Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/05/21 in Posts

  1. I want to know your opinion about it. In my opinion, the way they are implemented in the game right now isn't the best. Templars and Charmers doesn't have a basic aggro skill (i'll call it BAS) like the other tanks (even though they are more like off-tanks), so it opens up a slot for another type of skill. Paladins, Blade Dancers, Wardens, Barbarians and Death Knights have basic aggro skills, but besides Warden's, all of them have the same effect: Forces the enemy to attack you. Nothing special, leveling up these skills only increase the aggro points and the duration too if i remember correctly. My suggestion is: Like Warden's BAS, all the other tanks BAS should have another secondary effect, so it would give even more personality to them, because seriously, they all have the same skill. Later i'll give some suggestions.
    3 points
  2. We all know that the game have evolved lots on the last years and i don't think the current sections can hold all the information's that need to be discussed. I suggest to create a new section at the forum to discuss the Guild vs Guilds events. Why? i know they involve pvp, but they still involve lots of pve aspects and strategy's to be discusses that are not the same as used at arenas or wars. So how can we discuss a GVG event at the ''PvP and Arena'' section when its not really a Pvp battle its more a Guild team battle that includes strategy, pvp and pve.
    3 points
  3. If you are unable to comprehend what I am saying via my posts, then its no doubt pointless to have the topic open. Explanations are given and you do nothing other than question them or try to render them unusable, which cannot be. I know how Merman trial first phase works, I have participated myself in over 100+ of them, have fought tough battles and have also been the decisive person in some as a templar, to push the crown away from the center of the defense formation, then secure it. The merman video is nothing but a well played defense and a terrible offense. Even without the healing totems, I bet the sentinel side would still have lost due to 0% offensive stats from weakness totem and massive stagger from the surplus of AoEs, so more than half of the Sentinel melees didnt even get a chance to attack. In due respect I apologise for the snarky comment, it has no place in our forum
    3 points
  4. lallouss

    Unbind Books Rares

    They are called rare for a reason, making it unbind-able thus becomes not rare.
    3 points
  5. I think this is the single most important thing to be said in this thread. With 3 lines of buffs for the shaman(s) and their ally/allies, it's natural to reach silly conclusions such as stated before in here
    3 points
  6. The video was directed to a specific member who claimed that totem was not maxed. And about pots, I won't repeat everything again, I will just quote myself again: And I'll repeat again: every single class with 3 lines of buffs is strong. Everytime you put pots and external buffs to the equation you're simply comunicating that in order to be problematic, a shaman should have several buffs, thus in normal conditions this problem doesn't appear. If you want to give a sort of sense to your sentences, start removing pots and buffs from them. No, you haven't. Not when defining whether a class is strong or not. You would have a biased result.
    3 points
  7. I actually agree that they each should get a unique minor effect but it's hard to balance considering the skills low cooldown. Also completely copying the warden effect would be boring, and his effect is already weak enough that few players even bother to use it. So I would actually buff his effect in some way... As for the other classes... The paladin could have a supportive or disrupting effect focusing on protecting party members, maybe pacifying them for a short time (his skill is called persuasion) Death Knight could get a thematically accurate one like marking his target for death under certain conditions(do more damage based on missing health), as his focus isn't actually his party. (Provocation) The bladedancer is a dueling class (or so is my idea of it) so his effect could make both him and the target do more damage to each other. (Aggression) While the barbarian is one that would resort to dirty tactics mocking his opponent, maybe making the barbarian stronger if the target is not damaging him. (Taunt) At least those are the first ideas that pop in my head, what do you think? All of these could also be linked to existing/new expert skills to balance it.
    3 points
  8. There is a old mechanic on the game, it's so useful that literally every player uses it!! So if it's not about a nerf, what is the sense of this post and what are you suggesting? You made it to complain about Healing Totem but you want it to stay the same?
    3 points
  9. That won't make you immune from comments stating another point of view. The counterpart has got your same right to speak in this sense.
    3 points
  10. To emulate that you need one of the most broken books existing in this game (Magic Extension aka Orci Book). If you are rich enough to purchase that and you plan a build with that book, then yes, this is right. A druid with such book would do no different and would be as tough as a Shaman (with the only difference of the lack of Lightning Shield) Are you serious...?
    3 points
  11. Hmm clever. Though I might want to give you some little hints about my main class: The topic is about the balancement of the game, as the topic's title says, and not of the classes. Since we are theoretically going off topic I would have the full right to close it. Moreover, remember: having a main which differs from the mentioned class(es) doesn't make me less experienced about how the game works, nor does legitimate you to make (eventually wrong) assumptions about players. One friendly advice: read what a member says carefully and don't judge a book from its cover.
    3 points
  12. Hourai

    Deity Statue suggestion

    Long story short, auto-attack reduce effect is not as widely used due to its rare usefulness (Orcinus tanking, anyone?) so im bringing this suggestion in hope of a future where Templars can provide more to their team except ping pong. My proposal: When the Templar puts their Deity Statue in a location, in a radius of 3 yards from the center of it, it constantly applies a defensive barrier/shield/protection buff that mitigates 10-20-30-40% incoming damage OR applies a shield that is 100-150-200-250% of the SUM of your physical and magical attack, for as long as the statue is on the field. As soon as the duration ends, all positive buffs are gone. For the duration the statue is on the field, it is invulnerable to damage. Duration: 6-7-8-9 seconds Allies affected: 2-3-4-5 Cooldown: 30 or 35 seconds With this im looking to bridge the lack of the Sentinels to provide mass protection to their allies on the defensive side, as well as give Templars one better alternative skill to use for their arena/gvg endeavors Constructive criticism will be appreciated
    2 points
  13. Думаю, у каждого есть любимая локация в игре, моя же - круг совета двенадцати на острове эльфов. Предлагаю собрать сборник аля "самые красивые локации". P.S.
