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PostPosted: Wed Mar 07, 2007 2:43 am 
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DarkJackal wrote:
lol sweet!@ maybe now the bow will have some kind of advantage like glaive and blade have >:P~



Bow already has an advantage THAT RANGE....not to mention those high crit hitting skillz that can be devastating...and Archers practically own in unique killing....you guys don't need any more advantages

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PostPosted: Wed Mar 07, 2007 2:51 am 
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XemnasXD wrote:
DarkJackal wrote:
lol sweet!@ maybe now the bow will have some kind of advantage like glaive and blade have >:P~



Bow already has an advantage THAT RANGE....not to mention those high crit hitting skillz that can be devastating...and Archers practically own in unique killing....you guys don't need any more advantages


+1. if the damage % on anti-devil follows the pattern it has so far, then the 5th book would have 350%. thats nuke damage + crits. :shock:

imagin a nuke that crits... all the advantage you would ever need.

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PostPosted: Wed Mar 07, 2007 2:54 am 
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XemnasXD wrote:
DarkJackal wrote:
lol sweet!@ maybe now the bow will have some kind of advantage like glaive and blade have >:P~



Bow already has an advantage THAT RANGE....not to mention those high crit hitting skillz that can be devastating...and Archers practically own in unique killing....you guys don't need any more advantages

lol oh cmon! you can't really believe that, range is like the default...Thing that bow gets lol, it cant be bow without range!, and it really barely helps in pvp(1on1).

Bladers get more def, less hits, and knock down(which complety stops you >.>)
Glaivers get more atk, knockback and STUN(both which also stop you, and for a few seconds)
Bows get range >.>, NO we need some advantage for pvp too! lol

lol, hopefuly :D



-1337 fly! btw devil arrow and strong bows are 350% now and it crits ;p.

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Last edited by DarkJackal on Wed Mar 07, 2007 2:59 am, edited 1 time in total.

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PostPosted: Wed Mar 07, 2007 2:58 am 
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Thanks fly.
Any clue if you could get some vids of the moves?

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PostPosted: Wed Mar 07, 2007 3:03 am 
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DarkJackal wrote:
lol oh cmon! you can't really believe that, range is like the default...Thing that bow gets lol, it cant be bow without range!, and it really barely helps in pvp(1on1).

It doesn't help in a cape fight, but it's a great advantage for jobbing even 1v1 because you get to attack before the other guy even knows you're there. It lets you stand a lot farther from the safe zone when you're outside during a war. It lets you keep attacking people for quite a while who try to run away.

Pure INT doesn't do great in a 1v1 cape fight, but you don't hear anyone saying that nukes need stun. And let me just point out that a crit from a pure STR bow on another STR in garments can do just as much damage as a nuke, maybe more.

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PostPosted: Wed Mar 07, 2007 3:07 am 
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Using nukes = sword or spear = they already have both, so nukes dont need it at all~

Sure range is great for first atk and group fights, but phantoming usualy cancels that effect, and 1one1 is really annoying when you get stunned or knocked down every other atk, theres nothing bows can do but hope that they don't get either 2 hits in a row, which is unlikely lol.

But yea, I can hope ;p.

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PostPosted: Wed Mar 07, 2007 3:37 am 
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DarkJackal wrote:
XemnasXD wrote:
DarkJackal wrote:
lol sweet!@ maybe now the bow will have some kind of advantage like glaive and blade have >:P~



Bow already has an advantage THAT RANGE....not to mention those high crit hitting skillz that can be devastating...and Archers practically own in unique killing....you guys don't need any more advantages

lol oh cmon! you can't really believe that, range is like the default...Thing that bow gets lol, it cant be bow without range!, and it really barely helps in pvp(1on1).

Bladers get more def, less hits, and knock down(which complety stops you >.>)
Glaivers get more atk, knockback and STUN(both which also stop you, and for a few seconds)
Bows get range >.>, NO we need some advantage for pvp too! lol

lol, hopefuly :D



-1337 fly! btw devil arrow and strong bows are 350% now and it crits ;p.


As a blader i can honestly say that until you get the double stab or the triple stab all KD is is a way to buy sometime before the next barrage of hits. Glaviers are slow and there attcks takeawhile to get off. Bows have an average attck speed+range+highest damageing physical skillz. I've been killed buy that stupid glowing arrow on more than one occasion its just as bad if not worse than getting nuked cause it crits >_<. I see more positives in the Bow tree than i see negatives i just don't think they need anymore help. Thank god they didn't you guys a knockback/stun/KD or we'd really be screwd

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PostPosted: Wed Mar 07, 2007 3:39 am 
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Lol, looks like it's time to delvl my ice >_>

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PostPosted: Wed Mar 07, 2007 4:11 am 
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RAWR...

Must pressure translators more!!!

Come on guys, i know you know how wanted the translations are so get to it

XD

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PostPosted: Wed Mar 07, 2007 4:22 am 
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Has the city already been implimented into kSRO or any sro version?

