Jump to content

Hourai

Lord of Knowledge
  • Posts

    2057
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Haha
    Hourai got a reaction from Nolan in SCREENSHOTS FROM THE GAME   
    Why do we exist if not to suffer?

  2. Haha
  3. Thanks
    Hourai got a reaction from Khrone in Warspear 10.0 Update: The Era of Knowledge. Announcement   
    It's 10%. 10% of the damage they deal. It's practically negligible considering shields have zero defensive stats (aka you hit full damage). Also, 15 seconds to get a 10% of the damage you dealt in shield is enough time to kill anyone trying to get that shield. 
    To put it in an example;
    A mage dealing 50k damage to a crowd of 6 people (since aoe skills are limited in pvp) gets a shield of 5k hp, which is anywhere from 2 to 3 hits to a decent amplified character with ferocity. But before he gets that 5k shield he has to survive 15 seconds.
    If 6 people cant kill a mage in 15 seconds there's bigger issues to consider than the skill itself.
    The skill buff is fine, I would even say it needs a buff to 20% or even 40%, wardens are unused as is in the higher-end meta.
  4. Haha
    Hourai got a reaction from Drakoknight in SCREENSHOTS FROM THE GAME   
    Why do we exist if not to suffer?

  5. Haha
    Hourai got a reaction from Jcbreff in SCREENSHOTS FROM THE GAME   
    Why do we exist if not to suffer?

  6. Haha
  7. Haha
  8. Haha
  9. Wow
  10. Haha
  11. Cool Story
  12. Haha
  13. Haha
  14. Haha
  15. Like
    Hourai reacted to Raislin in New books   
    So when are we getting dodge, parry and block book?
     
    10% for dodge seems reasonable, maybe 5% parry and 3% block. I don't really know.
     
    All i know is that i want them.
     

  16. Like
    Hourai got a reaction from Kappyn in Raid boss changes   
    Im proposing the following changes to the raid bosses (see: bosses that have a respawn timer larger than 12hrs) in order to make them potentially better than what they are now;
     
    -Change the drop/achievement from a single party which dealt the most damage to guild who did the most damage, therefore anyone in the area who participated for an x amount of time can be eligible for a drop, thus allowing for more guild-related events (raiding bosses) as well as solving the achievement issue some players stumble on
    -A lot of powercreep has been introduced, raid bosses could do with a little more scaling to still be considered guild-wise events instead of 1-2 parties effort
     
    I know the first point might make you think that it can be abused by people with low level alts afking for award, as well as rapidly increasing the amount of books/costumes coming in the game, but limits can be introduced as well as drop rates can be reworked in accordance to a lot of things, such as members of winning guild currently present in area, lv24+ plus to be eligible for a drop scaling from t3 (Black elm), to lv26 (Engineer) going up till 30/32 (Orcinus and Octopus), these are all just example values
     
    Typically, people who monopolise raid bosses with their friends are definitely going to be against this, since it will cut down the control of who's eligible for a drop and profits, but im open to criticism either way
  17. Like
    Hourai reacted to lore in Skill suggestions   
    yes it can be a change wich can be done in terms to rebalance for give the magic templar a bigger chance
    what if it worked differently depending on the weapon in use? making that while using staff it bases on magic damage and pushes back the enemy instead of moove it behind you? it would garant the templar a better place in the support by being able to keep dangerous melee classes like barbarians and rogues away, ofcourse there other with similar skills (fear, or the ranger's scatter arrow) but it would be a bit better since the isntant pushback and the stun wich might need a change or 2 for the changin of how the skill works, maybe some edit in the cast range too while using staff
    i think this would also make the templar more interesting to play 
    yeah it should, it would give it some minimal extra effectiveness in pvp scenarios(protect the backline or frontline from heavy hitting skills, but the change whould be still minimal if the enemy just destroys the statue with thier aoes) too along protecting the team from aoe skills during pve, it would cause the statue to stand less due the extra damage it is deviating
    yes, i think no class at all should suffer of this, its frustating.
    i didnt play templar so i based it off what i know in general about the sentinels and also templar, and considering how it would make the templar a bit more appealing to play (and effective) on a external standpoint, but i gave low consideration on the pvp aspect of it all
  18. Like
    Hourai got a reaction from Kappyn in Skill suggestions   
    Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me.
     