    2 points
  14. Всем доброго времени суток, уважаемые читатели форума. Я создал эту тему, так как больше не в силах терпеть. Не приходилось ли вам проходить дейлы троллей/фавнов более 2х часов? У меня, увы, бывало и такое. А всё почему? Потому что время респавна засад в 4ом секторе Айвондила около десяти минут! Это ещё при том, что помимо игроков, имеющих квесты, засады могут вскрыть любые проходящие мимо люди. Напротив, на 5ом секторе приняли простое и одновременно гениальное решение - время респавна засад 1 минута, их могут вскрыть только игроки, имеющие квест на них. Несостыковка какая-то. Чем же разработчики игры обделили Летающие острова? Не понятно. Так вот, к чему это я... Считаю, что засады в 4ом секторе требуют доработки, ибо на пустое времяпровождения игроки тратят гораздо больше времени, чем на прохождение самих квестов. А вы как считаете? Делитесь своим мнением. Мне кажется, что это не только у меня накипело. Если что, мой ник Corpusnova, сервер Amber.
    2 points
  15. С последними обновами бал, придел, блаж актуальность бижы крафта уменьшилось т.к. ввели бижу бала с %, ярость и пронзой придел, автоатаками и кд блаж, и с вязи с этим актуальность бижи крафт обесценилось. Связи с этим предлагаю увеличить дд на 2% процента всей биже крафта, а именно амуль/плащ физ поднять дд до 6% а в кольцах до 5% мдд амуль/плащ 8% кольца до 7% в идеале. Ну или минимально хотя бы на 1% всей бижы и мдд и физ
    2 points
  16. This thread consists of people who are salty that a sentinel guild tried to walk into a legion guild that had a metric ton of buffs, on top of numerous fat stacks of healing/weakness totems, dark circles, infinite stagger from puddle/acid rain/meteor shower/quakes, and failed to kill more than 8. Like a rat walking into a glue trap and wondering why its stuck. Then somehow it came to be that its the healing totem alone the issue, but most people on the forum mostly think on the small scale and not the large scale. Any skill when extrapolated in numbers is ridiculous. Templar only has one aoe stun and that is flow, otherwise well said. For a start, literally not rushing into a full stack of legionnaires would be a great start to begin with. Secondly, minimum of 2 templars with enough points in flow could have altered the entire outcome of the battle by pushing and spreading everyone away to create chaos and possibly could lead to a win
    2 points
  17. Jcbref

    Unbind Books Rares

    i mean technically they would be just as rare because their amount wouldnt increase with unbinds but yeah you could "rent" and they could become like faceless costume expect that its just [none]
    2 points
  18. Please... please... don't turn every single topic to a conspiracy about legion side being stronger and viceversa. Give us a break.
    2 points
  19. Humm I don't think there's so much to discuss about it. But maybe a pinned post in the pvp section would be useful
    2 points
  20. Hourai

    Unbind Books Rares

    You literally have to CONFIRM that you want to use a book, there's no such thing as "using a book by mistake"
    2 points
  21. I remind everyone that in order to see your comments approved in the international section (at least in this topic - after an Admin's clarification) it's necessary to write in English . You can of course even use a translator for this purpose.
    2 points
  22. Let me meddle a bit in your dialogue, I will explain to you how the castle relic works, first what it does, does it apply a healing aid of 20% to everyone in the group, how does its activation work? When the user uses his skill, the relic is active on everyone who is about 2 meters away, what is the effect of this aid? Well, it increases the amount of "Base" healing of allies by 20%, remembering that it has no effect on the user, and just as the description says, it is influenced only by basic skills, its effectiveness is best proven with a second healer in pt, as other classes like a tank do not have the same.
    2 points
  23. @Beowullf Warspear Online_2021-05-05-14-45-35.mp4 That being said and proved, hope you'll behave yourself next time. Because you are not giving suggestions for a better game but just giving reasons of why Shamans ought to be nerfed, at least when it comes to their healing totem. You claimed that people who were speaking of the healing abilities of other classes were going "off topic", thus I changed the topic's name and its location. The alternative was keeping the title but closing the topic, as litterally no comments (not even my own - I admit it) were about giving suggestions to improve/balance the game, therefore resulting on a massive "off topic"
    2 points
  24. They cry about shaman because in their guild have 50 mage DPS, low number of support/control/debuff class and don't know why always lose in the gvg strikes. 🤣. First, change ur guild comp to a good dmg and sup classes to after talk about nerf.
    2 points
  25. I understand, so let's discuss more deeply in relation to the data presented, I believe that the main point commented on is the healing calculations present in the post, well, in relation to group battles I believe that more points should be analyzed, such as the calculation of damage generated in a group combat, which includes the sum of several classes present there, even the calculation of individual cures for each class and damage absorption calculations, another attribute present that would also influence this calculation would be vampirism itself, which it is a cure based on the damage caused, in short, several factors must be presented in a discussion of this type, I understand that you have exemplified it with a group battle, however simple selected data cannot be analyzed like this, the guild in question itself has low healing classes in your team, I believe that in order to reach a conclusion of readjustment in the group skills of the Chief and Shaman together we must first do er tests with other combat classes don't you agree?
