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Sandro
c'est vrai tu l'aime bien toi
Flint
genre cest un sort de merde :o
Sandro
trop fort le bug wawa xD

en duel on peut prendre l'avantage comme ca xD

PS : il se noie pas si un démo lui met respiration aquatique !
(enfin une utilité pour ce sort de merde !)
Helluin
Banish: Les annihilateurs de lave et les surgisseurs peuvent être ban mais ils continuent à cogner et sont immunisés aux attaques.

Ca va être sympa Molten Core ce soir

Réputation Timbermaw : Raids are forming while some just sit by and 5 people kill a villiage and 40 are getting rep credit for it. People are going from poor to exalted in one day. This needs fixed asap and I'd also say return the rep to a previous state.

Ca doit permettre de faire grimper la réput timbermaw à toute allure ça ...

Before the patch 1.9, I was able to hit "Charge" into targets underwater (like swimming Murlocs) without any problem. After the patch 1.9, however, the breath bar continues to decrease even after the character reaches the warter surface and "drowns" after "Charge" into water.

En résumé : charge sous l'eau => guerrier qui se noie forcément

Message édité le 05-01-2006 à 09:56:15 par Helluin
Helluin
Prior to 1.9, Scarlet Enchanters did about 225 damage with their Arcane Bolt.
After 1.9, Scarlet Enchanters do about 450 damage with their Arcane Bolt and spam the holy hell out of it. While attempting to get runecloth for AQ turn ins, I took ~6k damage in a couple seconds from 1 Scarlet Enchanter spamming Arcane Bolt and I resisted 6 of them!

Prior to 1.9, Scarlet Clerics did ~325 damage with their Mind Blast.
After 1.9, Scarlet Clerics are doing ~650 damage with their Mind Blasts. I didn't notice an increas in the number of times it was being cast.

Prior to 1.9, Scarlet Warders and Scarlet Clerics would heal for ~12% of their health with Mortal Strike on them.
After 1.9, Scarlet Warders and Scarlet Clerics are healing for ~24% of their health with Mortal Strike on them.

Ceci est volontaire. Bon courage aux fermiers de Tyr ^^
 
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