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Thread: my ranged advi guide

  1. #1

    my ranged advi guide

    This guide was first written in French for my orgmates, the source url is here.

    Breed choice
    Solitus :
    The default choice. Maybe a bit hard at the beginning, since it has neither big advantages nor weaknesses. When reaching higher levels, some symbiants will be easier to put in..
    Nanomage :
    This breed will be the better nanocaster, which means it will be able to self heals and morphs sooner than others. However his low hp, and the fact that its abilities are centered on int/psy, wich are not used for our weaponry skills, make this choice a challenging option. In addition, with AI/LE and SL, the other breeds are able to fill the nanoskills gap. Furthermore, our last nanos are level capped, which annihilate this (only?) advantage.

    Atrox :
    This is the fat hp ball who can take hits. Same health bar as a full team of nanomages, green strength and stamina for a better trickle down on melee skills and heal-delta. For ranged attacks, it will mainly help on burst and full auto, our 2 main specials.
    Nevertheless the nanoskills will be the problem with this breed, it is common to see 210ish trox unable to self our 205 heal.

    Opifex :
    This one is the evades master. The agi/sens bonus will help to trickle down our main attack skill, pistol, but specials like burst/FA will be a bit harder to cap. In addition, the artillery symbiants are based on agi/strength and a 3rd base attribute depending on the spot, so high end symbiants will be a bit easier for opifexes.

    IP management

    Basic Abilities
    At the beginning it is wise to put IP only in necessary attributes for the armor you wear, and spend remaining points in intelligence to trickle down to your nanoskills. In the long run, all your base abilities will be maxed, so it might be wise to be ready for that by putting excessive IP when you are tittle capped into them.

    Body
    At low level, nothing to see here. Later you will find useful to raise adventuring to be able to cast Shadowland playfield maps. So as reference, 350 for scheol, 750 for inferno, and maybe 1250 for pandemonium, the XP map (which has no other uses, as pandemonium is a dungeon and so does not need any map running).
    If it is possible, keep maxed nanopool and bodydev, since your survivability in fight is a savant mix between your evades, your heals and your abilities to heal yourself

    weapon skills
    Nothing to do in misc weapon, move on private.

    ranged
    Max, in this order, pistol, then fling and finally burst. At higher levels, if you choose the jobe pistol way, you will want to raise full auto too. for each level it is really important to raise your main weapon skill AND the skill needed for your specials. Raise multi-ranged needed, but try to reach the stats needed by your guns by special implants and buffing items (like Blue Bracer of Balance or Aluminum Armband of Ambidexterity), since this skill does not give any combat bonus, it's only a requirement for dualing pistols.

    Melee
    Don't listen to the dark side of the strenght, skip this section.

    Speed
    While low level, there is 3 important skills. Ranged init, usesfull to fire faster: each weapon has a delay for attacking and another one for reload, the more you have the less time will be spent between each shot. Nanoinit is used to cast faster your nanos, and it is usefull to raise it enough to almost insta cast your current heal. After that you can skip it before your next heal.
    Finally, run speed allows you to run faster, and seeing the size of Rubi Ka and what you can meet it might be quite useful. When reaching higher levels, you will have to max your evades and nano resist, which will help you to dodge most of your enemies attacks. Please note that duck explosives is mainly used in PVP, so you might want to spare IP if you don't plan to pvp. Thus your add all def. will, in many cases, be enough to evade critical hits. At low level, IP can be very tight so it's better, pvm wise, to skip evades and focus on doing enough damage to the mobs to kill them before they send you to reclaim.

    Nanoskills
    Our heals are based on bio and mat meta, max it till you can reach the higher heals you can cast. Ours shields and morphs will need the addition of SI, so keep it high enough to launch your last morph. Time and space is not used for our nanoskills, but for nano kits, so raise it only when you feel you nanopool is too slow to refill. PM and MC will have to be maxed at the beginning, since it is used to cast our weapon buffs and shields, but as soon as you are able to cast the bigger of those 2 buffs stop putting IP into it.

    Other skills
    Other skills
    You will have to max treatment, it's used for heal kits but mainly for equipping implants. In addition it is green so try to spare a few IP for each level.