    2 points
  26. 2 points
  27. Во избежание того, что "АдМиНы ИгрАеЮт ТоЛькО за ГоР" скажу, что эта локация очень сильно понравилась моему племяннику
    2 points
  28. have you ever thought that the real problem is your inability to strategize? sentinels have many classes that have group control skills and area damage, for example the Templar, which was made specifically for group events with varied group control skills and group support. Your disability is largely responsible for your failure in group events
    2 points
  29. paladin healed 6000
    2 points
  30. 2 points
  31. I bid you welcome, my dear guests, in this topic. Today I'm going to write something that many of our new members may have wondered about, which can be resumed in these few questions: 1. Is deathknight a good class to start with? 2. Can deathknight solo bosses/baits/raid bosses? 3. How can I build my deathknight in order to be able to solo stuff? 4. Is it cheap to build a deathknight? 5. which skills should I buy first? Well, my dear fellows, in this guide I will try to answer step by step to any of these questions, explaining also pros, cons, builds, why of these builds, statistics which deathknight may love/dislike, skills he should buy asap and so on. It's definitely a full schedule, isn't it? so let's start with a quick analysis of this class. 1. Analysis of the DeathKnight The DeathKnight is an extremely versatile tank. It can reach enormous ammounts of damage and defence, it is able to ignore a large ammount of damage dealt and, most importanlty, it becomes stronger if he's surrounded by enemies. In order to realize about this last part, though, you'll need to play for a decent ammount of time and get used to its play style. As a tank, it benefits a lot from statistics like HPs and HP regen, but it requires a lot of Mana Reserve, since its skills litterally burn out your mana reserves (high cost in general and balanced in both attack and defence - that means you'll use a lot of such skills and as a conseguence you'll see your mana drop quite quickly). Once disliked enough not to let him even join parties for Normal Berengar's Tower, as time went on this class has gained a lot of respect, becoming (according to some experienced players) the best tank existing on MC side and the 2nd in game, after the Warden. More and more players have now got in touch with this class, creating everyday wonderful builds and making it suitable for basically any scenario. I'll proceed now with further infos, but let's start to talk about a delicate topic that I'd love to talk about, and this is the equipment [2] 2. Equipment and Suggestions Before starting with this section, I'd like to clarify few points. The following equipments I'm going to disclose have a mere demonstrative purpose and were thought for players who cannot afford to buy miracle coins or they are at a point to decide whether to invest or not on the character. From a personal point of view, unless you're a low level arena player, I see little to zero reasons to invest on your character (to buy equipments at least) if you're not at least at lv18. If I had coins available, my humble conseil is to make gold with them instead of buying pieces of equipment that you'll eventually drop cause they're too outdated. But even here, don't worry! I have thought about our beloved coin-users as well! 😉 This guide will start from the Lv13, because, due to the improvement the game has made on equipments on the first islands, it is enough to select every tank item you have the opportunity to choose, when completing the quest. A. Selection for lv13-19 So [ this ] is what I believe it is something good to start with. In order to achieve something like this, I hereby invite you to keep every single gold coin you receive through your journey on the first island. As you can see, the thing I focused on mostly in this equip is the HP Regeneration. I decided to choose this because on native islands and/or Irselnort (or even swamp) you might start to get in touch with strong enemies. It is important for you not to spend gold in order to get consumable items, independently if you're in battle mode or you're just resting from a fight. This build will allow you to try to be as tanky as possible. You may want to update it from time to time, but my advice is not to spend too much gold for something that will add you few points only on your build. You may also notice that I haven't (nor I will) put magic damage items on the build - the main reason is because this class has got yes some magic-based skills, but none of them are actually worth good enough to create an apposite magic build for this purpose. B. Selection for lv20-25 Now that you've finally reached this point, I believe we may start with something like [ this ]. Main improvements made with this build is the introduction of particularly new statistics. The point of all of this is to start getting in touch with them, as well as to start to look for event items, which, as you'll see soon enough, will result as a very good selection for this class. These items, especially the event ones, might be yes rare, but they are usually cheap enough and good to start with. Your defence is improved as well and defensive statistics are balanced enough to start letting you being tough enough, at least for the first part of Ayvondil. You may also want to start to join even low level guilds, in order to get used with guild mechanisms. Lately, more than amps, people seek for people who are active enough to make some gps. The best period to join a guild, in my opinion, is from the beginning of Events (Halloween - World Creation - Spring, most importantly). Guilds can give you a lot of opportunities to become rich and to improve quickly. C. Selection for lv26+ [ This ] is where things start to get serious. Even here it is hereby advised to keep some gold in order to improve. If you followed the previous advices, getting these items won't be too hard, especially for the event items: low level ones are usually cheap and very useful. Here I focused a lot also on offensive statistics and even more on a new statistic that this class loves: Life Steal. If you decided that it is time to invest on your character, these are just few of the many builds you may create in order to improve your character: [ 1 ] [ 2 ] 3. Skill Build and Suggestions Here we start with another very discussed point. As you may understand, a skill buid is very, very personal, but I will try to show you the ones which, in my opinion, deserve to be levelled and those who should not. Thorn of Death: Our beloved primary damage skill. No more and no less! Useful everywhere because, who doesn't like having a bit more damage? The higher the level, the higher the damage. The nice power from this skill comes from the relics you can put on it. We will discuss about this later. Having it at 5/5 would make of that work at its maximum