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Hourai

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  1. Thanks
    Hourai got a reaction from Risc in Change Skill Grace   
    Again, it's too early for the class judging. All we know for sure is that templars were added to our arsenal to bridge the gap of stuns/locks that we lacked in the war versus mountainers/forsaken.
    In PvE we are either physical, magical or hybrid, and that changes a bit our role in the group.
    -From what I've seen and tried myself, full physical is mainly DPS with 2 skills
    -Full magic has similar damage output (blame scales really well) as well as a ridiculous amount of healing when stuns occur. It has been many occasions in arena 5x5 where i've healed 20k total among my group while not even trying to heal anyone.
    -Hybrid, my favourite, can dish out pretty great damage as well as healing that really racks up overtime. 
     
    And it'll only get better with 4 more experts...
  2. Thanks
    Hourai reacted to Nolan in Change Skill Grace   
    I am here just to let you guys know I have been following this topic and I will make some comments of what I think about it.
     
    I think is too early to make such kind of judgements on a class that we're still developing and with 4 expert skills missing. (But of course I got some feedback from you guys that will help us to develop the class in the future)
     
    Templar tends to be a unique class and it's doing quite well in both pvp and pve scenarios as it is, and we still have another 4 expert skills to come. People have to stop just comparing one class to each other like they were meant to be exactly the same.
    Templar is not a warlock, not a paladin or a charmer even though they share some of the same roles. 
     
     
     
     
  3. Thanks
    Hourai reacted to Higgings in Change Skill Grace   
    More likely the charmers. Supporting means also being good in the overall scenario. If you can kill a bunch of mobs faster than a tank would do, you're supporting the tank; if you can add a heal with the healing abilities a Priest or Druid has got altogether and you manage to heal synergically then you're supporting both the tanks and healers...
     
    Support takes many forms. Not one optic only. Try to see it this way @Warbio
     
     
     
    *ahem* 
     
    I suppose everyone has the right to write something as long as he respects rules. 
  4. Thanks
    Hourai got a reaction from TheCaster in Change Skill Grace   
    I think you're misunderstanding the word "Support". Templar provides excellent displacing and movement control, unseen in any other class. "Support" doesn't mean heal/shield others only, which it even offers those two, too, and they're strong as is. 
     
     
    See:
     
    They're essentially the "Warlocks" of Chosen race. Get that engraved somewhere. Its here to stay.
     
    Both can use staves, what's the point of this comparison?
     
  5. Thanks
    Hourai got a reaction from Khrone in Change Skill Grace   
    I think you're misunderstanding the word "Support". Templar provides excellent displacing and movement control, unseen in any other class. "Support" doesn't mean heal/shield others only, which it even offers those two, too, and they're strong as is. 
     
     
    See:
     
    They're essentially the "Warlocks" of Chosen race. Get that engraved somewhere. Its here to stay.
     
    Both can use staves, what's the point of this comparison?
     
  6. Thanks
    Hourai got a reaction from Khrone in Change Skill Grace   
    Again, it's too early for the class judging. All we know for sure is that templars were added to our arsenal to bridge the gap of stuns/locks that we lacked in the war versus mountainers/forsaken.
    In PvE we are either physical, magical or hybrid, and that changes a bit our role in the group.
    -From what I've seen and tried myself, full physical is mainly DPS with 2 skills
    -Full magic has similar damage output (blame scales really well) as well as a ridiculous amount of healing when stuns occur. It has been many occasions in arena 5x5 where i've healed 20k total among my group while not even trying to heal anyone.
    -Hybrid, my favourite, can dish out pretty great damage as well as healing that really racks up overtime. 
     
    And it'll only get better with 4 more experts...
  7. Thanks
    Hourai reacted to Higgings in Change Skill Grace   
    It was exactly the same for charmers. Now the situation is definitely not the same. Currently, I feel more secure with a charmer with me than a shaman, in terms of support. 
     
