Jump to content

Recommended Posts

Posted

Forgot to mention .

What do you think about Ashe ? Can she bring me something special ?

She relies HEAVILY on runes , and on last hitting.
Posted

ww=xin=kat

 

no champ is op...

 

but ww and xin cant be too competitive w/o runes!

 

ww = OP late game

xin = average late game

kat = depends... Can be OP or totally useless.

Posted

I'll recommand you to play ww...you can jungle very easy on 3 vs 3 map and become very strong even if you don't make kills.

katarina is good only is she is feeded...if no she is totally useless...

xin has a very nice combo but my recommand is still ww

Posted

they nerfed katarina too much.

 

Wat?

 

I've been playing since the summer of 2010 and she's only received some good buffs but no special nerfs.

 

These are the only changes she's had...

 

1. Ulti hits 3 targets at all ranks from 1/2/3 targets at rank 1, 2 and 3 respectively. (huge early game buff)

2. Q cooldown reduced and damage increased. (buff)

3. Shunpo no longer works if you're rooted. This change change was applied to every champion with similar skills like Pantheon's stun. nerf)

4. W+Q combo's healing reduction debuff duration reduced to 5 seconds. (nerf, but still enough to do the job...)

5. Q now has an AP ratio. (buff. Though it was the end for AD Katarina ^^)

6. Shunpo no longer works on wards. (nerf, but it's been said that it will be changed again.)

7. Icon changed. (buff. Looks sexier :D)

 

I actually remember all changes cause she used to be my main ;o

Posted

Wat?

 

I've been playing since the summer of 2010 and she's only received some good buffs but no special nerfs.

 

These are the only changes she's had...

 

1. Ulti hits 3 targets at all ranks from 1/2/3 targets at rank 1, 2 and 3 respectively. (huge early game buff)

2. Q cooldown reduced and damage increased. (buff)

3. Shunpo no longer works if you're rooted. This change change was applied to every champion with similar skills like Pantheon's stun. nerf)

4. W+Q combo's healing reduction debuff duration reduced to 5 seconds. (nerf, but still enough to do the job...)

5. Q now has an AP ratio. (buff. Though it was the end for AD Katarina ^^)

6. Shunpo no longer works on wards. (nerf, but it's been said that it will be changed again.)

7. Icon changed. (buff. Looks sexier :D)

 

I actually remember all changes cause she used to be my main ;o

 

Worthy to play here uh' ?

Posted

Worthy to play here uh' ?

 

Well if you're lvl 11 you can own with her very easily. But it will be much harder at lvl 30.

Posted

Well if you're lvl 11 you can own with her very easily. But it will be much harder at lvl 30.

So i will buy her for now , and thne just change my main ..

 

Katarina will help me for now ? Until when ? ^ _ ^

Posted

So i will buy her for now , and thne just change my main ..

 

Katarina will help me for now ? Until when ? ^ _ ^

 

There are still some noobs that fail against Katarina even at lvl 30.

 

However, even if she's usually a bad choice she can work wonders with certain teams. If the enemy team has less than  2 stuns or many unreliable stuns like Jax, Irelia and TF. Also, it's awesome when you have Morgana and an aoe disabler like Amumu or Galio in your team :)

Posted

I just bough katarina ...

 

Will see for xin in future ..

 

About shaco ... He deserve or not ?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock