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Guild Abilities
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Topic: Guild Abilities (Read 11126 times)
Nonny
Class Lead
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I'm not a Glass Cannon... I'm an Atomic Bomb!
Re: Guild Abilities
«
Reply #120 on:
June 27, 2009, 08:59:37 PM »
Right, but those with Remedy as a guild aren't going to get high damage attacks, or more toughness, or even the chance to speed up...
Remedy is based on supporting your team's Survivability and Status Effects, so if your going to be in a healing guild, might as well act like a healing guild
Then again, the way I look at this and the way you look at this are 2 points of views, so I could be wrong and you could be right, but I'll stick to my guns
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Nonny - Aggro Cleric
Zenny - Rem Glad
Phyra - Aggro Ninga *Special*
Zammica - Bully Sorc *Not as Special*
MsPepper - Haste Pally
Andras
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Re: Guild Abilities
«
Reply #121 on:
June 28, 2009, 07:06:06 PM »
25% of their HP would be... WOW. I mean, with 1k HP thats 250. And that only increases from there heh.
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"I had a dream that no one else could have. I believed I could achieve this dream; I believed I could make this world a better place. Maybe I am flawed for doing so but I still believe in my dream."
Nonny
Class Lead
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I'm not a Glass Cannon... I'm an Atomic Bomb!
Re: Guild Abilities
«
Reply #122 on:
June 28, 2009, 10:12:02 PM »
Heh... just a minor suggestion, although if someone's getting attacked... the chances of going against a 3 man Glad/Ninja/Sorc and SURVIVING (unless they're targeting a bulwark (but if they're targeting a bully before you, something's up)) are slim to none... RM/TeamNax/Kairi would EASILY take me down in 2 turns, and at my curent 1.2 k hit points (25% of 1.2k = 300hp per turn) I cast it that turn on my self, healing 300 instantly... and let's say they ALL have off days and leave me at 400 HP, or Grunv self sac'd 1, or whatever... 700 hp... Their turn again...
25% each turn looks like WOAH... but first you have to cast it, wasting your turn... then get KABOOM'D
On the other hand... let's say they have CHICAGO and Demonhunter on the team... if either one of them hit and they Weaken/Sleep me then like it said
Quote
First Aid-Target regenerates 25% of his hp until weakened, injured, stunned, asleep, or dead..
I'm saying that would be too easy to counter with MULTIPLE teams... in fact, maybe should only be removed if injured/weakened/dead
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Nonny - Aggro Cleric
Zenny - Rem Glad
Phyra - Aggro Ninga *Special*
Zammica - Bully Sorc *Not as Special*
MsPepper - Haste Pally
Trace
Sr. Member
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Re: Guild Abilities
«
Reply #123 on:
July 13, 2009, 03:50:56 AM »
How they coming along??
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Mitch420
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Re: Guild Abilities
«
Reply #124 on:
July 14, 2009, 01:35:36 AM »
I was wondering the same myself. Anxious to see how this turns out
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EnigmaCEO
Administrator
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Re: Guild Abilities
«
Reply #125 on:
July 15, 2009, 11:09:10 AM »
Been busy knocking things off of The List™ so that there won't be many bugs to fix when abilities come in.
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"If I should fail and my name falls into obscurity, let my creations live forever as the landmark of my soul"
Trace
Sr. Member
Karma: 3
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Posts: 477
Re: Guild Abilities
«
Reply #126 on:
July 16, 2009, 01:26:19 AM »
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Wargods - retired
sarechild
Newbie
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Re: Guild Abilities
«
Reply #127 on:
August 15, 2009, 03:41:20 AM »
Can't wait myself, but then again maxing my Ali should keep me entertained. I'm not sure about all the other aggro's out there, but im stuck between two of them. Whats the difference between Choke and Brute Force? Is Brute Force a single round thing, and Choke till the mach is over?
Either way they all sound tempting.
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Being an Elite pwns
Ibi
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Re: Guild Abilities
«
Reply #128 on:
August 15, 2009, 06:23:38 AM »
Guys IMO the remedy guild is gr8.... and with the extra health points they have, it has become even tougher..
Any way I wanted to say that having a combination of any two abilities would be a gr8 idea OM as it would diversify the guilds a little more and with all the extra players or alts of players it would give us more choices for our classes.... thus having several of each class/guild becomes feasible and more entertaining..
waiting with impatience.....
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Chaos King
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I am a Barbarian...I take no prisoners....
Re: Guild Abilities
«
Reply #129 on:
August 29, 2009, 10:21:01 AM »
Man i want this SOOOOO BAD! it sounds awesome!!!!!!!
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UndeadBountyHunterll - Haste Sorcy {One is bad enough, TWO is hell!!}
<br /><br />
UndeadBountyHunter - Aggro Sorcy {Hell is upon you!}
<br /><br />
BusDriver - Bull Rouge {I take you to school}
<br /><br />Hammer[8:34:49 PM]: Lord_Riku217 has as much chance of being a Mod as a snowball has in hell
smooktheorc
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Re: Guild Abilities
«
Reply #130 on:
November 07, 2009, 05:10:22 PM »
now will there be a dynamic sysytem that will allow whole guilds to have a brawl
?
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Flying_Poodle
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X-fight
Re: Guild Abilities
«
Reply #131 on:
November 17, 2009, 03:45:38 AM »
damn i remember this from a long time ago. this game will be like so much diferent in like a year
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MS - Flying_Poodle - Bulwark Paladin
MS - Lighter - Remedy Archer
MS - Sorkerer - Bulwark Sorcerer
MS - DarkStalker - Haste Ninja
Darkangels
Newbie
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Re: Guild Abilities
«
Reply #132 on:
December 04, 2009, 04:55:43 PM »
Quote from: EnigmaCEO on March 18, 2009, 11:15:40 AM
Quote from: Grunvagr on March 18, 2009, 11:13:18 AM
Can EACH be used once in a fight? or only 1 skill out of 4 if you have em all.
some of those look crazy good, and some are scaring me just by reading them
Yeah only one active ability at a time.
when will the new guild skills be out?
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Kemuel
Sr. Member
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Noob in action.
Re: Guild Abilities
«
Reply #133 on:
January 12, 2010, 12:52:25 AM »
ready yet?
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Lokahi
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Vi et virtute
Re: Guild Abilities
«
Reply #134 on:
January 12, 2010, 03:44:40 AM »
They came out in the form of God Enchants.
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Vicodin
-
Cleric/Haste
Truc
-
Gladiator/Bulwark
Zeddicus
-
Wizard/Aggression
GooChan
-
Rogue/Remedy
Ronin Warriors - Council Leader
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