    Computer literacy: Mainly used to wear bigger NCU, or to sell or buy stuff cheaper for a shopping bonus.... put a few IP so you are able to equip ql 200 NCU and skip it before you can equip yuttos NCU/pande items.

    Map navig: Quite usefull, but not vital. Try to reach 130 as soon as possible, if possible with buffs items/implants, since this skill will not be resetable later.

    Ranged weapons
    Generic things about weapon system in AO
    Your favorite profession is available in 2 different flavors. When you land on noob island, you will see in your inventory 2 little swords and 2 pistols. After a quick test, you will understand that you won't be able to take a sword in one hand and a pistol in the other. Before deleting the swords, I will sort a quick list of pro and cons of each
    +when fighting a static mob (or one slower than you) it is possible to be out of it's range while firing, in some cases while facing really dangerous mobs it can even be the only way to survive.
    +There is more buffing pistols than melee ones in-game
    +Our more powerful special hit, the full auto, does not require us to be behind the mob, so it can be used while soloing/tanking.
    +There is less stats to raise, but our specials are dark blue so not really cheap IP wise (pistol/burst/full auto, and flying shot with LE).
    +It is really easy to do 10k FA, even with only 7 bullets, and this even when you equip your gun for the first time.
    +melee advy's will hit harder than us, but they will never be able to hit at the max speed (1s attack/1s reload), as opposite to us
    -since we don't dual the same gun, and most of time the 2 weapons do 2 types of damage, we have to wear a bracer of recondite flames to unify our dmg output (as opposite to 2 aruls for a melee)
    -we cannot fire while running
    -we cannot interrupt nano casting
    -we cannot stun
    -our perk actions are laughable, and are only 5 when you max pistol mastery and champion of light artillery ( 10 normal perks and 10 alien ones, and you will not max light artillery that soon). Our perk dmg does not scale as we train more perks in the same line.
    -to finish, our most powerful special, the full auto, is a pain to land when the mob/player have good evades.


    Regarding thoses facts, right clic/delete the 2 baby swords, grab your pistols and follow me;p

    Let's start with a quick introduction regarding the weapons in anarchy online. Among the quantity of pistols you will find only a few ones are useful, some other will help buffing some characteristics, or will end up as shop food. Let's grab a random pistol...
    the BBI Faithful 100
    The stats are the following ones:
    Attack time 2s
    Recharge time 2s
    Range 16 m
    Damage 15-220 (109) - Projectile AC
    Attack rating cap 1000

    Attack and Recharge time: this stats gives the delay the pistol will need to fire and reload
    Range: give, the range of the gun, obviously
    Damage and AR: basically, this gun will do 15 min dmg, 220 at max and 329 in case of a critical hit (max+crit bonus). Now, you need to know that for each 40 points in attack ratting you will do double dmg, regarding the stats of the gun. For 400AR, the gun will so do in 30, max 440 and crit 658. For 800 it will be 45 660 and 987 crit.... And for 1200, the next step, it will NOT do expected dmg. The line Attack rating cap say us that we won't do more damage with this one when we have over 1000 AR. so the gun will be capped at 53 min 770 max and 1152 crit. Now let's grab some ammo and try a few pistols.


    Common Guns from rubika
    MTI grey
    BBI Faithful A really nice gun for RK, can be blitzed and is sold in trader shop. It exists in many QL.
    River Seasons XP built from the sealed containers we can find in missions.
    Kaen-Archibald Kolt can be nice at low level, mainly because of its speed.
    Joint Clans Scout Pistol another interesting low level gun

    Special Guns from rubika
    Customized IMI Desert Reet 1000 more often named CDR, you will use this gun for a long long time. There is no MBS on it, so as stated earlier the more AR you will have the better it will perform. It is really fast on special hits, and with a few add dmg gear this gun can perform quite nicely, even at high levels.
    Pain/Reign of PatriciaThose guns are a common drop form Patricia, a boss from the mercs raid in eastern foul plains. Before the Shadowlands it was the best way for an advy, since they have a good max dmg/crit bonus and burst/fling shot. But now, the laughable min dmg park them in Adonis.
    Right hand of entropy This pistol drops from Hezak, the big boss of inner sanctum, and is said to be the rarest gun of Rubi Ka. The nanoskills bonus is fine and the dmg is interesting, but it is so rare that it will mainly be a piece of collection for a (really) lucky advy.