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PostPosted: Wed Mar 07, 2007 4:35 am 
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Does anybody have any idea as to what the new ice skill series does? There's like 4 books of it... Kinda curious if it will make ice a useful tree again. If so, we might actually get some build diversification at the 90 cap. As it looks currently, were the new ice skill worhtless, people would just stay fire light and their weapon mastery. Who would want to miss out on the extra parry and speed, or even the physical damage increase?

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PostPosted: Wed Mar 07, 2007 5:25 am 
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holy shit
oh mama i want move to korea


I lived there for one year, and NO YOU DON"T ;). But feel free to try if you don't want to take my word for it. :)

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PostPosted: Wed Mar 07, 2007 6:56 am 
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Bow going to pwn now :shock:

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PostPosted: Wed Mar 07, 2007 8:03 am 
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Anybody know what the new row of the ice skills does??? What about 3'rd book ice nuke??? Is it like the firt one, but doubled???

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PostPosted: Wed Mar 07, 2007 8:29 am 
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DarkJackal wrote:
XemnasXD wrote:
DarkJackal wrote:
lol sweet!@ maybe now the bow will have some kind of advantage like glaive and blade have >:P~



Bow already has an advantage THAT RANGE....not to mention those high crit hitting skillz that can be devastating...and Archers practically own in unique killing....you guys don't need any more advantages

lol oh cmon! you can't really believe that, range is like the default...Thing that bow gets lol, it cant be bow without range!, and it really barely helps in pvp(1on1).

Bladers get more def, less hits, and knock down(which complety stops you >.>)
Glaivers get more atk, knockback and STUN(both which also stop you, and for a few seconds)
Bows get range >.>, NO we need some advantage for pvp too! lol

lol, hopefuly :D



-1337 fly! btw devil arrow and strong bows are 350% now and it crits ;p.


yes range does suk, if you have a crappy pc & w/ new phantom walk (over 21meters, OMG) as suggested by the icon in lightning mastery, archer's supposed range advantage is not so

& i'm guessing crit buff & % of anti-devil will climb like it has in 1st 3 books, so next 2 books will be 35crit 300% & 40crit 350%, insane :banghead:

although it'll still be hard to crit on a blader or s/s who has maxed crit on their shields


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PostPosted: Wed Mar 07, 2007 8:41 am 
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Nyahgis wrote:
Does anybody have any idea as to what the new ice skill series does? There's like 4 books of it... Kinda curious if it will make ice a useful tree again. If so, we might actually get some build diversification at the 90 cap. As it looks currently, were the new ice skill worhtless, people would just stay fire light and their weapon mastery. Who would want to miss out on the extra parry and speed, or even the physical damage increase?


the skill lets you get mp back by attacking an enemy with it.

Erm, just cause the image of the fire doesn't look invisible doesn't mean it won't be, lol. Looks can be deceiving.

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PostPosted: Wed Mar 07, 2007 8:54 am 
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MrFudge wrote:
anyone wanna explain what castle siege is?

this is like my first vid game ever besides counter strike


Moved from Locked topic

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PostPosted: Wed Mar 07, 2007 9:19 am 
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any translation :( :(

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PostPosted: Wed Mar 07, 2007 9:29 am 
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My translators are working on them... Hopefully we will get them soon

Soz for the delay guys, but know they are coming

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PostPosted: Wed Mar 07, 2007 9:32 am 
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Key-J wrote:
My translators are working on them... Hopefully we will get them soon

Soz for the delay guys, but know they are coming


w888888888888888888888888888ing :roll: :roll: :roll:

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PostPosted: Wed Mar 07, 2007 10:46 am 
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Ahhh... Where is the "ignition" skill that I read on the translation which acts as a invisibility skill.

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PostPosted: Wed Mar 07, 2007 12:42 pm 
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According to a friend :winterNightS.

Theres a skill (i believe in ice) that acts as a mana shield, instead of taking damage to your HP, you lose mana, for ints this would be godlike (and hella annoying) if it doesnt have a bigger cooldown than ironwall shield.

o.O

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PostPosted: Wed Mar 07, 2007 12:44 pm 
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Krais wrote:
According to a friend :winterNightS.

Theres a skill (i believe in ice) that acts as a mana shield, instead of taking damage to your HP, you lose mana, for ints this would be godlike (and hella annoying) if it doesnt have a bigger cooldown than ironwall shield.

o.O


o shit they will be fu cking GODS
that would just be WAY To powerful in pvp
that has to be a stationary attack like before bloody fan and castle shield were upgraded

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PostPosted: Wed Mar 07, 2007 12:51 pm 
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nice find fly
i cant wait to see how the new skills look like especially the nukes

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PostPosted: Wed Mar 07, 2007 12:54 pm 
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needs tranlations

ahnds* shaking

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PostPosted: Wed Mar 07, 2007 12:57 pm 
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I wonder if the fort thing will be like they had in RYLII:

FORT ITEMS

List of fort items that can be used either to enhance or to built guild fort for any race/nation. All Fort Items can be purchased from Fort Item Merchant.

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Guild Fort Starter Kit
Informations :
To built or setup a guild fort. [Right Click] it and the fort will be setted up at the coordinates you are standing by that time.
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Material Of Fort
Informations :
Used to upgrade or repairing your guild fort. These can not be purchased at any store, but can be found as drops from monsters.

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PostPosted: Wed Mar 07, 2007 12:58 pm 
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Nave47 wrote:
Ahhh... Where is the "ignition" skill that I read on the translation which acts as a invisibility skill.


I guess no one can answer my question... If you don't believe that there is an invisibility skill on Fire mastery check this out:

Quote:


Here is the translation from SRO@MMOSite.com :


Quote:
translation:
Basically, its saying people have the most fun when they are high level using high level skills. They are attempting to balance out the Chinese race with the European Race. After they update the European race they will work on Europe and Chinese skills pass lvl 69. The below skills are being added. These items may change.

Bicheon

New Hidden Blade Skill (KD)
New Killing Heaven Blade Skill (Stab)
New Shield Technique Skill - For BR increase
New Blade Force
New Sword Dance Skill
Passive (BR increase) up to level 10

Glaive

New Fanning Spear Skill
New Annihilating Blade Skill
New Heuksal Spear Skill
New Soul Departs Skill (Soul Spear)
New Ghost Spear Skill
New Flying Dragon Skill
Passive (HP increase) up to level 10
*Chain translations pending*

Bow

New Anti Devil Bow Skill
New Hawk Training Skill *the eagle thing but it calls it snow grouse recall*
New Autumn Wind Arrow Skill
New Break Heaven Arrow Skill
New Explosion Arrow Skill
Passive (AR increase) up to level 10
New Technique - fishing fire deeply *from this translation releasing a fire bow with a fixed range of the target, maybe meaning even if the targets running away if it's in range it will attack no matter what like a nuke, if that's true that's pro honestly it's about time they gave bow a hot skill lol*

Fire

New Flame Body Skill
New Fire Protection Skill
New Fire Wall
New Flame Wave Skill (Nuke) - * they call it fire bullet violent wave* lol
Passive (Physical damage increase) up to level 10
New Technique - ignition = stealth, invisibility *i'm ..very aroused lol*

Lightning

New Wind Walk Skill *they call it god step that's hot lol*
Now i'm not sure about this next technique but it might be lion shout
New Concentration Skill
New Thunderbolt Force (Nuke) *Thunder Pegasus Position*
Passive (Parry ratio increase) up to level 10


Cold

Book 4 Frost Guard upgrade
New Frost Wall Skill
New Frost Nova Skill
New Snow Storm Skill (Nuke) * chill rain*
Passive (Physical defense increase) up to level 10
New Technique - *it's kinda a skill that does damage and lets you consume mp, you gain it back*

Force

New Heal Series (Restore target HP)
New Rebirth Art Skill (Book 4 Res)
New Natural (Harmony) Therapy Skill
New Vital Spot Skill (Decreases target parry ratio)
Force Cure (Removes status effect) upgrade
New Technique - Counter Transgression Time Serial Counter - Party status effect removal and remedy *party healing*

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PostPosted: Wed Mar 07, 2007 1:12 pm 
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Well, i looked through my comp n found this old SS of when i played RYLII, this is what a Guild Fort looked like. This was my guilds Tower XD
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When you were in hostility with a guild n u walked into the territory owned by that guild, they could ATTK you with no problems.

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TERRITORY SYSTEM
The player is able to specify the territory that will become his own to develop that territory to increase its wealth and benefits. The player can form a party or community to wage war against another community who are friends or foes. A player can become the "feudal lord" or chief of that particular area/territory by being voted by other players. The feudal lord must have his/her own strategic unit in the game and is responsible for waging wars against others.
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DEVELOPMENT, CONSTRUCTIONS, INVESTMENT CONCEPT
No matter what policy or regulations are set by the feudal word, a character is still able to manage his own territory such as constructing buildings, receiving contributions and investing in the territory. In other words, to become a strong clan or group, each member needs to contribute to the community and support its war strategy policy.

O god the good old dayz :D We used to have so many guild wars, we had one of the biggest forts, for a short time

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PostPosted: Wed Mar 07, 2007 1:27 pm 
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Jay wrote:
Nyahgis wrote:
Does anybody have any idea as to what the new ice skill series does? There's like 4 books of it... Kinda curious if it will make ice a useful tree again. If so, we might actually get some build diversification at the 90 cap. As it looks currently, were the new ice skill worhtless, people would just stay fire light and their weapon mastery. Who would want to miss out on the extra parry and speed, or even the physical damage increase?


the skill lets you get mp back by attacking an enemy with it.

Erm, just cause the image of the fire doesn't look invisible doesn't mean it won't be, lol. Looks can be deceiving.


In other words, ice is still worthless.

What's this with people thinking it might be a mana shield btw? That in it self sounds a lot more useful and depending on how your defense figures in, how long the skill lasts, and the cool down of the skill, this might actually be cool for pure int. [I say pure int, because if a pure str ends up using it, he would probably never have mana to use any skills to fight with in the first place...]

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PostPosted: Wed Mar 07, 2007 1:36 pm 
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wow.. sro is gonna pwn so much with this update.. its like a rts and a mmo put together X_X

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