Archer's Laws:
The Tarcher's Tale: When an archer finally gets to tank, and said archer has 'x' HP, the mob will allways hit for 'x' HP or more.
Kiter's Conundrum: Any attempt to run from a monster will result in the aggroing of one or more other monsters.
The Kiter's Catastrophe: Monsters can run through gates/walls. Can you?
Corollary to the Kiter's Catastrophe Law: If the mob can't run through a gate/wall, another monster, on the other side of the wall will get you.
Poisoner's Plea: The probability of a DOT sticking is inversly proportional to the HP of a monster.
Archer's Law of Mage partying: If you are tanking well, the mage goes ahead and life taps. If you are tanking badly, the mage pulls aggro with his best spells and then life taps.
Archer's Law of Cleric Partying: You can and will press Nature's Protection by mistake.
Archer's Law of Fighter Partying: Devastate misses. Mock trains. Archer ends up tanking.
Cast-Time Criticizm: By the time you have finished the cast time, your party hs killed the monster(s).
The Aim Ammendment: Aimed Shot can and will miss.
The DD's Deathblow: If your level is 'x', the level of the mage competeing with you for a party is 'x+1'
Exception to the DD's Deathblow: The DD's Deathblow Law no longer applies after level 60, where the level of the mage no longer matters. =D.
The Dexterity Deception: The probability of an archer dodging a hit is directly proportional to the HP he or she has.
Corollary to he Dexterity Deception Law: You'll never dodge a hit when the hit will KO you.
The Juggling Jest: When Archer One uses Nature's Protection, Archer Two will lag. When Archer Two uses Nature's Protection, Archer One will Lag.
The Starter's Sadness razz icking the short one in yellow will bring you nothing but misfortune.
The Law of Infinite Probablity:A single action has an infinite number of possible reactions.
The Archer's Corollary to the Law of Infinite Probability: All of them are bad.
The Lagger's Lament: The chances of lag happening is inversely proportional to the amount of HP you have left and directly proportional to the amount of mobs you have aggroed.
Corollary to the Lagger's Lament Law: If you don't lag in a KQ, chances are you will disconnect as you reach the boss mob.
Spirit Stealer: If you're full SPR, the mage will crit.
Corollary of the Spirit Stealer Law: Even if you're not full SPR, the mage will still Crit.
The Dodge Delay: You will never dodge till the cleric starts to heal you.
The Full-Dex Failure: A T2 aim scroll costs 1s.
The Crit Demoralizer: All archer victories are caused by crits.
The Protection Parody: Nature's Protection will always draw aggro onto the cleric.
Corollary to the Protection Parody Law: If there is no cleric in the party, then the figher will be in KO range when you use Nature's Protection.
Second Corollary to the Protection Parody Law: If there is neither a cleric nor a fighter in the party, the chances are the mage will have already teleported to Elderine on the slightes sign of trouble.
Third Corollary to the Protection Parody Law: If it's a party of archers, the archers will, with out fail, use Nature's Protection at the same time.
PvPer's 'Plaint: If an archer has won in PvP, it was because he dodged/crited and that was just Pure Dumb Luck (lol)
Isya's Rule of Incredible Irony: An archer can never kill anything at PVP. But he or she will somehow always manage to get his or her entire party killed when grinding. (Don't tell me you haven't done it before) >=)
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My Jumbled Mind
I have quite a bit of stuff here. Ranging from a list of donors to some Rps between me and my friend IchigoFangirl. If you do happen to read one of my entries please leave a comment even if it's just to let me know you were here.
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