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#50: 02-05-2012 @ 12:21:14 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3322#3322

MachVergilMachVergil

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  • Real Name:Adam
  • Joined:2010-01-22

Thank you all for your feed back on the article again.  I will take the time to apply your edits in spelling, grammar, and the like. 

That said I do want to remind you all that the position is for a columnist who writes about both Guild Wars and Guild Wars 2, and given the excitement surrounding the sequel I don't think it hurts to talk about it or show my excitement for it, or even imply that I'd rather be playing it than Guild Wars 1.  I'll make an effort in the re-write to make it clear more that I like Guild Wars 1 and not just that it's a back up game, but I am not removing my anticipation for Guild Wars 2 from it.


We set Wednesdays on Fire!
#51: 02-05-2012 @ 01:10:43 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3323#3323

Nayth0rNayth0r

  • Real Name:Nate
  • Joined:2010-01-25

Best of luck with the revisions!  We're all here to support and help out any way we can!

 

N


If bananas have potassium, do potatoes have banassium? 6th graders are like sentient balloons. Drifting in any direction, at any speed when given any provocation.
#52: 02-05-2012 @ 01:18:44 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3324#3324

Misharum KittumMisharum Kittum

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  • Real Name:Tim
  • Joined:2010-01-22

To derail the discussion of applying for a column on the game, I just found this video on reddit and HOLY CRAP I CANNOT WAIT FOR THIS GAME.

EDIT: The only thing that surprised me is that I didnt realize that sidekicking would be constantly and always applied. I thought it would be something you'd be able to turn on and off.

This post was edited by Misharum Kittum on February 5, 2012, 3:32 pm


Justice and Truth
#53: 02-05-2012 @ 02:10:45 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3325#3325

St00fSt00f

  • Real Name:Steph
  • Joined:2010-01-22

In no way should you not be excited about playing GW2.  I mean, look at that video.  Amazing.  Actually a little glad that they're apparently doing the sidekicking thing all the time 'cause that will be easier to play with those who can't sink in as much time.


Canadians are my favorite mythological creature.
#54: 02-07-2012 @ 09:17:20 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3331#3331

MachVergilMachVergil

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  • Real Name:Adam
  • Joined:2010-01-22

Sorry, finally got around to watching/listening to this.

I will say that Side kicking always being on is a bit surprising and is cause for some concern.  I tend to hate games where leveling up doesn't seem to offer much of an improvement in power of my character.  It was one of the major reasons I couldn't get into Oblivion, but could get into Fallout3 and Skyrim.  Then again if you look at the original Guild Wars the game can ramp up the difficulty on level 20 just by improving the how effectively the enemies are built or taking better skills, or improving the AI, while still making the monsters themselves numerically defeat-able by any level 20.  I guess so long as if I go back to a level 1-10 area as a level 50, and I still feel more powerful than your average level 10, either because I have skills I shouldn't at that level or the side kicking doesn't bring down to exactly ten but something more of an 11 or 12, this should not be an issue.  And hey a level 80 player will be wearing level 80 equipment and look like a bigger bad ass than the lowbies, so there's that too. 

To be honest, even if the side-kicking system does end up being a bit of a bum deal, I imagine the ability to play with anyone of my friends, regardless of level, at any time, will more than make up for it.

Moving on to the end game thing, I am overjoyed to hear they aren't doing a "Gear Treadmill" as the guy put it.  The lack of one in Guild Wars 1 turned into one of my favorite features about the game, hands down.  It really really bugged me how often at max level in WoW I was un-equipping better looking gear from a previous expansion for worse looking gear from the new expansion just because it was better in numbers. That and the never-ending quest for more gear you just can never be happy with what you have.  By contrast I really like how in Guild Wars I collect new outfits because I like how they look, or new weapons to compliment new builds, or new skills to invent new builds or ways to play, not because there's a DPS-check boss in the next raid I have to grind up gear for.

When they announced 80 levels to Guild Wars 2, and showed that the gear would have stats on it like it does in WoW, I did sigh a very heavy sigh because I feared this gear treadmill was gonna happen.  It does sound like now it won't, and that makes me overjoyed.

So yeah, to quote one of the comments on that YouTube video:  "GUILD WARS 2 Y U NO OUT YET?"!

