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Posted

* Added Duel System

* Added Private Stores

* Changed xp rate to 5x and quest xp rate to 3x

* Fixed some issues with the new quest engine

* Update of NPC Templates ( XP / HP / NPC Titles )

* Increased monster difficulty for Elites, Heroic and Legendary monsters

* Added Inventory View of other players

* Support for Block trigger skills for Templar class

* Monster attack animation should be a bit better now

* A bind animation has been added

* Fixed Critical, Attack, Accuracy Mana Stones

* Fixed stats bug exploit

* Fixing packet overflow with inventory packet ( it will no longer crash your client when you have 100+ items in the inventory )

* Updated drops for Morheim and Eltnen zones

* Fixed stats bug for elite, heroic and legendary monsters.

* Stumble effect wont push back so far

* Few ranger skills ( the self-buffs for ranger still need correct implementation )

* Several new gladiator skills

* Spawn Engine reworked

- From now we're able to easily cleanup the duplicated & flying spawns

- A lot of spawn fixes in Eltnen & Morheim

* Announce will be shown on middle of player's screen now.

* Rework of creature states

- Powershards will no longer loose their animation

- This will fix all animation issues regarding seeing a new player which for example rests or is in combat mode.

* Some Templar skills

* Fixed bind points

* Added missing Heiron and Belusian rifts.

* Support for casting break condition for certain skills ex. Steel Defense

* Added monster spawns to rashanta, they need still a lot of cleanup, especially at fortresses

* Client support 1.5.1.10 NA

 

North American Client 1.5.1.10 or 1.5.1.9 is REQUIRED in order to play on our server.

 

If you have the 1.5.1.10 NA client and still can't play, make sure you use updated no_ip_restrict.rar from fyyre website:

http://fyyre.ivory-tower.de/

Posted

* Added Duel System

* Added Private Stores

* Changed xp rate to 5x and quest xp rate to 3x

* Fixed some issues with the new quest engine

* Update of NPC Templates ( XP / HP / NPC Titles )

* Increased monster difficulty for Elites, Heroic and Legendary monsters

* Added Inventory View of other players

* Support for Block trigger skills for Templar class

* Monster attack animation should be a bit better now

* A bind animation has been added

* Fixed Critical, Attack, Accuracy Mana Stones

* Fixed stats bug exploit

* Fixing packet overflow with inventory packet ( it will no longer crash your client when you have 100+ items in the inventory )

* Updated drops for Morheim and Eltnen zones

* Fixed stats bug for elite, heroic and legendary monsters.

* Stumble effect wont push back so far

* Few ranger skills ( the self-buffs for ranger still need correct implementation )

* Several new gladiator skills

* Spawn Engine reworked

- From now we're able to easily cleanup the duplicated & flying spawns

- A lot of spawn fixes in Eltnen & Morheim

* Announce will be shown on middle of player's screen now.

* Rework of creature states

- Powershards will no longer loose their animation

- This will fix all animation issues regarding seeing a new player which for example rests or is in combat mode.

* Some Templar skills

* Fixed bind points

* Added missing Heiron and Belusian rifts.

* Support for casting break condition for certain skills ex. Steel Defense

* Added monster spawns to rashanta, they need still a lot of cleanup, especially at fortresses

* Client support 1.5.1.10 NA

 

North American Client 1.5.1.10 or 1.5.1.9 is REQUIRED in order to play on our server.

 

If you have the 1.5.1.10 NA client and still can't play, make sure you use updated no_ip_restrict.rar from fyyre website:

http://fyyre.ivory-tower.de/

 

wow, there is bunch of stuff that ur server does not have then others that uses AU core has.

so i dont think that u are milles away from au, beacuse, i see ur updates, and are late from au. no offence. but i just tell what i see.

 

and using AU and AE core, and adding ur stuff in that does not make you maker of files. i talked to one of ur devs on skype or w/e this man do whit you, w/e, he told me that most of the thing you manually patch in from au svn then little custumization to make it better and then relese it like ur OWN server project. odddd

Posted

false. we actually did many things before au even had them. Loosik was actually part of the au team before he started this project and they have alot to thank him for. our code  as well as au's is based of the ae core, but every engine and service in our code is completely different from au's. i don't know who you "talked" to in our team, but they definately were not one of the main developers seeing as java side there are only 2-3 of us who do a substantial amount of coding. infact, as far as i can remember.. here's a brief train of events that have happened

 

1st we got a quest engine. then AU got one

1st we got power shards. then AU got power shards

1st we got fly zones. then AU got fly zones

1st we got rifts. then AU got rifts

1st we redid our skill engine. then AU redid theirs

1st we got multiple quest rewards. then AU did

1st we got different skill abnormals. then AU did

 

now, I'm not trying to harp on AU, seeing as ATracer is a decent guy as well as Atomix, I AM however saying that WE are not "copy cats". They aren't either. we both have our own different code, but you'd never know that from going by your hearsay.