    Base Skills
     
    Blame;
    It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority.  
    Whirlwind of Repentance;
    This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it
    Flow;
    Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine
    Grace;
    I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really.
    Combat Support;
    Love the change to count both physical and magical to enhance the shield, great as is
     
    Expert Skills
    Harad's Teachings;
    It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1
    Sucker Punch;
    Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars
    Mantra of Healing;
    Fine as is, well balanced
    Statue of Deity;
    Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos
    Touch of Truth;
    Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves
    Onslaught;
    Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them
    Particle of Life;
    It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine
    Branded by the Sun;
    Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess
    Power of the Heaven;
    Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use
     
    All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it.
     
    Ending line
    Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.
  19. Like
    Hourai reacted to Vulcarona in Skill suggestions   
    Eu acredito que a habilidade está bem como está, ela só aumentaria o tempo de atordoamento para 2 / 2,5 / 3 / 3,5 / 4 segundos.
    Se ouvir a mudança no toque da verdade, este tempo de atordoamento encorajaria os usuários da equipe, mas eu sei que parece muito tempo, mas é a única coisa que me encorajaria a usar a equipe.
    No lugar do lento, eu aceitaria um efeito colateral de dano mágico substituindo o lento. Eu concordo que o dano de habilidade sendo a maior força do personagem faria muito melhor.
     
    A habilidade é muito boa quando algo está faltando e um talento secundário de um mês pode realmente ser a resposta ou uma possibilidade de se aplicar a um aliado, o efeito de recarga da habilidade secundária seria bem-vindo, mesmo que seja do nível 4.
     
    flow Pensei em duas opções, mas acredito que sejam muito fortes! 1- aumentar o alcance do elenco de 5 para 6, isso faria com que o controle realmente obstruísse a passagem dos inimigos. 2- a outra opção seria aumentar o tempo de atordoamento de 1 / 1,2 / 1,4 / 1,6 / 1,8 segundos para 1 / 1,5 / 2 / 2,5 / 3 segundos.
    Sim, poderia ficar muito forte, mas faria com que os inimigos caíssem no riacho no MÁXIMO 2 vezes, pois já vi muitos reclamarem que caem no riacho sem limites
    combat support é realmente uma boa habilidade, eu apenas diminuiria seu custo de energia em 9/10 e seu cooldown de habilidade em 2 ou 3 segundos.
     
    skill is complicated because in theory it was very strong but in the game (pve) the bosses have a lot of resistance and this ends with the survival of the templar.
    the change I thought was by using skills for example every 2 or 3 skills used the teaching of harad would be activated, the attack bonus that the skill provides would be exchanged for its damage a secondary healing less than with the accumulation of 5 stacks would heal the character with the lowest hp (I didn't decide if it would be by % hp or by magic damage) within 3 meters of the character including the templar itself
    .I would like not to lose aggression if played on a tank as this skill is the best cure in the templar's armory and if he didn't lose aggression within that skill it would help him a lot as support. The change I was thinking would lose the function of making it immune to damage but would increase its resistance to resist (I won't present numbers because I'm developing a post also very similar to this one).
     
     
    I like the sucker punch to be totally physical, as it has an explosive damage with the addition of stun and to counter part of this same skill I would like the summon damage for life particles to also be magical and the pet as its damage it is magic that he attacks from a distance, there is no sense in the damage being magical and he attacking melee. With this change, the sucker punch would be at a disadvantage for being melee but as physical damage to physical and hybrid templars and the damage of summoning the pet being magic would help the hybrid templars even more and magicians with the advantage of having the distance at your favor.
    And thank you for informing me that the pet didn't inherit the pvp attributes, I really didn't know about this detail
    .well, the best option would be to turn the statue into a status debuffer or raw damage thus managing to close the debuff gap in an area that we do not have sentinels and with these debuffs consequently the damage received by the group would be reduced in the same way.
     
