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League of Legends
Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-07 19:53:03
Keep trying and keep carrying and eventually you will get out of bronze. Eh, bronze is a pit that you have to pull yourself out of, just to hit silver and realize silver is a choke point held by an army of chimps, gl with that to those struggling to get out. Doesnt matter the ELO though, youll find bad no matter what.
Was watching a stream from diamond tier and he was like "yea guys....this is diamond".
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Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-07 19:53:32
Video doesn't seem to be displaying for me, so if you can't see it
https://www.youtube.com/watch?v=ZMY4JbTaP5w
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Server: Odin
Game: FFXI
Posts: 11417
By Odin.Minefield 2013-06-07 19:58:20
Can somebody else play Viktor and see if he's working properly, so that I can prove that I'm just crazy.
Just played an aram and I swear his abilities are so unresponsive and or don't work at all, so *** up.
By volkom 2013-06-07 20:26:36
Can somebody else play Viktor and see if he's working properly, so that I can prove that I'm just crazy.
Just played an aram and I swear his abilities are so unresponsive and or don't work at all, so *** up. sure.
works fine for me!!
Server: Odin
Game: FFXI
Posts: 11417
By Odin.Minefield 2013-06-07 22:40:12
I may have just been lagging or something then, I was raging so hard because Viktor was being stubborn as ***and wouldn't use anything I'd tell him to.
Cerberus.Valmur
Server: Cerberus
Game: FFXI
Posts: 3642
By Cerberus.Valmur 2013-06-08 16:43:30
Best ARAM match I've had so far & first time on Amumu, Ryze D/C'd 10mins in D:
Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-08 21:51:53
play support expecting not to get focused in team fights
constantly get focused in team fights
asklfjaskljjklalkgas
By DracoFox 2013-06-08 22:36:27
( o.o) I didn't think that I would be posting here, but it never hurts. Also that I've played a few games with some of you through Tikal. My LoL name is, "TintedCorn."
I'm not proud of the name anymore. lol
Server: Odin
Game: FFXI
Posts: 11417
By Odin.Minefield 2013-06-08 23:07:30
Welcome to the party!
Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-08 23:38:05
I'm convinced the ranked divisions are actually Bronze->Bronze->Bronze->Platinum(I've heard it's like Bronze)->Diamond->Challenger
*** lol
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Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-06-10 12:11:40
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Ragnarok.Hevans
Server: Ragnarok
Game: FFXI
Posts: 15273
By Ragnarok.Hevans 2013-06-10 19:10:56
win two ranked games and get 6 lp. lose one -5.
-.-;
Fairy.Spence
Server: Fairy
Game: FFXI
Posts: 23779
By Fairy.Spence 2013-06-10 19:11:57
Win them all, noob
Ragnarok.Hevans
Server: Ragnarok
Game: FFXI
Posts: 15273
By Ragnarok.Hevans 2013-06-10 19:12:24
i would if derps didn't derp.
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-06-10 19:41:33
Waiting for Aatrox/Hecarim patch to resume ranked. Either one will provide free LPs for a week or two.
By volkom 2013-06-10 20:55:57
meshi is always breaking my back
Fairy.Spence
Server: Fairy
Game: FFXI
Posts: 23779
By Fairy.Spence 2013-06-10 21:12:38
Ahhh, fond memories:
Cerberus.Eugene
Server: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-06-11 08:30:39
Ashe is finally getting a passive!
Quote: This change allows Ashe players to use her passive in more strategic ways beyond a level one poke or incidental crit.
Focus
Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
Initial Focus stacks are equal to Ashe's Critical Strike Chance
Cerberus.Eugene
Server: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-06-11 08:42:14
I'm not sure how I feel about the recent patch changes, some good some bad.
All jungle mobs popping at 1:55 is meh, it was huge at pro level play maybe, but screws up my route.
They fixed the logitech app so it doesn't go dark!
Champions
Aatrox
Aatrox, the Darkin Blade is in this build but will be turned on at a later date.
Annie
We’ve made some changes to Tibbers to make him a tankier and more threatening presence in late game team fights beyond his initial burst damage.
Summon: Tibbers
Tibbers’ Health increased to 1200/2100/3000 from 1200/1600/2000
Tibbers’ Magic Resist increased to 30/50/70 from 25/45/65
Mana cost reduced to 100 at all ranks from 125/175/225
Ashe
This change allows Ashe players to use her passive in more strategic ways beyond a level one poke or incidental crit.
Focus
Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
Initial Focus stacks are equal to Ashe's Critical Strike Chance
Corki
Missile Barrage
Fixed a bug where Missile Barrage would sometimes fail to deal damage
Hecarim
As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim.
The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.
Devastating Charge
If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
Onslaught of Shadows
No longer deals damage at the end location
Rider damage increased to 150/250/350 (+1.0 Ability Power) from 100/200/300 (+0.4 Ability Power)
Karma
Focused Resolve was impractical because whenever players wanted to use it, they needed the healing up front, not over time. This change still emphasizes the “leash break” gameplay, but now appropriately rewards Karma for using Mantra on her W and keeping her enemies close.
Inner Flame
Mana Cost reduced to 50/55/60/65/70
Explosion radius increased to 250 from 230
Focused Resolve
Now correctly gives vision of the unit while rooted
Mantra Bonus - Renewal
No longer heals over time for 25% Missing Health
Now heals Karma for 20% (+1% per 100 Ability Power) of missing Health immediately upon casting and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken
Inspire
Mantra Bonus - Defiance
Fixed a bug where Defiance's mini-shields weren't applying the Ability Power ratio
Kha'Zix
The changes to Kha’Zix are ultimately about giving him more viable choices when picking evolutions. Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. We also increased Void Assault’s damage reduction while in stealth to make it a slightly more enticing choice and to remind players of its additional utility.
Taste Their Fear
Isolation bonus now increases damage by 45%
Evolution adds 8% missing Health damage (Can be further increased by Isolation)
Void Spikes
Now slows targets hit by 20% for 2 seconds
Mana cost reduced to 55/60/65/70/75 from 60/70/80/90/100
Bonus Attack Damage ratio increased to 1.0 from 0.9
Evolution no longer consumes passive to apply effects--instead triples shot
Can no longer be cast during Leap
Void Assault
Damage reduction while in stealth increased to 50% from 40%
Kog'Maw
Void Ooze
Fixed a bug where the slow wasn't reduced by tenacity
Lissandra
For a control mage with the kit she has, Lissandra was throwing out a lot of front-loaded damage. The intention of these changes was not only to lower her damage, but to also better highlight her in-fight control as her core strength.
Ring of Frost
Cooldown reduced to 14/13/12/11/10 seconds from 18/16/14/12/10
Mana cost reduced to 50 from 70
Fixed a bug where the root failed to apply if Lissandra died
Glacial Path
Cooldown now begins upon initial cast rather than upon recativation or at the end of the missile
Frozen Tomb
Self-cast duration increased to 2.5 seconds from 1.5
Slow increased to 20/30/40% from 20/20/20%
Damage reduced to 150/250/350 from 150/300/450
Nautilus
If Nautilus gets ahead in levels, he ends up with both high damage and high tankiness when leveling Titan’s Wrath first. As a strong initiator tank with high crowd control, we’ve reduced some of that mid-game damage output so he’s less overwhelming when he snowballs.
Titan's Wrath
Damage changed to 40/55/70/85/100 from 30/55/80/105/130
Fixed a bug where the Ability Power ratio on hits was lower than intended
Poppy
Heroic Charge
Spell has been refactored to better detect terrain
Sejuani
Sejuani’s rework left her incredibly powerful in terms of overall damage and crowd control potential. We’ve tuned back some of those strengths to bring her more in line with other initiator tanks.
Northern Winds
Bonus maximum Health ratio reduced to 10% from 16%
Permafrost
Reduced slow duration to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Glacial Prison
Reduced stun and slow duration to 1.25/1.5/1.75 seconds from 1.5/1.75/2
Sona
Sona is a consistently strong support, so after we fixed a long-standing bug with Power Chord: Diminuendo we felt she would be a dominant pick without additional balancing. On that note, we’ve reverted some of our older changes to Sona. These changes are designed to maintain her parity with other supports by lowering her early game burst and her late game durability while making her a little more forgiving in the early game.