Posted

false. we actually did many things before au even had them. Loosik was actually part of the au team before he started this project and they have alot to thank him for. our code  as well as au's is based of the ae core, but every engine and service in our code is completely different from au's. i don't know who you "talked" to in our team, but they definately were not one of the main developers seeing as java side there are only 2-3 of us who do a substantial amount of coding. infact, as far as i can remember.. here's a brief train of events that have happened

 

1st we got a quest engine. then AU got one

1st we got power shards. then AU got power shards

1st we got fly zones. then AU got fly zones

1st we got rifts. then AU got rifts

1st we redid our skill engine. then AU redid theirs

1st we got multiple quest rewards. then AU did

1st we got different skill abnormals. then AU did

 

now, I'm not trying to harp on AU, seeing as ATracer is a decent guy as well as Atomix, I AM however saying that WE are not "copy cats". They aren't either. we both have our own different code, but you'd never know that from going by your hearsay.

 

comone, pls, about ur "1st we got"

 

i do constantly checking the progress AU,Infinite,Aion-reactor.

 

well, check for powershards for ur code and au. check dates pls, check the first quest engine. you were far behind. but the thing is that au changed quest engine like 3 times. Flying zones? well as i remeber on AU was on october. for this month i am not even sure if aion-reactor were start working on own code. then for, skills, well skills are working now for 3 months? only the special abilites like root effect stun etc were implanted 1 week ago.

 

 

Anyway. i dont see a big difference, and pls tell me, how much were copied before reactor was formed, cuz i know you didnt start from svn from AE?

 

 

well you can flame me or anything, the thing is that i tell what i see and what i feel, this includes reading and cheking the progress, and talking to ppl like "your development team" then infini and au.

 

This words here are not only mine so u know.

 

 

 

Posted

lol you know nothing, infact, here let me enlighten you.

 

i developed the first "power shard" code before it was even posted in au's forums, we had it working and they did not.

 

i ALSO developed the first "fly zone" coding before they even had zones implemented.

 

AND I ALSO made the first rift service and abyss service coding for reactor before au had it.

 

 

don't believe me? go ahead and troll through au's forums for no-fly-zone coding. username blackhive.

i also completed all tele's and flyteles for au. go ahead and check committed entries username blackhive.

 

thats about all i shared with them because of pompous asses like you and all the leechers on that damn site.

 

oh and these were done FROM SCRATCH.

 

NOT COPIED.

 

if you kept track of aion-reactor as you say you do, you wouldve known that. but apparently you dont.

 

so kindly, get off our nuts.

  • 3 weeks later...
Posted

Updated first post with KEY features, server had ultimate boost progression, and we're not UNIQUEE, just check server to see on your own eyes.

Ex. Legions, warehouse, godstones, stigma skills, thousands of quests, spawns for all zones, functional abyss zones, abyss ranks, mail system, titles, missions, better monster AI, guard AI and whole bunch of performance optimizations ;)

  • 2 weeks later...
Posted

me and friend got sick of l2 and now we want to try aion , could u be nice to give us some good advices at start .and how much ppl online here?

  • 4 weeks later...