power, and I honestly don't dislike it Exhalation of Darkness: This is a mix of a Magic Attack combined with a Stun which lasts 1.5 s. The stunning ability is even more appreciated than the damage itself which, thanks to the latest class' update, lasts up to 4 seconds if maxed. If you love the stunning capabilities of this class, as well as magic damage, you might want to show this skill some love and level it up to 3/5 or even maxing it by removing the points from thorn and add them here (not advised unless PvP - the skill doesn't deal critical damage). The buff will not disappear if the attack gets parried/blocked/dodged; something you'd better keep in mind ^^ (UPD 9.3.0!) Provocation: It's the skill every tank class has got. It protects the healer from the rage of the enemy and the damager from the same reason. It has a low cool down - good reason to add in it some good relics, don't you think? On PvP, it makes the enemy lose the current target. Make sure, if you are PvE, to have this skill at level 3/5 at least Threads of Darkness: One of the most intriguing skills the DK posseses. It pulls the enemy close to the DK, in order to expose him to your party (or simply to an enraged DK). There are some more things this skill allows you to do: the enemy pulled in this way sees also the damage received increased and he won't be able to move for a short period of time. Increasing the level of this skill will allow you to increase the ammount of time the "Increased damage" debuff lasts and the ammount o time the enemy stands on the ground. Honestly, I believe that the very reason people use this skill for is the ability to pull a very far away enemy close to you, and not for the other two effects; due to this, I would recommend to keep this skill at 1/5 Dark Shield: The main defensive skill of this class. Very efficient skill considering that you only need to press it once in order to make it work. It is highly def-dependant, hence, in order to make it as strong as possible, you may want to keep this statistic as high as possible. A good combo with this skill is the use of Aura of Hatred and some relics which increase Dark Wing's effectiveness. Increasing its level will also increase the chances to work, the time it lasts. Having this skill at 5/5 is quite a must, if you ask me. And now about experts - this will be quite hard for me but I'll try as well. Saturation: This is one of the key skills of this class. In exchange of a (quite too high currently - 10%) percentage of HPs, your Life Steal parameter will higly increase for a short ammount of time. Perhaps it was necessary to create specific life steal builds in order to use this skill but as for now, if you don't plan to have a lot of HPs, this skill can be a nice power up in order to survive by killing you enemies. It has a good synergy with Steel Hurricane and a LOT of mobs surrounding you. That was just a little hint, where the skill Threads of Darkness might result in a good way to make the enemy very close to you. The first disadvantage, maybe, relies indeed on the high ammount of Hps required to use this skill and the way too short ammount of time it lasts, even maxed, however, under a certain percentage of your maximum HPs, the skill won't require any sacrifice, depending on the level of the skill (UPD 9.3.0!). Steel Hurricane: It is a damage skill: it deals damage to every enemy surrounding the DK up to 1 yard from it. Levelling this skill up will increase the ammount of damage the skill deals but it won't increase the radius of the skill. It works well combined with Aura of Hatred which will increase the damage dealt even more. It won't be a bad idea to combine it also with Saturation. if you see yourself crowded by mobs... and to speed things up, it won't be a bad idea to pull an enemy closer to you with Threads of Darkness either ^^. It works pretty well in PvE, so I encourage the player to take it among the first experts selected. Having this skill at 3/4 or even maxed won't be a bad decision. Totally bad idea if you plan to go for PvP - there are better skills to max. It's a good alternative also for the every day more popular Magic Damage builds, as the type of damage dealt depends on the prevailing ammount of damage the class has got (e.g. you got more physical = it deals physical dmg; you got more magical dmg = it deals magical damage!) (UPD 9.3.0!) Death Call:. The AoE aggro skill. It spreads an aura which aggros every enemy close to the DK and deals Magic Damage for 4 times. The damage depends on the skill level as well as the ammount of magic damage the DK has got. Increasing its level will see a larger ammount of aggro given, increased aggro time and the damage dealt increases a bit more. Do not understimate this skill in PvP: making a crowd of players lose their target while it's fighting against another crowd of players is not something a player should understimate, especially in a scenario where you shall think and act fast. If you plan to be a PvE player, then this skill is one of the first ones you should get. For a maximized power, make it at least 3/4, but it will work perfectly fine even at 2/4 Aura of Hatred: It's a buffing skill. Increases the DK's defensive and offensive numerical statistics for a certain period of time. Levelling it up will make the skill last longer and improves the effect of the buffs given, and it combines perfectly with Dark Shield - which will work better - and Steel Hurricane - which will deal more damage. It is a jack of all trades, but a long cool down, justified by the ammount of power this skill basically gifts. Maxing this skill out might result in a wise choice, but in that case, make sure to have got at least 15% of CoolDown parameter, so that you won't have to wait for too long in order to re-use it. Sharp Shadow: Elusive skill: it works as a ranged skill and it is able to stun the enemy dealing him High Magic Damage. It might work combined with Saturation. and that will result in a sort of Healing if Saturation is actived, but the ammount of HPs you spend for that skill will not, unfortunately, be healed back by that combo. This skill is the best friend of PvP DKs and the worst enemy for Healers, alongside Blow of the Silence: if you plan to PvP, make this skill 4/4, otherwise, don't buy it at all. Secret Reserves: Very hated skill, once, but after the several adjustments it has received now it became quite balanced. It is a Passive Skill and, in order to work decently, requires to have a lot of HP Regeneration. Although it might seem a very bad skill, combined with Blood Protection might grant the Dk a chance to survive in critical moments and it's still used a lot on PvP on tough moments. I would still recommend it on PvP though (4/4) - with the right build - especially against Damagers, which will basically need to kill you twice with that and,who knows, in the meanwhile it might be you the winner this time. From