On that note, you know what I think they should do for Guild Wars 1?  Introduce some Prestige armor for Assassins, Ritualists, Dervishes, and Paragons in Prophecies. Give them an extra reason, other than the titles, to clear that content, especially since compared to the core classes their prestige armor options are more limited.

This post was edited by machvergil on February 7, 2012, 12:26 pm


We set Wednesdays on Fire!
#55: 02-07-2012 @ 05:09:33 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3334#3334

St00fSt00f

  • Real Name:Steph
  • Joined:2010-01-22

I really like that idea.  Maybe you should email ArenaNet and let them know.


Canadians are my favorite mythological creature.
#56: 02-12-2012 @ 04:14:10 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3355#3355

MachVergilMachVergil

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  • Real Name:Adam
  • Joined:2010-01-22

I WILL DO SCIENCE TO IT - Guild Wars Edition

So in my ongoing efforts to decide which of my two mains I will main with I decided this morning to conduct an experiment.  The goal of the experiment was to settle, once and for all, which of my two characters does more damage - my Elementalist Aria Spellsong or my Assassin, Motoko Kurogatana.

Hypothesis

Given my experience playing the two, I always felt like I could notice the impact of my Elementalist's damage on an enemy party more than with my Assassin.  This probably has to do with being able to see the damage numbers themselves and the fact that they tend to be higher with the Elementalist.  Also because I'm aware of how much crazy damage Air Magic can do.

Method

So Guild Wars lacks a solid mod like "Damage Meters" from WoW to make accurate field tests regarding possible DPS.  As result I had to find the next best thing. In the Isle of the Nameless are various training dummies.  Next to an NPC named "Master of Combat" are 4 dummies in a row.  each are level 20 and each have the 3 classes armor you're likely to face in PvP - Armor 60 (light, see casters) Armor 80 (Heavy armor, Warriors w/o shields) and Armor 100 (max player armor, likely when 80 armor player maxes out for armor with shield).    I do not know how many hit points the dummies have, but I assume the same amount, just more armor.

The goal then was to time how look it took for each character using various builds to destroy each target dummy.  The dummies come back after 30 seconds, so I made sure to try each build on each dummy twice to test for inconsistencies. I then kept record of the fastest time so that the maximum possible damage would be recorded.

Experimentation

Addendum: The builds chosen here are builds I actually use in the field.  I did not choose builds that optimize specifically the destruction of these target dummies.  I wanted to test the damage that would be done in actual gameplay, which meant leaving room on the skill selection for defensive and utility skills that will be kinda useless in this test

As always though builds are in flux.  I can already tell you I have a new variant on the "assassin tank" build shown below that so far works very nicely with Shiro's Blades.

Aria Spellsong:  Level 20 E/Mo

  1. Weapon: Droknor's Energy Storage Staff (Staff) - 11-22dmg (Requires 9 Energy Storage), Halves Recharge of Spells (20% chance), Halves Casting Time of Spells (10% chance), Enchantments last 20% longer, Health + 30

Air Magic Build: 16 Air Magic, 13 Energy Storage, 3 Healing Prayers.

Time Taken to kill each Dummy (in seconds);

  • 60 Armor: 11.2
  • 80 Armor: 14.2
  • 100 Armor: 16.5

Fire Magic Build: 16 Fire Magic, 13 Energy Storage

Time Taken to kill each Dummy (in seconds):

  • 60 Armor: 8.5
  • 80 Armor: 11.2
  • 100 Armor: 17.0

NOTE:  Due to Searing Heat and Invocation of Rogdort's AoE Damage, an additional, lower armor target dummy was always dead by the time the tested Dummy was killed.  The 100 Armor test actually killed both an 80 and a 60 by the time the 100 was also dead.