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  • Posts

    • This post originally appeared on MmoGah. As the global release of Aion 2 draws near, players are eagerly preparing to dive into this highly anticipated MMORPG. One of the most important decisions you’ll make is choosing the right class, as it will define your experience in both solo and group content. Aion 2 introduces eight distinct classes, each with unique gameplay mechanics, strengths, and roles. Whether you’re a seasoned veteran or a newcomer, understanding these classes is essential to finding the one that suits your preferred playstyle. This guide provides a comprehensive overview of all eight classes, tips for selecting your ideal role, and recommendations for different types of players. Aion 2’s class system offers a variety of options across tanks, damage dealers, healers, and hybrid supports. Here’s a quick breakdown of the roles: - Tank Classes: Templar - Physical DPS Classes: Gladiator, Assassin, Ranger - Magical DPS Classes: Sorcerer - Hybrid Classes: Spiritmaster, Chanter - Healer Class: Cleric Each class has been carefully designed to excel in specific scenarios, whether it’s PvP, PvE, solo leveling, or large-scale faction battles. Pro Tip: As you embark on your journey, remember that having Aion 2 Kinah can greatly enhance your experience, so consider acquiring it to make the most of your adventure.   Class Breakdown Templar – The Indomitable Tank The Templar is the quintessential tank, specializing in defense and crowd control. With high durability and reliable aggro management, this class is invaluable in group content and large-scale battles. Strengths: - Exceptional survivability  - Top-tier aggro control  - Disruption tools for PvP  Playstyle: Templars thrive on the frontlines, soaking up damage and protecting allies. They are perfect for players who enjoy leading the charge and maintaining battlefield control. Gladiator – The Melee Powerhouse The Gladiator strikes a balance between offense and defense, offering strong AoE damage and decent survivability. This class excels in fast-paced melee combat and open-world PvP. Strengths: - High AoE damage  - Lifesteal-style abilities for sustain  - Versatile in both PvE and PvP  Playstyle:  Gladiators are ideal for players who enjoy dynamic melee combat with a mix of durability and damage. Assassin – The Stealthy Burst Specialist Assassins are masters of stealth and mobility. Known for their high single-target burst damage, they dominate in duels and small-scale PvP encounters. Strengths: - Exceptional burst damage  - Stealth mechanics for ambushes  - High mobility for quick disengagement Playstyle: This class is perfect for players who prefer fast-paced, tactical gameplay with an emphasis on sneaky kills. Ranger – The Precision Archer Rangers excel at dealing consistent physical damage from a distance. With excellent crowd control abilities and strong kiting potential, they are a solid choice for both PvE and PvP. Strengths:  - Safe ranged damage  - Strong crowd control tools  - Great for solo play  Playstyle: Rangers suit players who enjoy staying at range, controlling enemies, and executing precise attacks. Sorcerer – The Magical Artillery Sorcerers are pure magic damage dealers with devastating AoE spells and crowd control abilities. They are capable of turning the tide of battle with their massive burst potential. Strengths: - Highest magical burst damage  - Excellent AoE capabilities  - Crowd control via slows and immobilizes  Playstyle: Sorcerers are perfect for players who enjoy dealing immense magical damage while controlling enemies from a distance. Spiritmaster – The Tactical Summoner The Spiritmaster brings strategic depth to combat by combining summons, debuffs, and utility spells. This class is highly versatile and excels in both solo and group settings. Strengths: - Elemental summons with unique abilities  - Strong debuffs for PvP dominance  - Great solo leveling potential  Playstyle: Spiritmasters are best suited for players who enjoy strategic gameplay and multitasking in battle. Cleric – The Essential Healer The Cleric is the backbone of any group, providing powerful healing, cleansing, and defensive buffs. This class is indispensable in dungeons and raids. Strengths: - Reliable direct and AoE healing  - Cleansing abilities to remove debuffs  - Vital for group survival  Playstyle: Clerics are ideal for players who take pride in supporting their team and ensuring everyone stays alive. Chanter – The Hybrid Support The Chanter blends melee combat with healing and party-wide buffs. This versatile class can fill multiple roles in a group, making it a valuable addition to any team. Strengths: - Strong party buffs  - Solid healing capabilities  - Decent melee damage Playstyle: Chanters are perfect for players who want to contribute both offensively and defensively while supporting their team.   Choosing the Right Class What’s Your Playstyle? To help narrow down your choice, consider what you enjoy most in an MMORPG: • If you like tanking and leading the charge, choose Templar. • If you like melee combat with high durability, choose Gladiator.  • If you like stealthy gameplay with burst damage, choose Assassin.  • If you like ranged combat with precision, choose Ranger.   • If you like Massive magical damage, choose Sorcerer. • If you like tactical utility with summons, choose Spiritmaster. • If you like healing and supporting teammates, choose Cleric.  • If you like hybrid support with melee combat, choose Chanter. Beginner-Friendly Classes If you’re new to MMORPGs or unsure where to start, these classes offer straightforward mechanics: 1. Templar – Durable, beginner-friendly tank. 2. Cleric – Essential healer with clear roles in group content. Solo vs. Group Play Some classes excel in solo play, while others shine in groups: - Best Solo Classes: Gladiator, Ranger, Spiritmaster (good sustain and flexibility). - Best Group Classes: Templar (tank), Cleric (healer), Chanter (support). PvP Recommendations For competitive players who enjoy PvP: - 1v1/Small-Scale PvP: Assassin (stealth burst) or Sorcerer (burst + CC).  - Large-Scale PvP: Spiritmaster (debuffs) or Templar (frontline disruption). Team Composition Tips Building a balanced party is crucial in Aion 2. 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