time to time, you may want to seek for a particular book that boosts decently the ammount of HP regen given as well as more HPs, which are always welcome in PvP: Power of Life Blow of the Silence: Skill that denies the enemy from using his skills. Increasing its level will see the effectiveness increased (up to 8s, which is incredibly high). Increases also the Magic damage and the Physical damage deal on the next attack. It is a skill that might seem a must to max, but in a ManyVSMany scenario, I can personally guarantee that it works perfectly even at 1/4. If you face some tough guys though, you may want to make it maxed so that he'll need way more time to recover. Blood Protection: understimated skill, due to the little ammount of time it lasts and for the very high cool down it has. However, in 1 vs many scenarios it reveals to be an extremely useful skill, especially if maxed, which will give time to your mates (or even to yourself) to heal up/use a potion. If you are on the first stage of the game and you want to learn stuff like Labyrinth, then I would recommend to at least make it 3/4 until you become confident enough to live without it. Knight's Curse: Interesting skill, incredibly useful when in party or alone if you add a bit of magic damage on your equipment. It suits perfectly in both PvP and PvE scenarios, because it can be affected by buffing parameters (Rage/Fury of Dephts/Ferocity). On underwater territories it can deal massive damage if the Deathknight uses a Spear or Mace (make sure to pick up magic damage items though ^^). The only con I'd point out is the use of magic damage: if you decided not to have such statistic in your build then this skill might not be that cool; buy this skill only if you are planning to add a bit of magic damage in your equipment. It can be perfectly combined with Blow of the Silence and through that you can mute your enemy from any distance (as long as 1 - there is fire on the ground and 2 - the enemy doesn't move from the zone; it can work anyway even if someone steps on the fire and you trigger Blow of the Silence) 4. Statistics and Improvements you may want to read about This is the point that I'd like to show my ideas about which statistics you should base your character on. First on the list of course is: -Life Steal: it is useless to point out that this statistic is quite a must for a perfect DK. However, Life Steal runes (from which you get basically 16% of Life Steal) are quite expensive, and this is a reason of why I told you not to change too many items at the first stage of your jurney with this class. Nonetheless, if you manage to get a good ammount of such statistic, you may want to combine it with two more, and they respectively are Critical Hit and Accuracy. Critical hit will allow you to double your damage and from it you will also double the ammount of HP you heal from your enemies. Don't forget to make sure to aggro as much enemies as possible - even low level ones (actually, they're the best ones) - and to use Steel Hurricane to maximize the work. Accuracy is necessary because you won't heal from your enemies if you can't hit them. In order to maximize Life Steal you may also want to use some relics: Terrible relic of Steal Health (use it on Threads of Darkness), Terrible Relic of Vampirism (Use it on Provocation and eventually on Dark Shield too; If you have to choose, definitely Provocation) and Terrible Relic of Blood-Devourer (on Thorn of Death). These relics shall be used wisely: use Threads of Darkness in case you are facing a mob which will surely resist your skill - this shall grant you free Life Steal for some time. While recovering, you may want to use Blood Protection in order to reduce even more the damage received and to get the maximum ammount of life back - this is in case you're soloing bosses, or simply if you're on a hard time but you're too lazy to click on the potion. If you arrived to the point to be rich enough to buy the server, then you may want to consider to get these 3 books for you: Enhanced Steal Health , Secret Power of Vampirism , Distorsion of Life In order to maximize Critical Hit i hereby recommend the use of the Icy relic of Rampage on Exhalation of Darkness - mind that you'll need the use of another statistic in order to trigger this relic, which is: -Rage: this statistic revealed to be handy in every situation, not only for the damage buff it gives, but also thanks to the second effect, which will increase your HPs if you kill an enemy (being under rage effect) with a level Higher or the Same as yours. This is why I strongly recommend to put this statistic somewhere on your equip - as weapon/shield or crystal on your equipment. This statistic also allows you to use one of the best relics DKs can use: Icy Relic of Intractability. Equipping it to Dark Shield. and using it while being on rage buff, this relic will increase the effectiveness of your skill by 40%, without further costs! This statistic is perfect for classes who have use of DoT skills and, thankfully, DKs have got Death Call. -CoolDown:. this statistic is quite good to have for our class. In case you realize to have something like 70/80 Energy Regen, then you may consider to replace an Energy Regen crystal with this one. I wouldn't recommend the use of Penetration; More damage means more life recovered through life steal, but remember that you'd have to replace a good crystal with this. It is not our job to deal damage: there are better classes for that ^^ -Stun: It is a statistic that can help you to earn some time during hard situations like "Descent in the Grotto" event, although not useful anymore if combined with Death Call because, due to the recent update, the stun does not trigger with the damage dealt through this skill. If you realize to have a lot of accuracy, then you may want to replace an Accuracy Crystal with a Stun Crystal on on your shield (25% of accuracy is more than enough for a tank). Relics like Relic of Stun will be fine enough for the same use. This is all. I realize that I perhaps could have written way more specific stuff, but I want this skill to cope with the comprehension of new people who decided to approach with this class for the first time or simply for the ones who would like to know something more about this class. Mind one little thing also: I tried as much as possible to avoid to put specific statistics such as the Cool Down time of every single skill or the precise time a skill lasts, because this is a kind of information a player can simply find in game. Every word given here comes from my game experience and on how i personally play this class. I hope not to have disappointed the expectations of the way more experienced players than me, praying also that from this guide may grow comments which might eventually improve the content of the topic itself. I thank you all for your kind attenction and I bid everyone a Nice Day!