    Sl, alien and lost eden regular weapons
    Flux Pistol An awfully slow pistol which does massive damage. At low ql, and fighting at full agg, might have a use.
    Kyr'Ozch Pistol (- Type 1 and 4) Those guns are fast and deal a good amount of damage. the fling shot on type 1 is easy to cap, but you will have to wait until the last shadow levels to cap the burst on the type 4.
    [url=http://auno.org/ao/db.php?cmd=search&qlmin=300&name=Ofab+Peregrine+Mk]This is our actuals high end weapons. It as fling and burst, burst is easier to cap than on a kyr type 4 and does more damage, however the 1.2s attack/reload cycle will require a few twinking to hit at 1/1. The fact is that you need to farm victory points to buy the basic gun and biomaterials to upgrade it, so it might be wise to wait to be able to wear a QL300 before trying one.


    Special guns

    JEPP and JSPP These 2 guns currently drop from the lurking dryad, on Adonis. Even if the MBS is really low, you will use them from the instant when your fingers pull their trigger for the first time to your 220/AI 30 ding, thanks to their powerful full auto. You will need 1475 full auto to cap the JEPP, and 1750 for the JSPP, so you will end up with a JEPP. Please note that it is viable to buy a jspp to help until the jepp comes.

    Weapons and levels
    Levels 1-41: As soon as you land on Rubi Ka, remove the noob islands pistols and try to roll a pair of BBIs Faithful 22, or find a friendly trader to grab them from their special shop.
    Levels 41-100: take a trip to Foreman's office, and go do a little /hug to the director. If you are persusasive he will drop the Customized IMI Desert Reet 1000. In the past, seeing 220 toons camping it for their alts was really frustrating, but now the dungeon is level locked and things are more easy. Put the CDR in main hand, and keep the higher BBI Faithful you can wear in offhand.
    Levels 100-125: It's time to move the CDR to offhand and look for a gun with good min damage. A flux pistol can be fine if you fight full agg, otherwise a big BBI can do the job too.
    Levels 125-175: It's time to think about jobe pistols, a JSPP should be affordable now (around 20 25M). You should have enough skill to cap burst and fling shot on your CDR, so you might keep it, unless you have enough mutli-ranged to use a kyr'ozch pistol type 1 QL 150+. Another viable option is keeping a type 4 in main hand and the CDR in offhand, you will burst with the low recycle time from the CDR but the bullets will come out the type 4, far more powerful;p
    Levels 175-200: the JSPP is nice, but by wearing the JEPP you will shorten duration between 2 full autos by 10 seconds. Try to keep the JEPP as offhand weapon, and keep the highest kyr type 1 you can in your main hand.
    Levels 200+: Your full auto delay should slowly be approaching the 11s delay, around 210/215 you should cap it, depending of your gear. The fling shot from the type 1 should be already capped, so max burst, and when reaching 1200 put the type 1 in the holster and twink a big type 4. Your main concern for these last levels: trying to shorten burst delay. Finally, as soon as you can, put the QL300 mk 6
    Last edited by nwalker; Mar 20th, 2007 at 12:46:32.
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  2. #2
    Implants and symbiants
    Ideas for ranged templates
    General: The main concern of an adventurer is basically finding the best balance between tanking, healing and doing damage. Our heals are based on BM and MM, our morphs add SI to this list. To trickle down our nanoskills, we need int and psychic, for pistol and evades we need agility and sense, and our specials are based on strenght and stamina. Easy so! In fact no, since many clusters share the same spot, so some choices have to be done.
    I will just repost the 2 configs from Jayde, with and without jobe clusters:
    without jobe clusters
    with jobe clusters

    As you can see, priorities are ordered like that:
    At first protection was implanted, as feet and legs have some evades instead of agi to grab a few points in pistol
    After comes the nanoskills, to launch the bigger heal and some better morphs.
    To finish the remaining spots are filled with weapon clusters and special attacks.

    Now, with Sl we have the symbiants, which allow us to have less compromise between defense and offense.

    symbiants overview
    Head slot
    artillery brain
    infantry brain
    support brain
    Unless you really want some ranged init, the artillery brain is not really interesting, since infantry and support versions give more mods, like nanoresist. The support one gives int and psychic which will ehlp for nanoskills and to put on som other symbiants, so it is the more interesting one.

