free forever, make new account dont activate sub and its free and cap u at level 10. Make level 1 toon go straight to rvr lake to level.
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1
on: September 04, 2010, 08:05:39 AM
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| Started by Evylnn - Last post by Honeymoon69 | ||
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free forever, make new account dont activate sub and its free and cap u at level 10. Make level 1 toon go straight to rvr lake to level.
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2
on: September 04, 2010, 04:05:14 AM
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| Started by Evylnn - Last post by Dap | ||
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free for how long? 7 days?
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3
on: September 03, 2010, 07:09:06 PM
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| Started by Evylnn - Last post by Honeymoon69 | ||
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I am back playing Warhammer T1 for free, badland server.
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4
on: September 03, 2010, 01:52:53 PM
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| Started by Obou - Last post by Archo | ||
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I miss the ability to jump with my spacebar too!
;( |
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5
on: September 03, 2010, 01:41:23 PM
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| Started by Obou - Last post by Obou | ||
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I just cant handle this game the no jumping and sluggish ui is driving me crazy, any that wants my beta just let me know.
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6
on: September 03, 2010, 09:26:43 AM
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| Started by Archo - Last post by Archo | ||
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@ Obou
in your FFXIV folder is a FFXIVconfig. Inside that folder u can change all the ingame settings including video |
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7
on: September 03, 2010, 08:31:34 AM
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| Started by Crakhead - Last post by Crakhead | ||
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In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a mediuma natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond. ROLE Thaumaturges are unparalleled in their powers of destruction, eclipsing even the Disciples of War. By enfeebling enemies and enhancing allies, thaumaturgy can prove to be an invaluable asset, particularly in battles of attrition. ABILITIES * Blood Rite Spill your own blood in a sacrificial rite, enhancing magic potency. * Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source. * Dark Seal Focus your mental energies, increasing the accuracy of your next cast. * Initiation Bestow your strengths on another, granting certain of your enhancing effects to a target ally. * Paradigm Shift Amplify your voice, increasing the scope and reducing the range of thamaturgic spells. SPELLS * Drain Transfers HP from enemies within area of effect to you. * Gravity Reduces the movement speed of enemies within area of effect. * Sacrifice Consumes HP to restore a portion of the target's HP. * Siphon TP Transfers TP from the target to you. * Absorb ACC Transfers a portion of the target's accuracy to you. Rank Action TP/MP 1 Phantom Dart --/-- 1** Exaltation --/-- 1 Banish --/11 1 Scourge --/11 2 Blood Rite --/-- 4 Sacrifice --/10 6 Poison --/10 8 Gravity --/9 8 Slow --/7 10 Damnation 1000/-- 10 Punishing Barbs --/-- 12 Bio --/14 12 Dia --/14 14 Dark Seal --/-- 16 Stygian Spikes --/11 18 Absorb ACC --/15 18 Absorb ATK --/15 Rank Action TP/MP 18 Absorb DEF --/15 18 Absorb EVA --/15 20 Sacrifice II --/18 20 Siphon MP --/10 20* Silhouette --/-- 22 Initiation --/60 24 Banish II --/22 24 Scourge II --/22 26 Drain --/30 28 Bind --/13 28 Paralyze --/16 28 Silence --/17 30 Numbing Rime 1000/-- 30 Paradigm Shift --/-- 32 Mass Fear --/26 32 Siphon TP --/15 Rank Action TP/MP 34 Bloodrite II --/-- 36 Bio II --/30 36 Dia II --/30 38 Blind --/15 38 Resurrect --/-- 38 Soul Ward --/-- 40 Emulate --/-- 40* Shadowfall --/-- 42 Shadowsear --/88 42 Stygian Spikes II --/20 44 Poison II --/25 46 Siphon MP II --/25 48 Drain II --/45 48 Sacrifice III --/32 50 Contagion --/-- 50 Numbing Rime II 1000/-- |