Water Magic Build: 16 Water magic, 13 Energy Storage

Time Taken to Kill each Dummy (in seconds):

  • 60 Armor: 11.8
  • 80 Armor: 14.2
  • 100 Armor: 20.5

Motoko Kurogatana: level 20 A/Mo

  1. Weapon: Shiro's Blades (daggers):  7-17 Damage (Requires 13 Dagger Mastery), Damage +15% (While health is above 50%), Life Draining 3 (as in, steals 3 health per hit), Health Regeneration -1, Health +30

Flashing Daggers Tank Build: 15 Dagger Mastery, 12 Critical Strikes, 9 Shadow Arts, 3 Healing Prayers (1 point in deadly arts due to runes)

Time Taken to Kill each Dummy (in seconds);

  • 60 Armor: 10.1
  • 80 Armor: 11.1
  • 100 Armor: 11.1

BONUS TEST - Replace with - Time taken on each Dummy (in seconds):

  • 60 Armor: 8.4
  • 80 Armor: 9.2
  • 100 Armor: 9.2

Mobius Murder (pure DPS) build: 14 Dagger mastery, 13 Critical Strikes, 8 Healing Prayers (1 in deadly arts and shadow arts due to runes)

Time Taken to Kill each Dummy (in seconds);

  • 60 Armor: 9.2
  • 80 Armor: 10.3
  • 100 Armor: 10.3

BONUS TEST - Replace with - Time taken on each Dummy (in seconds):

  • 60 Armor: 7.7
  • 80 Armor: 9.1
  • 100 Armor: 9.1

Results

So what we have here are some really interesting results.  As mentioned in my hypothesis, I expected the Elementalist to out damage the Assassin in all measurements, excepting maybe vs water magic, which I knew traded damage for control.   The results above show however that in every measurable way,  the Assassin kills these dummies faster than the Elementalist, by quite a lot in some cases.

Further analysis of how armor works in Guild Wars explains this.  Unlike in many other games, magical damage is still mitigated by armor in Guild Wars - there is not a separate "Resistance" chance tied to it.  This means that all of the damage dealt by an Elementalist's spell is mitigated by armor. By the time her spells hit a 100 armor target, they are doing half of the damage they would be doing against an armor 60 target.

However we must remember this part of how Armor rating works:

All bonus damage from attack skills is armor-ignoring, so all Warrior and Ranger skills that confer +XX damage deal the specified damage regardless of armor rating; the base attack damage inflicted at the same time as these skills is affected by armor.

This "Bonus damage", the +XX that it mentions above is where MOST of the assassin's damage comes from.  So while single strikes from the assassin are smaller than the elementalist's,  they occur more often, and more of her damage ignores the target's armor than the Elementalist's does, thus resulting in very similar kill times regardless of target armor, even with all the inflictions of Cracked armor and the armor penetration built into a lot of Air Magic Spells.

That said, one must note, most significantly, the AoE Damage output of Fire Magic.  Being able to take another one or two lower armor targets with the 100 armor target at once is a SIGNIFICANT amount of damage.  While The Assassin's Death Blossom does do AoE, this test made it impossible to measure how much, and it was not resulting in the death of other targets so that data goes unrecorded.  However it is quite clear that, given proper positioning of AoEs, the Fire Ele can do several times the same amount of damage spread out across multiple targets.  Wonderful!

I also want to take a second to comment on the differences between the different elemental magic schools.  While the Fire Magic build did damage the fastest, there are some perks to Air and Water as well.  Water magic spell in that build, Maelstrom, is amazingly handy at interrupting enemy casters, and proper use of it can make the water mage better at fighting other mages than the other two.   Meanwhile, while Air Magic might be slower at dealing its damage, it does deal it in much larger SPIKES, and as we've all learned by now, damage spikes are important to out damaging an enemy healer, and surprising an enemy who thought they were winning a fight, realizing they are now losing it.  The fire spells were also easier to maximize their damage because the targets were stationary, a concern water is a little worried about, but less so with all the slowing they inflict, and Air isn't worried about AT ALL in this test, since none of the spells target locations instead of the actual enemy.

Final Thoughts

I think the only conclusive thing that can be said as a result of this test is that Overall the Assassin does more single target damage per second than the Elementalist in all the builds I currently have available to both of them.   That said, this is just one way to calculate the damage, and this being Guild Wars, fights never occur inside a vacuum.   You cannot ignore that in order to do her damage the Assassin must throw herself into harms way while not using a shield or even wearing class 80 armor, making her more vulnerable.  Her attacks are also easily counter-able through the Blind Condition, and a lot of Knock down.  The other problem too is that the faster times posted, using Jagged Strike instead of Lotus Strike, put a great deal of pressure on the Assassin's energy supply, especially with mending running, and it really is not a sustainable amount of DPS beyond one or two cycles of her combo.  Meanwhile, Ether Renewal, Aura of Restoration, and the right Attunement spell give the Elementalist the ability to continue to do her DPS for practically FOREVER - at least until some mean necro doesn't strip all her enchantments or a mesmer make the casting of spells impossible.

