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    1. #1
      Flash33's Avatar
        Flash33 is offline Exalted

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        •  Wizard's Name:
        •  Seth Shadowcloud
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        •  120
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        •  Empyrea
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        •  Moon
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        •  Various
      Status: Binge watching anime.
       
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      My Updated Polymorph Analysis.

      Ah the moon school, the dark horse/black sheep of the three Astral schools. Many people consider them worthless for a variety of reasons including but not limited to:

      -Complete change of stats and deck.
      -Viability in PvP.
      -Forcing a change in strategy with them.

      Today I will give you my analysis of them all, detailing their strengths, weaknesses and what makes them unique. Now this will be a more streamlined version of sorts of my old Polymorph Analysis from 2012 including the Azteca Polymorphs in addition to the Celestia Polymorphs from before. Also, please note that I will only be covering the Polymorph spells in this thread and not the Shift spells, since those are fundamentally different. Without any further adieu let's get started.

      Celestia Starter 5
      Gobbler (Ice): 5000 health, 35% universal resist, 90% stun resistance.
      Level Learned: 50.
      Spells: Taco Toss (1 pip, 100% acc, 80 Ice dmg+taunt), Stinky Salute (2 pips, 100% acc, 180 Ice dmg+taunt), Provoke (3 pips, 100% acc, taunt all enemies), Gobble (2 pips, 100% acc, restore 400 health), Tower Shield, Steal Ward.
      Role: Support/Tank.

      As Gobbler, your main goal is to divert the attention of the enemy team onto you. Gobbler has enough innate tankiness and health to be able to survive for a long period of time while also having the ability to support teammates with spells like Gobble, Tower Shield and Steal Ward. As a bonus, all of Gobblers spells are Ice, so any power pips you had prior to morphing will still work in Gobbler, which is especially handy with the Gobble and Steal Ward spells. Obviously the main weakness is damage, making it not as viable in solo play, but since Gobbler functions as a tank of sorts that's not really a big concern when playing with a team/group.

      __________

      Mander (Balance): 2000 health, no other innate stats.
      Level Learned: 52.
      Spells: Mander Blast (0 pips, 100% acc, 100 Balance dmg), Elemental Shield, Spirit Shield, Black Mantle, Balanceblade, Elemental Blade, Spirit Blade, Elemental Trap, Spirit Trap, Donate Power, Power Play.
      Role: Support.

      As Mander, your goal is to provide support to your teammates, buffing them up and keeping them protected via shields and mantles. With spells like Power Play and Donate Power you can help your teammates reach their power spikes faster than they normally would otherwise. Since Mander only has one damaging spell (Mander Blast) it is absolutely useless in solo play unless you can guarantee your safety for the next 6 rounds in Mander form, but even then you're much better off with another morph for solo play anyways.

      _________

      Cat Bandit (Storm): 2500 health, 20% Storm damage, 150 Storm critical, 20% Life and Myth weakness.
      Level Learned: 54.
      Spells: Storm Blade, Storm Trap, Storm Shark, Tempest, Stormzilla, Storm Sweep (4 pips, 100% acc, 320 Storm dmg+25% Storm trap), Cat Scratch (4 pips, 100% acc, 520-580 Storm dmg).
      Role: Glass Cannon.

      Glass cannons are characters with high damage but low defenses, and that is exactly what Cat Bandit is. Your goal is to dish out as much damage as possible in a short amount of time, trying to defeat the enemy quickly before they can defeat you. With a relatively low health pool this can be tricky if the enemy has allot of pips and/or buffs, but with the right planning and timing this furball can just wreak havoc on your foes in no time.

      _________

      Death Ninja Pig (Death): 2000 health, unknown amount of critical block.
      Level Learned: 56.
      Spells: Feint, Smoke Screen, Steal Charm, Steal Ward, Plague, Ninja Slice (2 pips, 100% acc, 100 Death dmg+25% Weakness), Beguile, Ninja Slice (5 pips, 100% acc, 450 Death dmg+Disarm), Death Ninja Pigs.
      Role: Support/Disruption.

      As Death Ninja Pig you have access to many utility and disruption spells to both support your team and disrupt the enemy team in the process as well. In solo play this morph can work fairly well against particular enemies, but where it truly shines is in group play, providing support for the team with Feint and the Steal spells and providing a nuisance for your foes with its attacks, Smoke Screen and Beguile.