    Chest slot
    artillery chest
    infantry chest
    support chest

    The artillery one seems more dedicated to fixers, excepted the str/stam/sense mods (quite usefull to wear a big alien occular) there is no real uses for it. The support one, even if there is no strength, can help the nano addicts we become with our first SL heals. The winner would be the infantry one, the big bonus in max health and bodydev can be a life saver and regarding the fact that at (really) high level the nanopool will be easyer to keep filled.

    Ear slot
    artillery ear
    infantry ear
    support ear
    Artillery does only give NCU, infantry is a bit better with ncu and xp, and support int/psy/xp/nanocost bonus: support is obviously the best option.


    Feet slot
    Feet Symbiant, Artillery Unit Aban
    Feet Symbiant, Infantry Unit Aban
    Feet Symbiant, Support Unit Aban
    Only the infantry one provides addalldeffs and addalloffs, artillery is not designed for an evades prof, and support is a lower version of infantry (without offence and defence modifiers). I will choose infantry.

    Left Arm slot
    Artillery Left Arm
    Infantry Left Arm
    Support Left Arm

    the lack of addalldefs eliminate the artillery one. the infantry one gives exactly the same mods, but with the addition of many addalldefs and a small offence modifier. Support replace the offence with nanocost, the choice is hard between support and infantry. I would say infantry if you plan to pvp, and support for pvm

    Left Hand slot
    Artillery Left Hand
    Infantry Left Hand
    Support Left Hand

    Nothing really interesting in this slot, the skill lock modifier from artillery and support would be nice but it is bugged for now. I would follow the infantry way for the dmg shields, or support for the first aid bonus, usefull for high ql nano spindles.

    Left Wrist slot
    Artillery Left Wrist Symbiant
    Infantry Left Wrist Symbiant
    Support Left Wrist Symbiant

    Artillery seems obviously the best choice, because of the multi ranged requirements on our end game guns. But wait... no nanoresist on it? Since everything will try to nuke or debuff you on inferno, I would forgive the symbiants and build a custom implant with nanoresist, fire dmg modifier and multiranged, like this one

    Eye slot
    Artillery Ocular
    Infantry Ocular
    Support Ocular
    Some high level adventurers used to wear a support occular, before LE, for the nanoskills bonus. The artillery occular, regarding the difference between the rifle/aimed shot bonus and the pistol one, is a bit limited. In my opinion, the best thing to do, if your nanoskills are not too low, is trying to find the best Exterminator Occular Enhancment you can equip. the nanoskills is nicely balanced by the flying/burst/FA/pistol and the crit bonus. Before LE, I filled the nanoskill gap by wearing 2 glowing biotech rod rings when casting the morphs.

    Right Arm slot
    Artillery Right Arm
    Infantry Right Arm
    Support Right Arm

    Artillery is the only one which buff all our specials (except burst), there is no use for the 2 other ones.

    Waist slot
    Artillery Waist
    Infantry Waist
    Support Waist

    I would say to go with artillery one until you cap full auto each 11s, and then switch to infantry to grab a few more hit points. If you plan to pvp with a shotgun, like the onehander, stay artillery. The support have no evades, but it is the only symbiant to provide stamina and agility in this spot, don't forgive it when you have to twink;p

    Right Wrist
    Right Wrist Symbiant, Artillery Unit Aban
    Right Wrist Symbiant, Infantry Unit Aban
    Right Wrist Symbiant, Support Unit Aban
    Like the right arm, artillery only, as it boost all our specials

    Thigh spot
    Artillery Thigh
    Infantry Thigh
    Support Thigh
    Support doesn't give any evades, so forgive about it. Infantry gives some healdelta but sacrifice agility for stamina. The artillery remove healdelta for XP and stamina for agility.The problem is that stamina is usefull to cap the healdelta tick to 2 secondes, and agility will help wearing your css and trickle down a few points in pistol and evades... I would say to choose infantry for tanking jobs, but it's hard to refuse the XP bonus from artillery;p

    Right Hand slot
    Artillery Right Hand
    Infantry Right Hand
    Support Right Hand