    Give it time and wait for the new experts to come. These shall adjust and improve the class further; it's still too early to decide which role this class plays better. 
  8. Thanks
    Hourai got a reaction from Speedom in Change Skill Grace   
    You kind of are condemning it the moment you try to place it in the healer group, seeing as it's a crowd control (see: warlock) class and you try to fit it to heal an entire group. The healing is inconsistent to the point where you never should bother trying nor pretending to be a healer. The templars role is to assist with damage and crowd control where needed while providing support healing to an already existing healer if any and you also have magic attack on build. Maybe with new experts coming out and more people using staff, we'll see better healing overall if thats what you're after
  9. Like
    Hourai reacted to God Emerald in Castle Sieges Rework   
    Ive read news about castle sieges defensive side rework and i would like ot mention some point about castle gates hp. in all castles the gates hp are 250k.. even though the number of people that participate gets higher in every castle.
     
    its different to have 20min to destroy 250k hp gate with 30 people (t1 castle) than having 20min to do the same which is destroying 250k hp gate with 70 people (t5 castle).
    last week week we had to defend our castle with 250k hp gates vs 70 people (even though we handled that for 18min lol) but we were x10 stronger than the opponent still we had really hard time doing that. 
     
    so im suggestion to increase the hp of gates depending on the castle to be fair for the defensive side.
     
     

  10. 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
  11. Like
    Hourai got a reaction from Sigma 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
  12. Like
    Hourai got a reaction from Luan Borges 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
  13. Haha
    Hourai reacted to Higgings in Raid boss changes   
    Abusable by 2nd characters and such. I agree with this being necessary but you need a limit there. Maybe a level cap? Minimum required like 15 or so? 
     
     
    *reads the next paragraph*
     
    Mi feels dumb. 
  14. Like
    Hourai got a reaction from Ogull 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
  15. Like
    Hourai got a reaction from lore 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
  16. Like
    Hourai got a reaction from Higgings 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 got a reaction from Splendor 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
  18. Like
    Hourai got a reaction from Zurp 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
  19. Like
    Hourai got a reaction from Drakoslayd 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
  20. Haha
    Hourai reacted to vavavi in T5 Castle Defence - Phalanx vs Veterans   
    Elokuva 2.mp4
  21. Haha
    Hourai reacted to Akasha in [2020.10.23] Update Warspear Online 9.1: Infected Grunland. Preview   
    Wait for the release post 👍
     
    Oh, what we have here? Vlad not complaining. Pinch me, I must be dreaming!
  22. Like
    Hourai got a reaction from Xalgorus in [2020.10.23] Update Warspear Online 9.1: Infected Grunland. Preview   
    Great thematology, great outfits/skins as seen from the pictures and amazing lore to boot, well done
  23. Haha
    Hourai reacted to Higgings in Elfs and Forsaken are atheists   
    Next topic will be "Garahan can't be voted on the next election day"
     

     
     
     
     
    [joke]
  24. Haha
    Hourai got a reaction from Drakoslayd in SCREENSHOTS FROM THE GAME   
    Wrong name or wrong boss?
  25. Thanks
    Hourai got a reaction from Khrone in Chieftain double mermen passive   
    It's not as simple as "10 skills and easy buffs", those skills have to be applied specifically to target, so things such as aoes don't count, and from what I see, Chieftains only have Eagle's eye that work this way, so you get only 1 skill to build stack withs, which is a no-go.
     
    "Chieftain is not a basic attack boi" that doesn't mean it can't use that set though, and for 20% accuracy/penetration along with the accuracy constant consumption skill means a chieftain can forgo all accuracy enchants and go whatever rings/enchants they want without any negatives.
    And don't forget you can reset swing timer with skills, so you can have the best of both worlds with both sets, though, the only limitation in that would be the absurd mana regeneration needed to upkeep 3 skills.
     
    Tbh its better off with leather atm than cloth, but new experts might change that, who knows
     
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