      __________

      Draconian (Fire): 2500 health, 15% Fire damage, 110 Fire critical, 20% Ice and Storm weakness.
      Level Learned: 58.
      Spells: Fireblade, Fire Trap, Cursed Flame (2 pips, 100% acc, 160 Fire damage+Curse), Firezilla, Ignite (5 pips, 100% acc, 550 Fire damage+Wyldfire), Helephant.
      Role: Support/Glass Cannon.

      At first glance Draconian just seems like a Fire school version of Cat Bandit, and that's true, but it also has utility options in its signature spells Cursed Flame and Ignite. This morphs primary goal is the same as Cat Bandits, but unlike Cat Bandit Draconian offers slightly more options in which to increase damage both in and out of the morph. Your primary source of damage will be Firezilla, only using Helephant if you absolutely have to.

      Hidden Celestia 4
      Treant (Life): 3000 health, 25% outgoing healing, 25 Life critical, 30% Death boost and 30% Life resist.
      Level Learned: 55.
      Spells: Guiding Light, Guidance, Swipe (2 pips, 100% acc, 230 Life dmg), Spirit Armor, Satyr, Stomp (4 pips, 100% acc, 360 Life dmg+Sanctuary), Regenerate, Dryad.
      Role: Healer/Support.

      With an abundance of heal spells, it's pretty obvious that Treants goal is to provide a ton of single-target healing to people, whether to itself or to others. Stomps added effect of putting a Sanctuary bubble up helps immensely with this, while the actual damage from the attack itself being nice for both chip damage and Life/Tower shield removing as well (of course Swipe can accomplish the latter as well if there's no need for a Sanctuary). With additional support spells in Spirit Armor, Guidance and Guiding Light, Treant can provide additional utility if/when healing is not needed. Good for solo play but far better for group play.

      ________

      Colossus (Ice): 3200 health, 40% Ice damage, 70 Ice critical, 80% Ice resistance, 20% Death, Life, Balance and Storm resistance, 40% Ice and Myth Boost.
      Level Learned: 56.
      Spells: Iceblade, Ice Trap, Colossus Uppercut (2 pips, 100% acc, 175 Ice dmg), Balefrost, Evil Snowman, Blizzard, Ice Wyvern, Colossus Crunch (5 pips, 100% acc, 460 Ice dmg).
      Role: Damage Dealer/Tank.

      A more offense oriented version of Gobbler, Colossus trades off some defensive stats for more offensive stats. As Colossus your goal is dealing damage while also being able to absorb some damage back, which given its stats is a pretty reasonable thing to do. Just be careful when going up against Fire and Myth enemies as you no longer have resistance to them and therefore can be punished hard if you make a mistake.

      __________

      Fire Elemental (Fire): 2500 health, 40% Fire damage, 90 Fire critical, 80% Fire resistance, 40% Ice and Storm boost.
      Level Learned: 57.
      Spells: Fireblade, Fire Trap, Flame Strike (2 pips, 100% acc, 60+270 Fire dmg over 3 rounds), Meteor Strike, Firestorm (5 pips, 100% acc, 265+600 Fire dmg over 3 rounds), Phoenix, Heckhound.
      Role: Damage Dealer.

      A more damage over time focused morph, Fire Elemental aims to draw out the battle in order to truly maximize its damage potential. Because of this it gains some tankiness to Fire in addition to more offense stats to help it out. Between Fire Elemental and Draconian, pick the former if you plan on using a bunch of DoTs and pick the latter if you want some more up front burst damage options.

      ___________

      Storm Elemental (Storm): 2500 health, 40% Storm damage, 15% Storm accuracy, 45 Storm critical, 80% Storm resistance, 40% Life and Myth boost.
      Level Learned: 58.
      Spells: Stormblade, Storm Trap, Storm Strike (2 pips, 100% acc, 265 Storm dmg), Wild Bolt, Storm Shark, Kraken, Maelstrom (5 pips, 100% acc, 690 Storm dmg).
      Role: Damage Dealer.

      A sturdier single-target focused version of Cat Bandit, Storm Elemental excels at taking down key targets one at a time and has the stats to back it up. If you want more AoE focused damage, use Cat Bandit. For more Single-target focused damage, Storm Elemental is your go-to morph.

      Azteca 3
      Icehorn (Ice): 4000 health, 80% Ice resistance, unknown Fire boost.
      Level Learned: 88.
      Spells: Stun Block, Tower Shield, Legion Shield, Frozen Armor. Elemental Shield, Spirit Shield, Elemental Blade, Bladestorm, Hex, Ice Breaker (4 pips, 100% acc, 275 Ice dmg+Steal Ward), Handsome Fomori, Frostbite.
      Role: Support.