Either way I'm still not any closer to making the call, though I will say that doing this test puts to bed my fears that choosing Assassin would choose the weaker of the two classes from a DPS standpoint.  An regardless of how this effects my decision in the end, I hope you have enjoyed this analysis! :)

This post was edited by machvergil on February 13, 2012, 10:30 am


We set Wednesdays on Fire!
#57: 02-13-2012 @ 02:58:09 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3356#3356

MachVergilMachVergil

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  • Real Name:Adam
  • Joined:2010-01-22

Because I can't stop thinking about Guild Wars this morning:

My Shopping List of this Season's "Must Have" Skills

(or simply "shit I need to remember to buy/capture someday")

Assassin

Assassin's Remedy (skill trainer in Nightfall) - This would give me a way to remove blind myself without needing to rely on monks to do it for me OR force me to stop attacking to do so.

 

 

Critical Agility (Sunspear Rank - Nightfall) - another good way to boost my tanking potential, though being tied to Sunspear Rank it might not reach a level of usefulness needed to take over Flashing Blades. STATUS: ACQUIRED

 

 

Critical Defenses (Skill Trainers - Factions) - again looking into making a more consistent tank without Flashing Blade's "Must be attacking" restriction so I can continue to enjoy high block while knocked down/on my way to the target.  STATUS: ACQUIRED

 

 

Golden Fox Strike (Skill Trainers - Nightfall) - Freakin Finally an unblockable lead attack whose only requirement is that I am under the effects of an enchantment which given the addiction to Mending Shiro's blades has given me will be all the time.  With an unblockable lead and a off-hand that kills stances, I'd basically be able to counter my current "Flashing Blades Tank" perfectly.  Really though I want this for all those damn ranger stances, and if I add Assassin's Remedy to remove blind, there will be little left to stop my onslaught... well except dying.  There is always dying.  STATUS: ACQUIRED

Way of the Assassin (Major Jeahr in Dejarin Estate - Kourna - Nightfall) This elite would become the new linchpin to any Flashing Blades less defensive Assassin build. With it's huge critical boost to my likely hood of critical hits (both due to higher attack speed and crit chance) it can take the place of Critical Eye AND allow me to rely more on Critical Defense/Critical Agility to make Motoko tough than Flashing Blades.  What will be interesting to see is if doing this provide enough energy regen to make me not miss Lotus Strike when I replace it for Golden Fox. STATUS: ACQUIRED

Commentary on Way of the Assassin + Critical Agility and/or Critical Defenses: So I've been experimenting with making a build focused on some combination of these skills and I've noticed a few interesting things.  Let me start with what this combo feels like in action.  Essentially, you activate WotA way before the fight starts and then start combat.  On your way into melee (or just before aggro) active Critical Agility and/or Critical Defenses.  Hopefully you'll then get into melee and will start the crit machine rolling. 

When this works properly it's amazing.  Critical Agility stacks with Defenses to create an absurdly high attack rate for my assassin, and Agility's boost to her armor to the point that incoming damage is pretty low against these normal mode level 20+ Nightfall enemies.  The blocking off of critical defenses makes it so I more or less ignore all incoming attack skills while I'm in the mix slaying my foes.  Once this ball is running too energy is no longer a concern, and I'm able to combo and keep WotA refreshed as needed.   My assassin basically turns into some melee range whirling death machine that can out dps healing at this level in Nightfall on even bosses.