    1 point
  32. Templar's hybrid skills: Combat Support It's the most pure hybrid skill on this game. It literally uses the sum of the physical and magical damage of the character. Harad's Teachings I think we can consider it as a hybrid skill, since it has 2 effects after stunning an enemy: Heals the character and its allies based on the character's magical damage and deals extra physical damage on the next basic attack. Particle of Life The first hit deals physical damage and the summoned monster deals magical damage. I guess it is a hybrid skill. Questionable skills: What about the class that was introduced in the same update as the Templar? Chieftain's hybrid skills: Eagle Eye It deals AoE magical damage and with a chance equal to the character's Critical Hit, applies Bleeding, that deals physical damage. Do you consider it as hybrid? Now we'll talk about a class you can consider as Templar's Forsaken counterpart: Charmer's hybrid skills: Questionable skills: And the last ones i'll talk about were the first hybrid classes on the game! Paladin's hybrid skills: Purifying It didn't feel right to consider it as a hybrid skill, but it doesn't fell right to consider it as a questionable skill too, so i'll say it anyways. It deals physical damage and if used on a enemy under the Fetters of Justice effect, gives periodic magical damage. Questionable skills: Death Knight's hybrid skills: Questionable skills: Funny fact: Did i forgot any skill of any class?
    1 point
  33. Some classes are op for it, lets say the seeker, the best dps atm, really great for second phase at mermen trials. How can we discuss that at the pvp section since its related to PvE also. And when we see a problem related to the GvGs, that affects lots of players and we need a longer discussion to find solution, i found that the posts get lost due to lack of placement, some topics are created under the class section, others on pvp and area other on suggestions and so... I really think we should have a special place to discuss the GvGs, also because for many they are the main reason why they play the game. Please think about it!
    1 point
  34. Melhorias necessárias para os templários. Primeiramente uma sugestão que com toda certeza seria bem vinda para os templarios é a utilização de lanças para aqueles que desejam ir para um combate na linha de frente e conseguir subjulgar os inimigos com um bom dano, é isso que o uso da lança proporcionaria. Skills Culpa: tem um dano mágico até que bom mas o seu combo com toque da verdade precisa de um pequeno buff de 0,4 seg de stun para se equiparar ao combo de outras classes. Tornado do arrependimento: uma skill de dano ridiculamente forte para os templarios que optaram por focar em força física, mas para os híbridos ou usuários de cajado é uma skill com proveito quase nulo, (a única idéia que me veio a mente foi transformar o tornado em um debuff) algo que seria útil para qualquer caminho do templario, seria uma diminuição de precisão e velocidade de ataque dos inimigos próximos. Isso abriria caminho para templarios se sentirem a vontade seguindo caminhos de suportes e tanks algo que é raro hoje em dia. Fluxo reverso: Com o fluxo tive duas idéias que acredito que podem ser consideradas (todos dizem que o templario tem um controle em área absurdo mas na prática o fluxo pode mais atrapalhar do que ajudar) a primeira opção é um aumento no tempo de stun da habilidade por exemplo 1 seg no nível 1 e 4 seg no nível 5 isso faria realmente a skill ter um controle considerável comparado com o círculo sombrio do bruxo que consegue inutilizar por alguns segundos o jogador que cair em sua habilidade, outra opção é mudar a área de efeito e aumentando seu efeito na quantidade de jogadores aumentando em 1, a área de efeito da habilidade mudaria de 3×3 para 5×2 criando assim o que ele realmente era pra fazer que é criar uma "parede" isolando os inimigos no combate. Graça: essa habilidade está boa mas um buff sempre é bem vindo e mudar de 22% para 25% de dano físico e mágico seria muito bem vindo. 😆 Apoio de combate : com a última melhoria nessa habilidade ela está quase perfeita o que falta nela é apenas uma diminuição em sua recarga de habilidade. Habilidades especialistas Mantra de cura: - infelizmente não vejo uma maneira de mudar essa habilidade sem tirar o propósito dela. Ensinamentos de Harad: outro com duas possíveis melhorias, primeiro colocar o poder da cura para 120% do poder mágico por stun por segundo ou uma que achei quebrado de mas, é uma possibilidade, usar a cura × alvos afetados exemplo:caso dê stun em dois alvos com o fluxo reverso a cura de 85% do dano mágico se multiplicaria por 2. No caso do buff de ataque físico poderia ser trocado por regeneração de mana por 10 segundos já que a classe sofre muito com a falta de mana. Truques Desconhecidos / Soco perfurante: Com as mudanças que irei sugerir o nome truques desconhecidos fará mais sentido.O golpe joga o alvo para trás causando dano físico e o atordoando (equipado com escudo e maça) ou irá trazer o alvo para próximo ao templario causando dano mágico e stun ( equipado com cajado ) com alcance de 5 jardas. Algo a se considerar é uma chance de