using 16th night and charms definitely helps the cast time and damage output for exploding kunai.. and the AoE seems much larger than 3x3... ive had pretty good luck using a hybrid of magic and throwing... i am disappointed that K/O still dont have holy/shadow property attacks ....Dagger Throwing Practice does boost it, don't think Throw Shuriken does though. Not like it matters with that cast time, small AoE, high delay and overall weakness, though...
Magic seems to be the way to go for PvM but you're kinda limited to just Fire-type attacks, and no real way to harm Shadow/Holy monsters no matter which element, which are very common.
Kagerou/Oboro testing open on Sakray
#276
Posted 03 February 2013 - 10:21 AM
#277
Posted 03 February 2013 - 10:51 AM
#278
Posted 03 February 2013 - 11:04 AM
#279
Posted 03 February 2013 - 12:31 PM
I think heim stated yesterday K/O will be delayed a week as they address more issues before taking it live. The Feb 5th release date was a bit premature.i can't believe we're getting this update on the official server in 2 days and i'm still reading about so many problem and uncertainties. please tell me i'm wrong and i'm misunderstanding most of these posts, that would make me super happy.
#280
Posted 03 February 2013 - 12:51 PM
#281
Posted 03 February 2013 - 02:09 PM
#282
Posted 03 February 2013 - 02:22 PM
#283
Posted 03 February 2013 - 02:46 PM
#284
Posted 03 February 2013 - 03:12 PM
#285
Posted 03 February 2013 - 03:27 PM
if you recast 16th night before the the skill ends the reuse timer resets but the skill doesnt
I have found this to be troublesome, myself. I wonder if it is intended?
#286
Posted 03 February 2013 - 03:40 PM
#287
Posted 03 February 2013 - 04:21 PM
Edited by Sully, 03 February 2013 - 04:21 PM.
#288
Posted 03 February 2013 - 06:48 PM
#289
Posted 03 February 2013 - 07:33 PM
#290
Posted 03 February 2013 - 07:33 PM
#291
Posted 03 February 2013 - 07:59 PM
#292
Posted 03 February 2013 - 08:09 PM
#293
Posted 03 February 2013 - 08:26 PM
for some reason i believe they will be underwhelming in woe
maybe not too underwhelming; just speculating - i can envision some major woe guilds may have a few K/Os with roles similar to SCs - debuffs/buffs/distraction/status/support - instead of actually killing. woe set reduces ranged nicely; pneuma is common sense; elemental armors/ele-proof pots for magic. though the average K/O can more or less compete (distract) in a "fun" way, i'm looking forward to those well established players with god gears/mvp cards on their K/Os and see them make woe very interesting =)
anyways, for leveling i'm a bit sad about only oboro having the atk-matk buff but oh well.
Edited by ka10, 03 February 2013 - 08:31 PM.
#294
Posted 03 February 2013 - 08:45 PM
Currently they all stack on top of each other with a pretty high chance. Using this in precast, one ninja can basically disable anyone who comes through the door...You'd need stone curse immune, sleep immune, poison immune, silence immune to get through the door, plus getting chilled and burned adds on top to it ^^;. lols
#295
Posted 03 February 2013 - 08:50 PM
could be nice in woe 1.0 with all the different rooms and portals, but woe 2.0 which is open-field (except the entrance itself), will magnetic earth prevent that?
Edited by ka10, 03 February 2013 - 08:52 PM.
#296
Posted 03 February 2013 - 09:13 PM
I'm trying to decide how I want to level my ninja dammit.
#297
Posted 03 February 2013 - 10:02 PM
L-hand mastery is still not working. It recognizes neither weapon nor levels invested in the skill.
I'm trying to decide how I want to level my ninja dammit.
So there's no difference in left hand damage between having zero points in the skill and having it maxed? That sounds like something that definitely needs to be adressed.
#298
Posted 03 February 2013 - 10:03 PM
#299
Posted 04 February 2013 - 07:51 AM
#300
Posted 04 February 2013 - 09:03 AM
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