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  1. Mercury Straight Male
    IGN: MagiRico
    Server: LoL NA
    Level: 30
    Job: Jungle/Top/Supp
    Guild: Deny
    Alliance: Eternal
    Kansas

    Default Re: KMS 1.2.175 - Hyper Skills


    Wow, love the Archer buffs they sneaked in. Have a reason to play bowmasters over Mercedes now.

    Sad news about Glacial Chains for the unfunded I/L archmages. The funded population won't notice much since they will only need the DoT for Storm Magic and capping with CL is better.

  2. Default Re: KMS 1.2.175 - Hyper Skills


    What happened to GC? The Cooldown reduce is still 100%

  3. Mercury Straight Male
    IGN: MagiRico
    Server: LoL NA
    Level: 30
    Job: Jungle/Top/Supp
    Guild: Deny
    Alliance: Eternal
    Kansas

    Default Re: KMS 1.2.175 - Hyper Skills


    Really? I read that the time was "adjusted" perhaps I was mistaken.

  4. Default Re: KMS 1.2.175 - Hyper Skills




    This is the Cooltime Reduce skill, still at "100". Unless they changed something invisible to repacker, Glacial Chain wasn't touched.

  5. Default Re: KMS 1.2.175 - Hyper Skills


    Does anyone know what the updates say for Buccaneers? I don't understand what it says in Korean on the first page.

  6. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: KMS 1.2.175 - Hyper Skills


    Unity got a much needed range increase and the buff went from +30k damage cap to +50k stacks 3 times. Also stimulate got cooldown lowered so instead of energy charge for 1/3rd of the time, you have energy charge for 1/2 of the time. Also stimulate gives 20% boss damage and total damage.

    TOO MANY BUFFS.

    I think all the damage buffs buccaneers have might make them the easiest STR class to break damage cap with on bosses, making their increase damage cap and 10m damage cap on unity pretty nice, but they're still limited in hits per second i think.

  7. Interdimensional Rift Straight Male
    IGN: thewatch3r
    Server: Khaini
    Level: 204
    Job: Lolmaster
    Guild: Contagious
    usa

    Default Re: KMS 1.2.175 - Hyper Skills


    Feelin' nostalgic? *nudge nudge*

  8. Default Re: KMS 1.2.175 - Hyper Skills


    Sounds great to me. Thank you for information. It's good to see that Unity of Power got a range increase. It needed one badly.

  9. Default Re: KMS 1.2.175 - Hyper Skills


    hmm look this hyper skill update really help many class alot.

    first paladin, then bm.

    But after looking through all, dk really got a little problem. maybe not that much but stilll ...a little.

  10. Electron Straight Male
    IGN: AnzelBurster
    Server: Culverin
    Level: 110
    Job: Angelic Burster
    Guild: Aeon
    Alliance: Leafre Alliance
    australia

    Default Re: KMS 1.2.175 - Hyper Skills


    @Fiel No pre-patcher?

  11. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMS 1.2.175 - Hyper Skills


    I love this.

    Especially along with this:

  12. Default Re: KMS 1.2.175 - Hyper Skills


    Holy guacamole what a buff for bucc skills , although I still find unity to be weak if it stills removes energy charge , does it still remove stimulate too?

    Also can anyone confirm if stimulate damage buff is dispelable? If so it also removes the 2 min eng charge? On that answer depends unity usefulness

    I cant test it due to no pc for a week almost now t.t although today my new mb arrived so it could be fixed today


    Ed: nvm saw spadow vid , at least with unity it doesnt remove stimulate charge or buff , now we're twlking nexon :-)

  13. Default Re: KMS 1.2.175 - Hyper Skills


    I have no idea what you mean by this statement. http://www.southperry.net/showthread.php?t=13610

  14. Default Re: KMS 1.2.175 - Hyper Skills


    Yes it is like shown in videos, http://www.youtube.com/watch?v=CavfOqK1z6s. You probably already picked it up from the posts by now though.

  15. Default Re: KMS 1.2.175 - Hyper Skills




    i am pleased

  16. Default Re: KMS 1.2.175 - Hyper Skills


    More Shadower skill changes *drool*

    I just realized that Shadowers are now officially a crit-class. Now I can do cap to bosses in pink numbers rather than orange numbers! Thanks, Nexon!
    Last edited by emailbox; 2012-10-19 at 05:07 PM.

  17. Default Re: KMS 1.2.175 - Hyper Skills


    Whats the new delay on Phoenix Fiel?

    Wow they finally listened, gave U.Inferno extra hits, but at the cost of 30% elemental resist.. HELL YES 15% status resist is great.

    I guess adding a point to U.inferno reinforce isn't such a bad idea now.

  18. Default Re: KMS 1.2.175 - Hyper Skills


    Starting from the 0:52 mark you can get an idea of the new Frostprey/Phoenix speed. Looks much faster.


  19. Default Re: KMS 1.2.175 - Hyper Skills


    Looks like it's as fast as Strafe now.. wow what an improvement.

  20. Default Re: KMS 1.2.175 - Hyper Skills


    Finally, my Bowmaster will see new light as soon as I'm done funding my Phantom. Bowmasters FTW again!

  21.  

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