afetar inimigos próximos ao alvo de serem afetados pelo controle alvo + 2 inimigos próximos ( sem acréscimo de dano )- Isso faria as suposições de que o templario ter um controle em área bom fazer mais sentido. Toque da verdade: Acredito que a diminuição do tempo de ativação de 2.8 para 2.5 e uma diminuição no tempo de recarga em 2 seg seja o suficiente para a habilidade. Investida: essa habilidade é bem simples de resolver, acrescentando a investida uma chance de 20%/40%/60%/80% de causar stun ao alvo causando dano físico e o efeito de desaceleração seja aplicado apenas nos inimigos próximos ao alvo (poderia ser trocado por redução de velocidade de ataque nas mesmas porcentagens). Marcado pelo Sol: precisa de um buff de 10% em sua cura mudando de 110%/120%/130%/140% para 120%/130%/140%/150% do poder mágico ou mudar o efeito da cura pois cura apenas o alvo que deu o primeiro hit básico, isso tira o sentido da habilidade que seria curar alguem debilitado do grupo, isso seria resolvido ao mover a cura para menbro com a menor % de hp do grupo. (Algo parecido com a torrente do druida) Remover o efeito de agressão ao estar equipado com cajado e ser colocado um debuff de defesa física e mágica para o próximo hit base de 20%/30%/40%/50%. (O efeito de cura mencionado anteriormente continua). Partícula de Vida : A habilidade PRECISA dessa mudança para todos os caminhos que o templario resolver seguir, transformar o pet em um suporte de cura parecido com o do evocador pois isso faria surgir templários suportes que está em falta e ajudaria também os tanks, no quesito PvP a sobrevivência é algo importante e essa mudança melhoraria e animaria os usuários de cajado. Poder do Paraíso: habilidade boa para tank mas para usuários de cajado não está tão utilizável, mudanças que sugiro, adicionar hp 20% penetração 8% e algo relacionado a cura para usuários de cajad, e hp 20% bloqueio 8% e retirar a redução de dano da estatua para tranferir para essa habilidade pois a estátua está muito fraca e está habilidade precisa de redução de dano. Estatua de Deity : essa habilidade no momento está sendo a pior para o templário pois absorver apenas dano atingido básico não é o melhor bônus para se gastar seus pontos de habilidade, a mudança que sugiro aqui seria fazer algo parecido com o totem da fraqueza do xamã , transmitindo um debuff aos inimigos OU transmitindo buff para o grupo ou ainda mais .... Quê tal fazer a estatua ir tirando efeitos negativos durante seu efeito? Se a estatua continuar como um totem que absorve dano que seja feito de uma forma útil que seja sem uma barra de HP e que absorva tanto dano de base de hit dano de habilidades isso faria valer a pena gastar os pontos de habilidade nessa habilidade.
    1 point
  35. Seria como o atual emanar, pois você seleciona o alvo e marca, e após causar dano ele recebe dano adicional mágico como o atual, a diferença é que não teria como bloquear pois seria uma marcação somente não um efeito de controle direto, como exemplo ia ser igual a agressão. E sobre poder só atordoar o "Inimigo marcado" a Habilidade atual tem algo diferente 😔, creio que não, então não seria tamanha mudança. Por isso a classe ficou obsoleta em termos de tank, devido a não alteração de Habilidades para se tornar compatível com o jogo atualmente, pois não faz sentido um tank que só possui Habilidades de uso individual sem qualquer suporte ao grupo e demais. Qual sentido de tamanha preservação? Afinal nesse ritmo a classe só sofre mais e mais, trazendo a aqueles que ainda jogam com o herói um desgosto por lhe faltar algo, ideia inicial era um personagem de dano mágico, porém com falhas que hoje tá complicado de se corrigir, oque sugeri foi uma coisa qual fizesse um tank que possua ao menos uma Habilidade de uso conjunto, e que pelo seu ver é "inadequado" só por ser um herói que age de maneira "independente", enfim, isso só foi sugestão, não sou alguém com cacife para mexer em algo assim... Então é isso, pois cada opinião é valida mas essa sua foi um pouco vaga de maneira qual não compreendi. Mesmo assim obrigada! 👍
    1 point
  36. That's because you're still in the area of effect
    1 point
  37. Lordbieel

    Unbind Books Rares

    Very good
    1 point
  38. Olhando por esse lado vc tem razão não tinha pensando nisso😅 O que você indica no lugar? A mudança de área de efeito não lhe agradou? O tempo de stun consituaria o mesmo. Acredito que não pois como as habilidades do templários tem um custo de mana um pouco elevado isso ajuda por exemplo ele a mantar o poder do paraíso ativo e siclar as habilidades coisa que hoje é muito difícil. Não joguei muito de cajado mas a aproximação para usar o toque da verdade é algo muito difícil, fora que as vezes o fluxo pode ser usado para algo parecido mas com a duração do stun do fluxo é muito pequeno para que o toque consiga ter efeito no inimigo, o "truque desconhecido" seria exatamente para combar com o toque da verdade já que este n seria lançado a um alcance bom. Sim é exatamente como você acha que é Mas isso seria algo muito útil para os templario de cajado que hoje não é tão visado, a falta de uma cura confiável com alvo é algo que o templario precisa urgentemente.