      A mix of Mander and Gobbler, Icehorn can fulfill the roles of both, albeit Mander more than Gobbler. While Icehorn does have 3 attacks, the attacks are more disruption based than pure damage based, so your main goal will still be to provide buffs and shields to your teammates. If you want a more damage oriented Ice morph then stick with Colossus.

      ________

      Jaguar (Life): 3500 health, 40% outgoing healing, unknown Life resist and Death weakness.
      Level Learned: 88.
      Spells: Spirit Armor, Brilliant Light, Regenerate, Dryad, Rebirth, Satyr, Sanctuary, Goat Monk, Ritual Blade (4 pips, 100% acc, 50+405 Life dmg & 50+255 healing over 3 rounds).
      Role: Support.

      As Jaguar, your goal is the same as Treant, but with more offensive options and an AoE heal in Rebirth. Ritual Blade is the Life school version of Power Link, so the mechanics there are pretty much the same between the two spells. Alongside Goat Monk it's possible to weave in more damage in-between heals with an additional self-sustain option in Ritual Blade, but again you'll mostly be focusing on healing yourself and/or your team while in this morph.

      ________

      Pteranodon (Storm): 2500 health, 50% Storm resist, unknown Myth weakness.
      Level Learned: 88.
      Spells: Stormblade, Storm Trap, Windstorm, Feint, Wild Bolt, Thunder Spike (4 pips, 100% acc, 550 Storm dmg+Storm Spear) Catalan, Leviathan, Tempest.
      Role: Supportive Glass Cannon.

      Basically an updated version of Cat Bandit, Pteranodon has more powerful (and expensive) spells and more ways to increase damage of both its and its allies spells while also being disruptive to the enemy team with both Calatan and Leviathan. This can be both a blessing and a curse though as you can quickly run dry of pips and options if you don't plan out the turn or two after your major attack. If that risk is fine for you then this is the Storm morph for you. For more quick damage in relatively short bursts then stick with Cat Bandit or even Storm Elemental.

      ______

      There you have it: my updated Polymorph analysis. Hopefully you all find this analysis better than my old one, because I sure do. Let me know if I missed anything or if there are ways I can make this analysis better. Thanks in advance and as always thank you for your time.
      Last edited by Flash33; 1-2-20 at 4:12:02 PM.

    2. #2
      The Falcon's Avatar
        The Falcon is offline Journeyman Wizard

      • The Falcon's Wizard Stats
        •  Wizard's Name:
        •  ryan frostfist
        •  Wizard's Level:
        •  81
        •  World:
        •  Avalon
        •  Wizard's School:
        •  Moon
        •  Pet's Name:
        •  i don't remember
        •  Pet's Type:
        •  red cap
      ----
       
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      Amazed2
       
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      Re: My Updated Polymorph Analysis.

      Quote Originally Posted by flash33 View Post
      Ah the moon school, the dark horse/black sheep of the three Astral schools. Many people consider them worthless for a variety of reasons including but not limited to:

      -Complete change of stats and deck.
      -Viability in PvP.
      -Forcing a change in strategy with them.

      Today I will give you my analysis of them all, detailing their strengths, weaknesses and what makes them unique. Now this will be a more streamlined version of sorts of my old Polymorph Analysis from 2012 including the Azteca Polymorphs in addition to the Celestia Polymorphs from before. Also, please note that I will only be covering the Polymorph spells in this thread and not the Shift spells, since those are fundamentally different. Without any further adieu let's get started.



      Gobbler (Ice): 5000 health, 35% universal resist, 90% stun resistance.
      Level Learned: 50.
      Spells: Taco Toss (1 pip, 100% acc, 80 Ice dmg+taunt), Stinky Salute (2 pips, 100% acc, 180 Ice dmg+taunt), Provoke (3 pips, 100% acc, taunt all enemies), Gobble (2 pips, 100% acc, restore 400 health), Tower Shield, Steal Ward.
      Role: Support/Tank.

      As Gobbler, your main goal is to divert the attention of the enemy team onto you. Gobbler has enough innate tankiness and health to be able to survive for a long period of time while also having the ability to support teammates with spells like Gobble, Tower Shield and Steal Ward. As a bonus, all of Gobblers spells are Ice, so any power pips you had prior to morphing will still work in Gobbler, which is especially handy with the Gobble and Steal Ward spells. Obviously the main weakness is damage, making it not as viable in solo play, but since Gobbler functions as a tank of sorts that's not really a big concern when playing with a team/group.