    As artillery buff our ranged skills, well... let's try support for fun? Go for artillery;p

    To close this brief overview on symbiants, you can see that, in many cases, the infantry symbiants are really nice for defence modifiers, dmg shields and other generic protections skills, and artillery ones are more oriented damage dealing. And support is more oriented nanoskills.. As written earlier, our concern is finding the balance;p
    [COLOR="MediumTurquoise"]
    Perks choices
    With shadowland, alien invasion and lost eden extensions we received the perks, some bonus to help us improving a bit more our toons.
    2 main lines will make the difference between the loot and the reclaim while fighting deep red mobs: acrobat and bioshield
    Acrobat: For 4 perks points and fully trainable at 140, this perk line gives a nice boost to your evades, a few agility points and multiranged. In addition, it gives you 2 nice special actions, limber at level 60 and dance of the fools when reaching 140. Each of this special gives a 40s temporary boost to all your evades, 200 for limber and 800 for dance of the fools. It will not totally prevent mobs from hitting you, since evades effect are calculated on a random dice, but it will increase nicely your chance to win the roll and so make the mob miss you.

    Bioshield: This perk line will be fully trained only when reaching lvl 201. It's the opposite of acrobat, as instead of trying to save you by avoiding hits it will allow you to be totally immune to any sort of damage you can take. The line will give you a few AC and damage shield and 4 specials. Bioshield is the first, it's a damage shield which grow for perk point you put in this line, it goes from 7dmg per hit too 120 points, but override your cyclic shields. The second one is biococoon, when used this perk will absorb (up to a certain amount) any type of damage you might receive during 30 secondes. It begin with an absorb of 800 dmg and grove to 10000 when you reach the 10th perk of this line. If this is not enough to keep you alive, when dinging 201 you will unlock bio regrowth, a 30s duration hot which will heal you for 500 points per second (so a total of 15500 heath restored). There is another special in this line, bio rejuvenation, which is a moderate AOE heal.

    These 2 lines of perks cover almost all our defences, excepted an AC buff we can find in mountainer line.

    The Call is our alien invasion defensive perk line, gives a low boost to max health and nanopool and 51 evades. it unlock 3 specials: Beckoning which change the dmg of all your teamates to cold for 30s and boost cold dmg by 200 (please note that the perk is bugged, since at the end of the boost everyone will loose their personnal damage modifiers and will need to recast their self buffs or remove and replace parts of their gear). Nocturnal strike will do a moderate amount of dmg to your target and the last one, awakening, will heal all your team for 4000/4500 points each 105s.

    Regarding the fire power, we have 2 lines which give pistol and 2 lines for multiranged.

    Pistol Mastery, which increase pistol and flying shot and give a small damage boost (60 points), unlock 3 perks, quickshot, double shot and deadeye. It seems that quickshot is designed to do more and more dmg as you train this line further but it is bugged for now, like the second special, double shot. The third perk, deadeye, when the line is trained to lvl 9, is far better damage wise (maybe the only perk of the line to keep in you shortcut bar).

    Champion of light artillery is the AI version of pistol mastery, so it gives pistol and 2 special actions: collapser which deal dmg to your target and scale regarding how far you trained the line, and implode will remove health and nano from your fighting target.

    The 2 lines which give multi ranged, Counterweight and Ambidextrous, are interesting at low levels when you have some difficulties dualing 2 big pistols, but later you will have far more interesting use of your perks points

    Champion of nanocombat will boost your nanoskills, which will be quite helpfull when reaching the shadow levels, regarding the skills needed for our last morphs and heals. Now theres is 2 schools, one say to always keep this line maxed for the last special, Bot Confinement, which lower nanodamage of your target by 20%, and some say to move the perks in champion of light artillery as soon as you have enough nanoskills.

    So, to conclude, the priority for SL perks will be acrobat, bioshield and pistol mastery, and for the AI ones, champion of light artillery and champion of nanocombat.

    Our professional lines, shadowstalker and ferocity of nature are quite nice but the perks actions are not useable while wearing pistols, so, well... train ferocity of nature when you have enough perks to have a +55 dmg modifier, and train shadowstalker when you lack 25 in agility to wear something..