Base Health increased to 450 from 410
Base Armor increased to 11.3 from 9.3
Power Chord
Base Power Chord damage changed to 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 from 8 + (10 x level)
Aria of Perseverance
Fixed a bug where Aria of Perseverance's Power Chord: Diminuendo was not decreasing damage dealt
Lowered the duration of Aria of Perseverance's Power Chord: Diminuendo to 3 seconds from 4
Bonus Armor and Magic Resistance to self and healed ally reduced to 6/7/8/9/10 from 8/11/14/17/20
Changed aura bonus Armor and Magic Resistance to 6/7/8/9/10 from 3/6/9/12/15
Thresh
Death Sentence
Fixed a bug where Thresh could cast Flash while casting Death Sentence
Varus
Piercing Arrow
Fixed a bug where casting Piercing Arrow while targeting an enemy would cause Varus to stop moving
Vi
Blast Shield
Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended
Vault Breaker
Fixed a bug where casting Vault Breaker while targeting an enemy would cause Vi to stop moving.
General Champion Notes
Targeted wall-jump abilities now check both sides of the wall for the closest location of the cursor, so players don't fail-jump into a wall, when the other side was clearly in range.
We've added new targeting indicators to show how far the target is knocked back for the following abilities:
Alistar's Headbutt
Lee Sin's Dragon's Rage
Poppy's Heroic Charge
Vayne's Condemn
We've improved consistency for abilities that behaved inconsistently when the targeted enemy uses Flash. We’re cleaning up these interactions so that either the ability won’t cast or Flash won’t be used up (it will be one or the other, never both).
Jayce's Thundering Blow
Singed's Fling
Skarner's Impale
Volibear's Rolling Thunder
Changes to Slow Zones
All slow zones now update on a quarter-second interval, meaning when you move out of a slow field, the slow will wear off almost immediately unless you’re hit by an ability that applies an individual slow (like Kog’Maw’s Void Ooze). What this means: your champion's movement speed will be restored more quickly when leaving a slow field, but the slow within the fields have not been changed.
This change should make interacting with slow zones more intuitive while rewarding players who react quickly (as stepping out of a slow field will reward you faster). This is a small nerf to most of the champions affected, but we will be closely monitoring champions affected by these changes.
The following abilities have had their slow refresh rate reduced to 0.25 seconds:
Singed's Mega Adhesive
Lux's Lucent Singularity
Gangplank's Cannon Barrage
Lulu's Wild Growth
Miss Fortune's Make It Rain
Trundle's Pillar of Ice
Varus' Hail of Arrows
Viktor's Gravity Field
Vladimir's Sanguine Pool
Lux's Lucent Singularity also applies a 0.25 second slow to targets hit by the detonation
Kog'Maw's Void Ooze missile also applies a 1 second slow to targets struck
Items
We’ve lowered the price on a number of starting items to give players more options with consumables and general builds.
Boots of Speed
Cost reduced to 325 from 350
Items that build out of Boots of Speed have had their recipe costs increased by 25
Doran's Ring
Cost reduced to 400 from 475
Health reduced to 60 from 80
Mana restore on kill reduced to 4 from 5
Doran's Shield
Cost reduced to 440 from 475
Armor reduced to 0 from 5
Health Regen increased to 10 from 8
UNIQUE Passive now blocks 8 damage from champion basic attacks from 6
We’ve removed the randomness on Madred's and Wriggle's to increase consistency while allowing players to plan out their jungle routes better. Wriggle’s wasn’t very enticing so we’ve tuned up its stats to be worthy of a slot later in the game for those who can take advantage of it.
All instances of Rend as a passive have been changed to Maim
Maim is now the passive that refers to dealing bonus magic damage to monsters with every basic attack
Butcher is the passive that refers to dealing percent bonus damage to monsters from all sources
Hunter's Machete
UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Spirit Stone
UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Madred's Razors
UNIQUE Passive - Maim
Now deals 60 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
Wriggle's Lantern
UNIQUE Passive - Maim
Now deals 100 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
UNIQUE Active
Ward duration reduced to 90 seconds from 180
Cooldown reduced to 90 seconds from 180
Attack Damage increased to 25 from 15
Life Steal increased to 15% from 10%
Armor reduced to 25 from 30
Combine cost increased to 500 gold from 100 (total cost increased to 2000 gold from 1600)
A few patches back we buffed a number of jungle items to make them more enticing for junglers. The changes, however, made these items so efficient that even lane champions were buying them with no regard for the Butcher passive. We still want lane champions to consider these in strategies that center on poaching jungle camps or helping with map objectives, but we ultimately want these to feel like the optimal choice for junglers first.