The problem is getting this ball rolling in the first place.  It has a few key vulnerabilities.  Firstly, Critical Agility and Critical Defenses are both enchantments, which means they are easily stripped and, once stripped, they have long (30 second) cooldowns. It takes a while to start this ball back up if it doesn't get going right away.  The second major flaw is, well, in order to crit you have to be able to hit your target.  It only takes a few seconds of not scoring a critical hit to lose either of these enchantments, and if it hasn't been 30 seconds since you cast them, it might be an issue to re-apply them.   The other problem is that if your party is tearing the enemy apart too quickly, you might not get enough critical hits in on targets before they just die, and your buffs fade.  Finally, if things aren't going according to plan, it's really easy to find yourself in energy trouble, and I found that at the end of the day, in order to prevent this energy trouble, you will really need to choose either Critical Agility or Critical Defenses and then either make your lead strike Lotus Strike (energy regen while enchanted) or put Critical Eye back on your bar so you can end up with an over 30% chance to crit when stacked with WotA.

So in the end, the Flashing Blades tank still feels like a less deniable form of defense, especially against melee targets.  This build however does a better job of protecting against non-attack skills as well as delivering an overall improvement in DPS.  The current configuration I'm trying uses only Critical Agility and relies on Critical Eye, allows me to replace my Lead attack with Golden Fox Strike, which helps me against rangers or other targets with +block, and gives me a pretty quick lead attack to rely on.  I end up losing some of my power to heal myself in the process, but Critical Agility does a real nice job of protecting me from spikes so as long as my healers are up, things seem to be going okay.  We'll have to see next time I get a chance to put this build through real paces in hard mode.


Elementalist

Savannah Heat (Hajkor in the Sulfurous Wastes - The Desolation - Nightfall ) - So there is a chance I am reading this wrong, but if I am, this thing is SEARING HEAT ON STEROIDS.  It works mechanically the same, you drop a zone, anyone unfortunate enough to be in it takes fire damage every second for 5 seconds.  The differences is that Savannah Heat does fire damage to the target "for each second the spell has been in effect" - in other words the effect intensifies!  This skill alone makes me want to seriously consider that "Antipode Build" wherin I use water magic to hold people in place for THE BURNING.  Might be hard though if my elite is not something to make multi-elemental spec easier... either way, awesome looking spell on paper.

Searing Flames (Korr, Living Flame in Turai's Procession - Kourna - Nightfall) - And in the outside chance that Savannah Heat isn't as good as it sounds, This is a great one-two-punch to follow up Rogtorts Invocation or searing flames or any other way you can think of to set a bunch of dudes on fire.  Of course, much like with Savannah heat, finding a way to deal with energy management without the elite Ether Renewal to do it for you might be rough, the AoE flaming spike from this should be real good. STATUS: ACQUIRED

Searing Flames - Further Analysis:  Interesting skill here.  At 16 fire magic it sets targets on fire itself for 7 seconds, which given the spell's 2 second cool down means you could grab two to 3 re-casts of the spell for the burst damage before that burning effect wears off.   This will probably be more effective than trying to maximize the skill's use off the 3 seconds of burning provided by Invocation of Rogdort or Searing Flames, though synergy is still there.  Also, burning cast + 3 extra casts at 15 energy a pop = 60 energy gone in only a few seconds, so I think the wiki's advice to drop in Glowing Gaze as a form of energy management is a good one.  Also, interesting note about Glyph of Immolation applying Burning before the spell it's modifying thus activating Searing Flames' burst damage.

 

Second Wind (Snapjaw Windshell in Archipelgos - Factions) - So I will be honest with you - I hate the exhaustion mechanic.  It makes me avoid builds that bury me too deep in exhaustion because it limits what I can do and how long I can do it.   This elite would provide a way to turn exhaustion into both healing and energy, but I feel like it would require a build to be made around it - wouldn't really fit inside my current builds.

 

Shatterstone (Wiseroot Shatterstone in The Eternal Grove - Factions ) - Interesting water magic aoe spike?  Yes please.  Also, noting how the boss who you can capture this elite combines it with air magic spells that spike harder against targets suffering water hexes, so obvious synergy is obvious.

 

Winter's Embrace (Skill Trainer - Eye of the North) - So here would be an interesting water magic spell to combine with Savannah Heat.  The end result is that if the enemy doesn't escape Savannah heat, they take huge damage, but Winter's Embrace is slowing them down and hurting them for moving, so no mater what they are getting hurt.  Of course, upon further review Deep Freeze probably fits this bill better already, since it slows targets by 66% for 10 seconds, which is 5 seconds longer than the duration of Savanah Heat, regardless of how much water magic you have.

