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lore

Lord of Knowledge
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  1. Like
    lore got a reaction from Speedom in Pve Pally For New Player   
    the paladin is for tanking, its not neccessary when u want play a role play the class better at it. because if we talk like that no lv20 barb would go to tank in dg because deathknigths at stuff of that range of level are better as  tanks (even tougth the barb's stoneskin buff since at that lvl u can only lvl it up to 3/4 and the block dosent get high eugth), let the diversity grow and also the lowplayed classes be played in way to make it rise again
    warden can be better than a paladin to tank stuff but the paladin deals more dmg and has multiple ways to not only help himself to survive, but the entire party
  2. Like
    lore reacted to Baphomet in Topic is about resist skill   
    Against mage and Brb you can just hold your debuffs, but against BDs you are forced to use debuffs if you want the resist to go away and by the time you used your lesser debuffs, he already got to you because Bds also have resist while dashing. Too much resist for a class that kills with one skill basically.
  3. Like
    lore got a reaction from Akasha in Third Faction with one race?   
    the dark elves are the elfs of maliat
     
  4. Like
    lore got a reaction from Khrone in Unpopular Opinion: Ability to self-cast Sacred Shield   
    idk maybe make the paladin able to summon a squire? so it will be able to use sacred shield evvrywhere
  5. Like
    lore got a reaction from Higgings in I'm sorry I lied. The number of EU MCS has not decreased   
    it is essentialy like a guild storage but instead of all members of the same guild has access to it all ur characters in the account will instead, it would have an his dedicated npc and have more space than a player (20 slots for start to a max of 500 as example, and the expanders gives 10 slots each, + for devs bread), it would also be able to store all ur stuff or use it as a midman to transfere ur items between sides  whiout worrying of all the scammers. an bank system would help players alot for also organize their inventory and have a space where to leave thier extra costumes (the storage will also be able to contain "personal" items) in order to spam and farm more (more seeker's stamina will be used and bought, + for dev's bread), thier location will only be in mayor towns like wolf's dale(starter town),  armor cliff(first town of irselnorth), nadir-sard(the neutrual town of irselnort), maliat (first town of avyondill) and also all the event's island towns
  6. Like
    lore got a reaction from TheCaster in skill rework suggestion   
    no time for introductions lets start (im sorry for any grammatical error)
    since there was an skill update wich included new skill in my mind it came the idea of some reworks that i think would make the game more interesting and separate the classes more from eachother (and add some balance/revive classes), so as main target of these suggestions is make in way that the classes has unique skills 
    general fixes:
    ANY BUFF wich increases paramaters of the characters such crit, accuracy, parry, block, dodge will be able to over cap the following stat,example: if a barbarian with 25% block chance uses scream of fury at 4/4, its block will become 34% and by so with all other buffs
    MOUNTAIN CLANS-LEGION
    FORSAKEN-LEGION
    FIRSTBORN-SENTINELS
    CHOSEN-SENTINELS
    please share ur opition on it but please wait a second before do it
    i did suggest that the shaman capable to pull the other to the same area as his but the paladin is capable to do the opposite, meaning that when shamans maybe have to attempth a pull in a heat of a battle or go back for do it when the paladins can just jump back in action with no worries
    so the shaman has more pulling variety but the paladin's tp can be used in a striking way, the all party pull even if paladin's one can be used at higher rate it will require the banner for be done and will need more time than the shaman, that will use way  more energy for a higher efficency
    buff>nerf but mostly its added mehanics to the skill
    in case a addition to more skills or buffs to the pve creatures would rebalance all and also make the game more interesting
    im open to hear what u think of it, and what u agree/disagree with me, i will also ask to tell in in pve and pvp (separately) wich faction does better 
    for me
    pvp: legion
    pve: sentinels
     