Spirit of the Ancient Golem
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Elder Lizard
Attack Damage reduced to 35 from 45
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Spectral Wraith
Ability Power reduced to 40 from 50
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
We've moved Malady's passives to the two other Attack Speed on-hit items to further solidify Nashor's Tooth's niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit's End to better synergize with magic damage based fighters (Sunfire Cape combines quite well with Wit’s End even for champions that don’t deal magic damage). Malady has been removed as it has been a poor fit in the current space that it was in.
Recurve Bow
Cost reduced to 900 gold from 950
Malady
Removed from the game
Nashor's Tooth
Combine cost increased to 920 from 500
Ability Power reduced to 60 from 65
Additional Passive - Basic attacks deal 15 (+15% of Ability Power) as bonus magic damage on hit
Wit's End
New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 700 gold = 2400 gold
Attack Speed increased to 42% from 40%
Revised Passive - Basic attacks steal 5 Magic Resist from the target, stacks up to 5 times
Maps
Summoner's Rift
We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle camps before laning phase. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether.
The other changes are to reassure junglers since they won’t be able to start wolves or wraiths before heading to their buffs. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle. Overall, this will be a buff for junglers across the board as we’ve opened up additional jungle route options for them.
On that note, junglers traditionally have high impact in the early game, so there is some concern that these changes may be making them too strong in that area. We will be closely monitoring the situation to see if we need to balance further.
Jungle
Wolves
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Wraiths
Initial spawn time increased to 1:55 from 1:40
Golems
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Ancient Golem
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Lizard Elder
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Young Lizard
Base Experience granted reduced to 10 from 40
Twisted Treeline
Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Crystal Scar
Added Dominion variants of several items
Tear of the Goddess (Crystal Scar)
Mana per charge increased to 5 from 4
Manamune (Crystal Scar)
Mana per charge increased to 8 from 4
Archangel's Staff (Crystal Scar)
Mana per charge increased to 10 from 6
Rod of Ages (Crystal Scar)
Now gains stacks every 40 seconds, down from 60 seconds
Howling Abyss
Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Shop close distance is now calculated from the spawn, not the shop
Shop close distance increased to 1600 from 1400
Fixed a bug causing players to become stuck if they wiggled behind blue laser turret
Poros have gone through an 80s action movie training montage and now have some resistance to lasers
Game Interface
Minimap & HUD
The Player's nameplate will now always be drawn last, causing it to always appear over ally and enemy health plates.
Item Shop
The search terms "Spooky Ghosts", "Bork", "Botrk", "AA", "NLR", "SOTO", "SOTD", "dshield", "dblade", and "dring" have been added to the in-game item shop.
Custom Item Sets
Item sets will no longer be lost when a player changes their Summoner name.
Game Menus
The Key Binding page has been reorganized to be easier to use
Gifting Animation
Gifting animation has been updated
Custom Game Mini-maps
Custom Game Mini maps updated to include unique mini maps for each map
League System
Added the ability to spectate players and teams in challenger tier via an option in the leagues menu.
Added notifications to inform players when they are close to hitting LP decay for inactivity in ranked queues.
Player Behavior
Behavior Alerts
The PVP.net client will display new warning alerts for players with spikes of negative activity, in order to help course-correct them as soon as possible with quick and direct feedback.
Players with recently detected unsportsmanlike behavior will see a warning after the End of Game screen.
Alerts will not follow every player report; alerts are targeted toward players that exhibit uncharacteristic spikes of highly negative behavior.
General
The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load
Logitech monochrome keyboards should no longer clear their display when the last two heads-up buttons are pressed.
Logitech keyboards should no longer change their brightness when your champion is dead.
Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-11 09:28:29
it should not really screw with your route, you should get level 3 doing buffs back to back, and the mobs spawn faster overall.
It wasn't just at pro level play tbh, Bottom lane was normally decided(in soloqueue) by which side got blue, and top or mid by who got purple (wraiths OP), though most of the time people didn't do this it would still cause issues
Cerberus.Eugene
Server: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-06-11 10:01:49
I haven't been doing buffs back to back though. Plus the help on early wolves/wraiths took away from some early damage I ate. It's not game changing, but neither was early golems, at least at my level of play.
I'm just more annoyed that my practiced route is disrupted.
EDIT the other thing is 1:40 spawns really helped the slower junglers because they could get a camp cleared with help, as opposed to having to pick it up on the run through or a quick dash to the other buff. It seems to me like it'd require a smiteless buff from the start on slow junglers now.