    Gratefull thanks to Tartianya who took time to read and correct this guide
    Last edited by nwalker; Mar 19th, 2007 at 16:35:02.
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  3. #3
    and reserved too
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  4. #4
    uh wouldnt it be more useful just learn to speak english? :s

  5. #5
    Quote Originally Posted by Uruk View Post
    uh wouldnt it be more useful just learn to speak english? :s
    it was written originaly for his org(ACF) which is surprise surprise!French :P

  6. #6
    I'll remove my own
    Last edited by Ober; Mar 4th, 2007 at 00:42:01.

  7. #7
    might want to change one thing under the breed/opifex.. artillery symbs are STR/AGI + another..
    Redadv 220/30
    Proud Member of The Renaissance

  8. #8
    Very nice effort and wtb trolling removed.
    Quote Originally Posted by Psythe View Post
    I have learned that most of the community is, for lack of a better word, dumb.
    R.I.P. Breyers

  9. #9
    Thanks Katth, many peoples have hard time understanding there is still some countries where english/american is not the native language, and to be honest I did not planned, while writing it, to post this guide in an "official" forum;p After a few tells with babelfish (absolutely illegible:/) translated parts of it and a few more regular request for a translation....
    Well, the guide is complete for now, someone kindly offered me to correct the bigger grammatical/spellings errors, so almost ready to go;p
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  10. #10
    oh this is great Whish I had it 200 lvl`s ago But atleast it will be a bit helpful for the next 20
    Reborn and noob


    I’m a bitch, I’m a lover, I’m a child, I’m a mother, I’m a sinner, I’m a saint

  11. #11
    get somone to sticky it?

  12. #12
    I received the corrected version this week, from a friendly adventurer, just let me correct this version and it will be fine;p
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  13. #13
    Thanks to Tartianya, most of the spelling and gramatical errors should have been removed from the guide, up to our professionnals now to choose what to do with it;p
    Nwalker, 1/2, ranged adventurer, president of =ACF= Clair de Lune
    randomletter: I kind of disagree advs are overpowered. IN my hands, yes.
    Entventurer: If ranged (advis) get the same pvp killpower as melee (advis), there will be absolutely no point to melee in pvp.
    Valhallur: If you go with trox, be sure to take the two week course "Humblebien's lessons in the advanced art of how to hit MR".
    <3

  14. #14
    Very nice! This came just in time. :P

    <nitpick> Just one thing, you have Body Dev and Nano Pool listed in basic abilities. Correct me if I'm wrong, but I believe they're now in the Body menu. </nitpick>
    [Vicinity] Hilfy: Expecting?
    [Vicinity] Redtricks: Pregnant? No.

  15. #15
    Quote Originally Posted by nwalker View Post
    Thanks Katth, many peoples have hard time understanding there is still some countries where english/american is not the native language, and to be honest I did not planned, while writing it, to post this guide in an "official" forum;p After a few tells with babelfish (absolutely illegible:/) translated parts of it and a few more regular request for a translation....
    Well, the guide is complete for now, someone kindly offered me to correct the bigger grammatical/spellings errors, so almost ready to go;p
    well i thought english in europe is taught in schools since its commonly used around the planet...?
    Last edited by Uruk; Jul 2nd, 2007 at 04:59:05.

  16. #16

  17. #17
    Quote Originally Posted by Uruk View Post
    well i thought english in europe is teached in schools since its commonly used around the planet...?
    it isn't used commonly in every part of the world.. and if you travel, its better to try/attempt to use the native language, rather than just assume that everyone knows english

    as for learning another language in school.. i learnt french at high school, and haven't used it since.. so i can guarantee there is very little left in my memory
    Redadv 220/30
    Proud Member of The Renaissance

  18. #18
    Quote Originally Posted by Thatzmeee View Post
    taught*
    oops ^.^

  19. #19
    Quote Originally Posted by Redadv View Post
    it isn't used commonly in every part of the world.. and if you travel, its better to try/attempt to use the native language, rather than just assume that everyone knows english

    as for learning another language in school.. i learnt french at high school, and haven't used it since.. so i can guarantee there is very little left in my memory
    well think about how much of english is used in lets say.. internet

  20. #20
    umm this isnt really on topic anymore :s

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