    1 point
  39. This would be very good even for those who have changed characters, it is very difficult to get them again, this would be very useful, it could be expensive, like 10k coins, it would be worth it
    1 point
  40. It is kinda funny that warden actually has the lowest cd too, at 7
    1 point
  41. I didn't have any idea to be honest Persuasion Makes the enemy Pacific for some time. While on this state, it is unable to attack the character or its allies. After the effect ends, after receiving damage or resisting the skill, the enemy gains the Aggressive debuff, automatically forcing it to attack the Paladin and decreasing its (not the Paladin's) damage dealt by 10%. Has a smaller chance to work on minibosses, bosses and players. That's it. You don't get attacked. However, you would still be on the "In battle" effect, so no increased Life Regen or Mana Regen. It seems confusing, i know, but it is something like that: Death Mark Taunts the enemy and adds the Death Mark debuff. A Death Marked enemy receives periodic physical damage and heals the character or any ally that attacks the enemy by 5% of the damage dealt. I don't know if it's too broken to add a Vampirism effect to any player that attacks the enemy, considering that the DK already has a lot of Life Steal. I was thinking about it increasing the damage received by the enemy, but we already have Threads of Darkness and Knight's Curse. But the 5% would be only on 5/5, on 1/5 it would be like 2% or 3%, and also it would make the DK a bit more supportive, so it would make the class more loved, i think. Duel Taunts the enemy. Both the character and the enemy deals 15% more damage to each other, but deals 20% less damage to other entities. How could it be done by developers? Both the BD and the taunted enemy would gain a "Duel" effect that decreases its damage dealt by 20%, unless it attacks a character who also has the "Duel" effect (in this case, it would deal 15% more damage). Mockery Taunts the enemy and gives it the "Enraged" debuff. An enemy with the "Enraged" debuff deals 20% more damage to the character, but has its defenses decreased by 10%. I didn't know too much about what to do, but basically, it would be like: The enemy gets enraged because of the Barbarian's insults, so it would deal more damage to the Brb but would forget to defend from attacks. It sounds a lot like BD's skill but not exactly.
    1 point
  42. In a massive fight the staff templar will not be close to anything to get any stuns aside flow, thus rendering its usefulness far lower than you think, both on the damage and the support part. In my opinion it's a class to be played frontline and hybrid, and become the deciding factor of the battlefield, not someone who sit's behind and heals
    1 point
  43. ну, дк тх итак могут ходить без хилла( вообще в соло даже). Ну, и ключевое же тут, что дк должен урона много наносить, чтобы хилиться, а прокачав насыщение, ты не сможешь прокачать все атакующие навыки. То есть уже урона значительно меньше. И отхилла меньше, значит
    1 point
  44. I don't think it is possible to compare the healing of the Templar with the healing totem of the shaman, even because Templar has many other tools for combat, which are different from the shaman. but if you join the classes that are already available on the sentinel side, you would have several options for healing in the area, even though few shamans are not so relevant, they are strong only in large numbers. and even if the cure is low it can be applied many times in a short time, depending on the number of stunning you do. I am not saying that the statue does not deserve any improvement, even because of the skills of the Templar, this is perhaps the weakest. just like the chief has his useless skills, but this is a subject for another place. I believe that in a massive fight the damage to unique Templar targets, which are largely physical are of little relevance, so having more healing in a gvg would be much more effective, the only negative point would be not having damage from the tornado. anyway the cure and not having to expose yourself in the midst of enemies would be a great help for the templar to live longer and help with healings and stuns.
    1 point
  45. Good night to all, good to the legion staff, valhalla, sentinel staff, good night to Victor Teixeira, my friend. The problem with the game today, I will try to be very direct, it is the balance of classes, what do I want to say with that? it is not: ain the bd hits too much or the magician has a lot of damage in the area, no! I'll synthesize well ... you have 4 classes on the sentinel side that have control in the area with only the button, the magician or the bd and the druid .. on the legion side you only have the necro. So if you take a massive pvp, a gvg, a war or something, the sentinels will always have the advantage, "ain but you can use the tactic because it is full stun" no! stop talking nonsense, stun, control is when you press 1 button and leave. So on the sentinel side you have the wizard that releases the meteor and has 2 controls that you release and you don’t need to select the area, the skill just goes out, that is, the wizard took control, he keeps pressing the button until he gets out of control when he leaves, he already controls all around, on the mc side we only have the necro. Okay, but what the magician has control and has his bubble that leaves him immune for a few thousandths of seconds, who else has control on the sentinel side? it has the visor that has the shackles and has the shield that makes it immortal. There is the bd, the bd on the sentinel side, he has the onslaught from the moment he uses it, he is immune, so he pressed the button and he goes out stunning general. who else? ah has the druid q has the song, "ah but damage the song and get out of control", get out but how does the druid survive? he has 5 cures, he can survive and always use healing and area control to stay in the war. Today we have 4 classes on the sentinel side with 1 control button and we have 1 class on the legion side with 1 control button, and what is the difference between these 4 classes and the one with 1 control button? why do these 4 have defense mechanisms to stay in the fight and our class? we have only panic. So ... this is the problem of balancing .. there is nothing to be discussed ..
    1 point
  46. thanks a lot for reply.i just want devs can see them.i feel that many reports r like that a stone fell in the sea.i mean always no any feedback from devs or admins,idc abt if it really carry out ,but i really wanna see their attitudes. forgive my noob english my friend ,thx
    1 point
  47. Ты наверно хочешь что бы ей добавили ей возможность уходить в уклон и блок, чтобы было как у всех.
    1 point
×
×
  • Create New...