    I fully agree with the mechanic of the ability to be cast on a target and that the zone scatters from the target this could bring up the staff templars into combat by not limiting them to play flow, but the zone expansion time should decrease to 2 seconds but I agree with you!
     
    for me the only thing that would save the healing mechanics of this ability would be leaving it with the same mechanics as the druid's invigorating torrent, after the seal is destroyed by a character around the templar the character with the lowest % hp would receive the healing of the destroyed stigma and that wasn't activated only by automatic hits but that needs to be within 10 feet of the templar for it to have a chance to be healed.
     
    this skill is the only one that for me would need to be equivalent to the weapon used or superior damage, and yes this skill really needs stun or silence even if it's 2 seconds.
     
     
    and referring to the power of paradise, I believe that damage reduction + blocking for shields and skill reload or critical damage/healing (would be the best option) + penetration would be more interesting for finally gaining damage reduction in the case of tanks and with the critical damage/heal would improve the healings the staff templar could generate.
    I hope that my experiences with the templario won't be trashed with the upcoming update, I really hope that at least some of the changes we've suggested will be added.
     
  20. Like
    Hourai got a reaction from Higgings in Skill suggestions   
    Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me.
     
    Base Skills
     
    Blame;
    It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority.  
    Whirlwind of Repentance;
    This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it
    Flow;
    Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine
    Grace;
    I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really.
    Combat Support;
    Love the change to count both physical and magical to enhance the shield, great as is
     
    Expert Skills
    Harad's Teachings;
    It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1
    Sucker Punch;
    Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars
    Mantra of Healing;
    Fine as is, well balanced
    Statue of Deity;
    Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos
    Touch of Truth;
    Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves
    Onslaught;
    Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them
    Particle of Life;
    It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine
    Branded by the Sun;
    Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess
    Power of the Heaven;
    Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use
     
    All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it.
     
    Ending line
    Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.
  21. Like
    Hourai got a reaction from Fabr in Skill suggestions   
    Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me.
     
    Base Skills
     
    Blame;
    It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority.  
    Whirlwind of Repentance;
    This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it
    Flow;
    Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine
    Grace;
    I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really.
    Combat Support;
    Love the change to count both physical and magical to enhance the shield, great as is
     
    Expert Skills
    Harad's Teachings;
    It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1
    Sucker Punch;
    Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars
    Mantra of Healing;
    Fine as is, well balanced
    Statue of Deity;
    Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos
    Touch of Truth;
    Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves
    Onslaught;
    Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them
    Particle of Life;
    It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine
    Branded by the Sun;
    Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess
    Power of the Heaven;
    Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use
     
    All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it.
     
    Ending line
    Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.
  22. Like
    Hourai got a reaction from Avamanyar in Skill suggestions   
    Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me.
     
    Base Skills
     
    Blame;
    It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority.  
    Whirlwind of Repentance;
    This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it
    Flow;
    Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine
    Grace;
    I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really.
    Combat Support;
    Love the change to count both physical and magical to enhance the shield, great as is
     
    Expert Skills
    Harad's Teachings;
    It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1
    Sucker Punch;
    Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars
    Mantra of Healing;
    Fine as is, well balanced
    Statue of Deity;
    Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos
    Touch of Truth;
    Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves
    Onslaught;
    Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them
    Particle of Life;
    It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine
    Branded by the Sun;
    Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess
    Power of the Heaven;
    Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use
     
    All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it.
     
    Ending line
    Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.
  23. Like
    Hourai got a reaction from Aang in 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
  24. Like
    Hourai got a reaction from Aang in Improvements on Templar Skills Mechanics   
    I like the touch of truth skill sure, but at this rate it'd be better to just make it either
    1) castable on area, as you said, OR
    2) you "hit" the enemy with it in range and after few seconds the skill appears below him, like Death knights curse
     
    Imo, I lean towards the 2nd one because even the 1st one wouldn't make me use the skill
     
    As for the statue, that would be cool but the numbers are simply too much if it goes that way. An idea of my own was to remove the damage reduction effect and make our statue give out shields to allies, like heal totem but shield wise. Would make it a cool defensive skill with more uses than simply negating % of dmg
  25. Haha
    Hourai got a reaction from Fortuno in Fail Administrators Arena pot castle   
    Duality of Vlawot in pvp:
    If class die 1 combo = "i best barb'
    If class cant die = 'fail administrators wft who pay ?'
     
     
×
×
  • Create New...