
    bleed allows the wizards in your party to do more damage


    How is that? Isen't bleed just like poison?


    It causes dmg over time, but also decreases defence i think..or something like that

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sat Apr 19, 2008 3:20 pm 
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    Diabolorc wrote:
    GodsAngel wrote:
    bleed allows the wizards in your party to do more damage


    How is that? Isen't bleed just like poison?


    Bleed lowers the targets magical and physical defense allowing you to do more damage.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sun Apr 20, 2008 12:01 am 
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    Senbonzakura wrote:
    o crap! I've been maxing my slash whenever I can. Are you telling me that I shouldn't have done that? I've been maxing all the skills of the first four rows, is that ok or did I just screw up my char? I'm a 1h-warrior/warlock.


    that's actually ideal Senbonzakura, my suggestion was meant for those without the sp to get everything. If you have the sp all four rows by all means go for it, that's what I've done myself.

    NO_SILK_4_ME wrote:
    Great guide, this'll really help me after i farm up my warrior :)

    But can you also add 2h skills? I see you running around with 2h so I'm sure you're a master at that too :)

    Another question...if I'm a 1h/2h warrior, with preference being 2h for PvP reasons..should I still max out all of the 1h skills you listed? Or can I keep those to a minimum and focus on 2h skills (although in pts I'll still be using 1h), because really, a 1h isn't really meant to kill that much, so would it make a big diff. if I didn't max those and just tanked?


    lol I like your name. As for your 2h question, keeping 1hand at a minimum for parties isn't really an issue, in that case I'd suggest you level slash, double stab, shield trash, blockade, critical parry.

    Damage should never be your concern in a grind party, since keeping everyone alive and happy is a job and a half itself.

    solo/ small scale pvp like caping, two hand is just ownage.
    However, in party pvp/ large scale such as fortress wars or guild wars, I would suggest you stick with 1hand.
    The rumor about 1hands doing very little damage is just that, a rumor, at 70+ damage potential is very high.
    the fact you can stay alive longer will mean your party members are less likely to die, without buffs they will die.
    shield trash is possibly the most useful active warrior skill in pvp.

    Barotix wrote:
    Diabolorc wrote:
    GodsAngel wrote:
    bleed allows the wizards in your party to do more damage


    How is that? Isn't bleed just like poison?


    Bleed lowers the targets magical and physical defense allowing you to do more damage.


    barotix ftw. just to add on, bleed let's you do maybe 1.5x or 2x more damage, I did test it a long time ago but I forgot the results :P, works for both phy and mag like barotix said.

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sun Apr 20, 2008 5:44 am 
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    GodsAngel wrote:
    party play section is going to be revamped when I figure out a good way to format it -.-; gnite

    heh, i can wait a few more days...i guess *not that i have a choice*

    Dont rush it, you have done an outstanding job thus far. By all means, dont rush yourself. :)

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     Post subject: Re: [EPGUIDE] The Warriors Guide
    PostPosted: Sun Apr 20, 2008 12:27 pm 
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    Though, you said "who draw the most aggro"
    Wouldn't that be mostly Clerics/Bards, with healing?

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