      __________

      Mander (Balance): 2000 health, no other innate stats.
      Level Learned: 52.
      Spells: Mander Blast (0 pips, 100% acc, 100 Balance dmg), Elemental Shield, Spirit Shield, Black Mantle, Balanceblade, Elemental Blade, Spirit Blade, Elemental Trap, Spirit Trap, Donate Power, Power Play.
      Role: Support.

      As Mander, your goal is to provide support to your teammates, buffing them up and keeping them protected via shields and mantles. With spells like Power Play and Donate Power you can help your teammates reach their power spikes faster than they normally would otherwise. Since Mander only has one damaging spell (Mander Blast) it is absolutely useless in solo play unless you can guarantee your safety for the next 6 rounds in Mander form, but even then you're much better off with another morph for solo play anyways.

      _________

      Cat Bandit (Storm): 2500 health, 20% Storm damage, 150 Storm critical, 20% Life and Myth weakness.
      Level Learned: 54.
      Spells: Storm Blade, Storm Trap, Storm Shark, Tempest, Stormzilla, Storm Sweep (4 pips, 100% acc, 320 Storm dmg+25% Storm trap), Cat Scratch (4 pips, 100% acc, 520-580 Storm dmg).
      Role: Glass Cannon.

      Glass cannons are characters with high damage but low defenses, and that is exactly what Cat Bandit is. Your goal is to dish out as much damage as possible in a short amount of time, trying to defeat the enemy quickly before they can defeat you. With a relatively low health pool this can be tricky if the enemy has allot of pips and/or buffs, but with the right planning and timing this furball can just wreak havoc on your foes in no time.

      _________

      Death Ninja Pig (Death): 2000 health, unknown amount of critical block.
      Level Learned: 56.
      Spells: Feint, Smoke Screen, Steal Charm, Steal Ward, Plague, Ninja Slice (2 pips, 100% acc, 100 Death dmg+25% Weakness), Beguile, Ninja Slice (5 pips, 100% acc, 450 Death dmg+Disarm), Death Ninja Pigs.
      Role: Support/Disruption.

      As Death Ninja Pig you have access to many utility and disruption spells to both support your team and disrupt the enemy team in the process as well. In solo play this morph can work fairly well against particular enemies, but where it truly shines is in group play, providing support for the team with Feint and the Steal spells and Smoke Screen and providing a nuisance for your foes with its attacks and Beguile.

      __________

      Draconian (Fire): 2500 health, 15% Fire damage, 110 Fire critical, 20% Ice and Storm weakness.
      Level Learned: 58.
      Spells: Fireblade, Fire Trap, Cursed Flame (2 pips, 100% acc, 160 Fire damage+Curse), Firezilla, Ignite (5 pips, 100% acc, 550 Fire damage+Wyldfire), Helephant.
      Role: Support/Glass Cannon.

      At first glance Draconian just seems like a Fire school version of Cat Bandit, and that's true, but with utility options in its signature spells Cursed Flame and Ignite. This morphs primary goal is the same as Cat Bandits, but unlike Cat Bandit Draconian offers slightly more options in which to increase damage both in and out of the morph. Your primary source of damage will be Firezilla, only using Helephant if you absolutely have to.



      Treant (Life): 3000 health, 25% outgoing healing, 25 Life critical, 30% Death boost and 30% Life resist.
      Level Learned: 55.
      Spells: Guiding Light, Guidance, Swipe (2 pips, 100% acc, 230 Life dmg), Spirit Armor, Satyr, Stomp (4 pips, 100% acc, 360 Life dmg+Sanctuary), Regenerate, Dryad.
      Role: Healer/Support.

      With an abundance of heal spells, it's pretty obvious that Treants goal is to provide a ton of single-target healing to people, whether to itself or to others. Stomps added effect of putting a Sanctuary bubble up helps immensely with this, while the actual damage from the attack itself being nice for both chip damage and Life/Tower shield removing as well (of course Swipe can accomplish the latter as well if there's no need for a Sanctuary). With additional support spells in Spirit Armor, Guidance and Guiding Light, Treant can provide additional utility if/when healing is not needed. Good for solo play but far better for group play.

      ________

      Colossus (Ice): 3200 health, 40% Ice damage, 70 Ice critical, 80% Ice resistance, 20% Death, Life, Balance and Storm resistance, 40% Ice and Myth Boost.
      Level Learned: 56.
      Spells: Iceblade, Ice Trap, Colossus Uppercut (2 pips, 100% acc, 175 Ice dmg), Balefrost, Evil Snowman, Blizzard, Ice Wyvern, Colossus Crunch (5 pips, 100% acc, 460 Ice dmg).
      Role: Damage Dealer/Tank.