Energy Boon (Tarlok Evermind in Ferndale - Factions) - I'm not even sure where to start with this one.  Assume you have 12 in Energy storage and you cast this on an ally.  Assume your ally has 25 max energy and you have around 66.  Your ally's max health will go up by 3x25 = 75 health, while yours will go up by 3x66 = 198.  Your ally will also gain 10 energy and you'll gain 16.  The enchantment lasts for 55 seconds and only has a 20 second cooldown, so you can apply it again to another target, or on the same target to refresh it.  I'm... really not sure what this turns the Ele that takes this elite into other than an amazing battery of health and energy for the party every 20 seconds.   I'm not sure how much I'd use this myself but I can imagine what a hero or henchie equipped with it and handing it out could do!  Though who knows maybe in practice it won't be quite so good.

Elemental Flame (Skill Trainer - Nightfall) This guy says it hexes the target and then any time another elemental hex is applied, the target is set on fire.  So, again, if I come up with a good "Antipode Build", this guy could add burning whenever you are also dropping Water hexes on guys.  Basically "ha ha, you're slow AND on fire!"  Though in all reality, there are so many fire spells that "also inflict burning" that I am not sure this guy will be worth it until the right build for it manifests.

 

Also of note, remember that by talking to skill trainers you can get the Factions and Nightfall versions of Searing Heat, just in case you wanted three copies of Searing heat on your bar.

Monk

Restore Condition (Spindle Agony in Abaddon's Mouth - Prophecies):  5 energy protection prayer that removes all conditions from target other ally.  Check.  Also heals the target for each condition removed, check. 2 second cooldown? Check. There's a reason every PvP Guild in this game has their monks take this for their elite, and while I imagine it's not as amazing PvE, it'd probably still be fantastic.  STATUS: ACQUIRED

Boon Signet (Mungri Magicbox in Ferndale - Factions) - I've seen Factions Henchmen using this guys to great effect, pulling people back from the brink with this no-energy heal followed up by one of their big-ones-made-bigger.   Might be a handy thing for me to have to throw on heroes.

 

Cure Hex (Skill Trainers - Eye of the North): The functionality of removing conditions is normally saved for protection prayers, leaving my healing monks unable to perform this critical task.  These skills make it so healing monks can do the same, and recover some of their allies health as well.

 

Necromancer

Animate Flesh Golem (Ghial the Bone Dancer in Xaquang Skyway - Factions ) - So Steph lent me the template she's been using for her minion'mancer and I assigned it to Livia.  Of course, having not played a Necro past like level 12 I am missing a lot of skills from that template and have had to make things up.  I'd like to fill in one the most glaring holes, the lack of Animate Flesh Golem, because I'm finding having an AI controlled MM is making blowing through Nightfall all the faster and will probably make solo-vanquishing more doable in the future.

Warrior

Dwarven Battle Stance (Slonak Copperbark in Iron Mines of Moladune  - Prophecies) - In my play of Factions the Devona henchmen has made good use of her hammer, something I think I'd like to pass to my warrior heroes at some point.  I have heard nothing but good things about this elite and while it is not the one she uses in Factions, having it on a hero would probably be pretty rad.

This post was edited by machvergil on February 22, 2012, 3:05 pm


We set Wednesdays on Fire!
#58: 02-14-2012 @ 09:37:39 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3365#3365

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

machvergil's a/mo celebrating 15 points in the GW2 HoM

Today, after months of waiting, I did it.  Kurzick Elite Armor is mine.  I am now 15 points into the GW HoM.  Feels GOOD to have that objective cleared, now I can spend platinum on skills again.  Though I'll probably start stockpiling again so I can deck that suit of armor out in runes and black dye.

While I'm bragging, I also did today's Zaishen Mission, Raisu Palace, in Hard Mode, with just me and henchmen, with master's reward.  Yeah!

This post was edited by machvergil on February 15, 2012, 10:32 am


We set Wednesdays on Fire!
#59: 02-14-2012 @ 11:01:22 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=3367#3367

Misharum KittumMisharum Kittum

Misharum Kittum Photo.
  • Real Name:Tim
  • Joined:2010-01-22

Congrats!! That's quite the achievement there. Much more points than I'll get. And your photoshopping of the scene is hilarious.


Justice and Truth

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