Server: Asura
Game: FFXI
Posts: 2956
By Asura.Lolserj 2013-06-11 10:04:46
Doubles were so game changing that at professional levels of play they had to give up map control to counter-act it
And lots of protection went into making sure they were done
just do buff to buff or buff camp buff, the latter would allow you to smite the first buff
By volkom 2013-06-11 16:38:16
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Ragnarok.Hevans
Server: Ragnarok
Game: FFXI
Posts: 15273
By Ragnarok.Hevans 2013-06-11 17:28:41
messing with vlad's pool. wtf they do this? you've nerfed him enough!
By volkom 2013-06-11 17:30:58
messing with vlad's pool. wtf they do this? you've nerfed him enough!
well its more like~ hey i'ma be slowed as long as I stay in your pool~ the moment I can get away from it. I'll start to recover my movement speed. But normally you can pretty much follow whomever you're pooling under unless they flash away
Server: Odin
Game: FFXI
Posts: 11417
By Odin.Minefield 2013-06-11 17:31:19
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Bonus clip go.
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Ragnarok.Hevans
Server: Ragnarok
Game: FFXI
Posts: 15273
By Ragnarok.Hevans 2013-06-11 17:37:08
messing with vlad's pool. wtf they do this? you've nerfed him enough!
well its more like~ hey i'ma be slowed as long as I stay in your pool~ the moment I can get away from it. I'll start to recover my movement speed. But normally you can pretty much follow whomever you're pooling under unless they flash away
it's a huge hp cost to use it and he has to be in close range for all his abilities. any nerf to him is too much, but i like playing him so i'm biased. i don't build rylai's till like 4th item so it'll have an impact on me.
By volkom 2013-06-11 17:37:47
omggg that brand faking out the nidalee was sick~ too bad he died.
I gotta try that some time.
By volkom 2013-06-11 17:39:15
messing with vlad's pool. wtf they do this? you've nerfed him enough!
well its more like~ hey i'ma be slowed as long as I stay in your pool~ the moment I can get away from it. I'll start to recover my movement speed. But normally you can pretty much follow whomever you're pooling under unless they flash away
it's a huge hp cost to use it and he has to be in close range for all his abilities. any nerf to him is too much, but i like playing him so i'm biased. i don't build rylai's till like 4th item so it'll have an impact on me. True its a huge health cost~ but you should beable to spellvamp you're health back up decently fast ~ But mid-late game. he's just a monster. so iono for me` i never have a problem just blowing my pool when I need to. ~ /shrug
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-06-11 17:41:20
Depending on the jungler, you can Smite both buffs (Hecarim, for example).
Has anyone here at least given this game a try or plays it? I enjoy it a lot for what it's worth. It's a MOBA-style game and it's completely FREE unless you want to buy skins(merely aesthetic) for champions. All the champions are well-balanced and can be purchased with Influence Points earned from matches.
Official Website: http://www.leagueoflegends.com/
Or you can sign up here: https://signup.leagueoflegends.com
Current FFXIAH Name/Summoner Name:
Nolar/Nolar
Stiklelf/Exalted Banshee
Lolserj/Hastefeet
Yomisha/DominaMorte
Spence/Spencyono
Rharmony/Ore Wa Gundamu
Scrumpet/ScrumpetMD
Krizz/TehKrizz
Novax/Bro Naimeth
Shadowknoll/Shadowknoll
Shinobu/Dramignophyte
Jaerik/Jaerik Flynn
Kvazz/Tidexz
Zaraku/JingleMyRingle
Roark/Icositetrahedron
Pukushu/Pukushu
Thunderz/Thunder1055
Urial/Omja
Ceraphina/Alibots
Zahrah/Katzahrah
Headstrong/Kätzchen
Cardinalgate/Cardinalgate
Shiroi/Captain Bag
Nixak/Nixak
Misao/Misacat
Minefield/Deus Ex Felina
Psycho Slip/IAmSupernova
Farkill/ValderFarkill
Miyokonami/Emphysemax
Thioo/Thios
Nephriel/Seraph Nephriel
Spathaian/Spathaian
Liandaru/Shanria
Imatonberry/LoC Vidar
Odaka/Shinryu Ferraras
Magnuss/Sir Scruffster
Faelar/Eretai
Aanja/Alenia
Tsuji/LordNaito
Serj/GodsBlackArm
volkom/ravenswolfy
Hevans/Hevanz
Tikal/Solrokr
Ghaleon/MisterRyu
Leoge/LeoThePenguin
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