      A more offense oriented version of Gobbler, Colossus trades off some defensive stats for more offensive stats. As Colossus your goal is dealing damage while also being able to absorb some damage back, which given its stats is a pretty reasonable thing to do. Just be careful when going up against Fire and Myth enemies as you no longer have resistance to them and therefore they can now punish you hard if you make a mistake.

      __________

      Fire Elemental (Fire): 2500 health, 40% Fire damage, 90 Fire critical, 80% Fire resistance, 40% Ice and Storm boost.
      Level Learned: 57.
      Spells: Fireblade, Fire Trap, Flame Strike (2 pips, 100% acc, 60+270 Fire dmg over 3 rounds), Meteor Strike, Firestorm (5 pips, 100% acc, 265+600 Fire dmg over 3 rounds), Phoenix, Heckhound.
      Role: Damage Dealer.

      A more damage over time focused morph, Fire Elemental aims to draw out the battle in order to truly maximize its damage potential. Because of this it gains some tankiness to Fire in addition to more offense stats to help it out. Between Fire Elemental and Draconian, pick the former if you plan on using a bunch of DoTs and pick the latter if you want some more up front burst damage options.

      ___________

      Storm Elemental (Storm): 2500 health, 40% Storm damage, 15% Storm accuracy, 45 Storm critical, 80% Storm resistance, 40% Life and Myth boost.
      Level Learned: 58.
      Spells: Stormblade, Storm Trap, Storm Strike (2 pips, 100% acc, 265 Storm dmg), Wild Bolt, Storm Shark, Kraken, Maelstrom (5 pips, 100% acc, 690 Storm dmg).
      Role: Damage dealer.

      A sturdier single-target focused version of Cat Bandit, Storm Elemental excels at taking down key targets one at a time and has the stats to back it up. If you want more AoE focused damage, use Cat Bandit. For more Single-target focused damage, Storm Elemental is your go-to morph.



      Icehorn (Ice): 4000 health, 80% Ice resistance, unknown Fire boost.
      Level Learned: 88.
      Spells: Stun Block, Tower Shield, Legion Shield, Frozen Armor. Elemental Shield, Spirit Shield, Elemental Blade, Bladestorm, Hex, Ice Breaker (4 pips, 100% acc, 275 Ice dmg+Steal Ward), Handsome Fomori, Frostbite.
      Role: Support.

      A mix of Mander and Gobbler, Icehorn can fulfill the roles of both, albeit Mander more than Gobbler. While Icehorn does have 3 attacks, the attacks are more disruption based than pure damage based, so your main goal will still be to provide buffs and shields to your teammates. If you want a more damage oriented Ice morph then stick with Colossus.

      ________

      Jaguar (Life): 3500 health, 40% outgoing healing, unknown Life resist and Death weakness.
      Level Learned: 88.
      Spells: Spirit Armor, Brilliant Light, Regenerate, Dryad, Rebirth, Satyr, Sanctuary, Goat Monk, Ritual Blade (4 pips, 100% acc, 50+405 Life dmg & 50+255 healing over 3 rounds).
      Role: Support.

      As Jaguar, your goal is the same as Treant, but with more offensive options and an AoE heal in Rebirth. Ritual Blade is the Life school version of Power Link, so the mechanics there are pretty much the same between the two spells. Alongside Goat Monk it's possible to weave in more damage in-between heals with an additional self-sustain option in Ritual Blade, but again you'll mostly be focusing on healing yourself and/or your team while in this morph.

      ________

      Pteranodon (Storm): 2500 health, 50% Storm resist, unknown Myth weakness.
      Level Learned: 88.
      Spells: Stormblade, Storm Trap, Windstorm, Feint, Wild Bolt, Thunder Spike (4 pips, 100% acc, 550 Storm dmg+Storm Spear) Catalan, Leviathan, Tempest.
      Role: Supportive Glass Cannon.

      Basically an updated version of Cat Bandit, Pteranodon has more powerful (and expensive) spells and more ways to increase damage of both its and its allies spells while also being disruptive to the enemy team with both Calatan and Leviathan. This can be both a blessing and a curse though as you can quickly run dry of pips and options if you don't plan out the turn or two after your major attack. If that risk is fine for you then this is the Storm morph for you. For more quick damage in relatively short bursts then stick with Cat Bandit or even Storm Elemental.

      ______

      There you have it: my updated Polymorph analysis. Hopefully you all find this analysis better than my old one, because I sure do. Let me know if I missed anything or if there are ways I can make this analysis better. Thanks in advance and as always thank you for your time.
      This is great! I didn't know the pteranodon had feint.I am going to be training all of the polys and shifts now.

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