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8
on: September 03, 2010, 08:27:10 AM
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| Started by Crakhead - Last post by Crakhead | ||
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Conjurer Abilities
Profound: Casting time increases but so does the spell power Trance Chant: No matter what, your spell casting will not be interrupted Spirit Bind: You bind yourself in exchange for decreasing MP costs per spell Roaming Soul: You can cast while walking Purge: You can balance off the elemental status of you and the enemy (translation note: I really dont know what they mean by that) Weapon Skills Fire: an AoE fire attack Cure: an AoE cure spell Protect: an AoE spell that increases the physical defense of your party members Shock Spikes: A thunder elemental spell that surrounds you and will attack and paralyze the enemy if you are attacked Frost: a DoT AoE ice spell Developer Comments Iwao This is a sorcerer with elemental magic. Okuda This class has to look at the situation a party is in and adapt to a changing environment. They also have to have a good understanding of the elements in play. Iwao They have attack magic, defensive magic, recovery magic, etc. They can cast a wide range of spells so they can be an attacker for a party or in a support role. I think we can call them an active almighty class you can look forward to. I think one special feature of this class is the AoE magic they can cast. The area is a circle of effect drawn around the player. Okuda By the way, all of the actions you do in battle go towards building your TP. That includes spell casting. Sato That means we have power TP moves for Conjurers as well. - eorzeapedia.com Rank Action TP/MP 1 Spirit Dart --/-- 1** Tranquility --/-- 1 Aero --/10 1 Blizzard --/10 1 Fire --/10 1 Stone --/10 1 Thunder --/10 1 Water --/10 2 Trance Chant --/-- 4 Cure --/12 6 Stoneskin --/12 8 Repose --/8 8 Shock Spikes --/10 10 Profundity --/-- 10 Radiance 1000/-- 12 Burn --/16 12 Frost --/16 12 Rasp --/16 12 Shock --/16 12 Drown --/16 12 Choke --/16 14 Soughspeak --/-- 16 Protect --/9 Rank Action TP/MP 16 Shell --/9 18 Spiritbind --/-- 20 Cure II --/20 20* Elemental Shroud --/-- 22 Purge --/-- 24 Aero II --/20 24 Blizzard II --/20 24 Fire II --/20 24 Stone II --/20 24 Thunder II --/20 24 Water II --/20 26 Resonance --/-- 28 Poisona --/13 28 Paralyna --/12 28 Silena --/24 30 Mana Bolt 1000/-- 30 Roaming Soul --/-- 32 Sleep --/18 34 Profundity II --/-- 36 Burn II --/28 36 Frost II --/28 36 Rasp II --/28 Rank Action TP/MP 36 Shock II --/28 36 Drown II --/28 36 Choke II --/28 38 Raise --/-- 38 Reraise --/-- 40 Chainspell --/-- 40* Nature's Fury --/-- 42 Shock Spikes II --/24 42 Stoneskin II --/24 42 Tractor --/-- 44 Tornado --/100 44 Freeze --/100 44 Flare --/100 44 Quake --/100 44 Burst --/100 44 Flood --/100 46 Purge II --/-- 48 Cure III --/36 48 Protect II --/19 48 Shell II --/19 50 Mana Bolt II --/-- 50 Soughspeak II --/-- Conjurers are, in simplest terms, mages whose power is derived the elements (Earth, Wind, Fire, Ice, Thunder and Water). With all powers combined, the Conjurer may be the greatest elemental master since Captain Planet himself. Not only can the Conjurer deliver enormous amounts of damage output with his deadly Area of Effect (AoE) attacks, he is also a well-balanced healer to boot! |
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9
on: September 03, 2010, 06:26:56 AM
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| Started by Obou - Last post by Archo | ||
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THOSE WHOM DONT HAVE A KEY ...... http://entry.ffxiv.com/ is up and handing out keys this AM ..... it is working !!!! hurry hurry ... I have some friends On Trabia and probably will head that way as well. ALL are welcomed to follow and hang out if ya want.
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10
on: September 02, 2010, 09:09:39 PM
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| Started by Evylnn - Last post by Dap | ||
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lurking............
ill be playing D3...oh hell yeah... Check out Torchlight if you like diablo...its cheap(10 bucks) and not bad for about 40? or so game hours...supposed to be a torchlight 2 also coming out next year. MMO bleh........ vanguard/AoC/WH and Aion all didnt live up..... |
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