  7. Like
    lore got a reaction from TheCaster in buffs to the town guards in irselnort   
    this is true and noone cant say anything aiganist it, the town guards of ashcoast are weak as hell.
    why? outdated, all the updates and level increased caused them to be easly outpowered by a simple player and make the player able to gank all low levels in the town as long an another high level dosent go to stop him (wich is annoying as duck)
    what i suggest is first to take all guards to the elite rank and to lv50, change thier deffence to 25k physical and magical deffence, and as extra an 50% of solidity.
    thier attack will be changed to 4k physical attack for the 1 handed and 8k physical/magical attack for ranged or 2 handed/casters
    allow them to see all invisible enemies in a 4 yard radius, for non invisible enemies 8 yards
    thier critical hit, accuracy and penetration will be 50%
    50% resistance and 250% critical damage
    melees guards will have 50k hp and ranged guards will have 30k hp
    as in the end all melees will have charge 5/5 as skill and all ranged/casters will have fire arrow 4/4 or blazing ground/pool of darkness (depends) at maximun level too
    in war scenarios them can be outpowered and defeated by the hordes of players
    the stelas inside the town required for a quest will be mooved in the eastern part of em wich can be easly interacted for  completetion
    upgrades to the fire elementals summoned trought the quests
    level changed to 50
    health increased to 400k
    deffence same as the guards
    attack of 6k magical attack
    50% crit accu and pene
    and as final addition kill them will cause all in area to gain 20 crimson corondums, ovewer, any npc or player killed by it will give 5 crimson corondums to the summonner
    and thats all, towns should be places safe from gankers, if them are not. it can easly become a terrible experience for the low level players having to be sneak killed by a ranged class/seeker/rogue or uses any invisibility item that kills em and escape to all the players
  8. Like
    lore got a reaction from TheCaster in I'm sorry I lied. The number of EU MCS has not decreased   
    you know that the priest has the exact skill?
    that is a keyskill and force to interact for get healed would make loose the sense of totem. add that also the redemption skill of the priest is kinda the same a player limit, it has weak heal but recover from the many effects mcs applies can be a battle changer
    u have ever seen a medium dk try to tank dagan or any huge boss? dks are mass tankers and obiviosly they are good at thier job, whiout count that the godwarden can tank more than any other tank execpt the cases of strong raidbosses wich barbs (thank god it is) has a upper hand thanks to stoneskin
    .-. what skill?
    with this change as soon he uses the skill he gets instantly raped and it will cause it to be COMPLETELY useless in pve (any high boss aoe will destroy you)
    the skill destroys healers like shamans, depletes darkshield/secret reserve from a deathknight, can remove all buffs from a rogue and need say more?
    the mage already dosent need energy regen, u want also have no need of give a crap of accuracy?
    tell me its a joke
    so 95% of times it would be able to erease alot of effort did by the legion in one click? by making possible endless like waves of elfs?
    the seeker is the class capable to trow the highest dps in the game
    ARE YOU KIDDING ME? huge deff and attack + alot of resist windows for him , that ordinary damage is boosted by 40%
    the ranger, the guy wich can increase its attack speed and critical hit just by attacking... able to boost alot thier attack and accu and give himself a chance to deal extra damage on each attack, + the chance of cause an aoe bleed wich by only its tic rate slows the enemy eught to make it a easy prey
    ITS THE TANKIEST CLASS IN THE GAME WHAT U EXPECT FROM IT?
     
    as overall, mcs has a upperhand in pvp and elfs has it in pve, with this topic u want duck up the mcs in a such a way to make em their lifes a total doom, in this whole post i dont see any look at the goddamn at the pve scenario of the game where the elfs are easly able to use 4 seekers and a warden(or even bladedancer) to complete 95% of the dungeons in a crazy time... the warden can tank nearly all dungeons whiout a healer, the seeker can do eught damage by itself to 1 stam most of em.
    ur suggesting to allow both elf main tank classes to continue block using a shield and destroy the tank build from the deathknight...
    u just looked to attempth balance the pvp scenario whiout giving an actual shit in the pve scenario where the elfs has insane powers.
    explain each one of the ur decisions and remember that the amount of variables in a fight are enormous from gear to the user itself...
    guilds that looses on porpuse exists and it has happen in the us server (perni to mercs),
    yinyang didnt even try place on a fight for the takedown of turtle fort (someone tell me if they already had a castle at the time and the proofs of that)
    the players of TU server began with #riplegion protest.
    in us saffire the legion is fighting off themercs+pernicius+tuanyuan with the support of nearly all the mc side + potato (elf guild) but still no hopes of win in wars (outnumber)
    i call on evryone to describe the sitation in thier server and to look also the pve chunk of the game and not the pvp one. and when doing so to also show on the gearup of players and thier skills in action.
     
    one thing is sure, town's npc guards in ashcoast in totaly outpowered by 80% of the players  in all game. them are the ones that have to be buffed for prevent ganks
  9. Like
    lore got a reaction from Higgings in buffs to the town guards in irselnort   
    this is true and noone cant say anything aiganist it, the town guards of ashcoast are weak as hell.
    why? outdated, all the updates and level increased caused them to be easly outpowered by a simple player and make the player able to gank all low levels in the town as long an another high level dosent go to stop him (wich is annoying as duck)
    what i suggest is first to take all guards to the elite rank and to lv50, change thier deffence to 25k physical and magical deffence, and as extra an 50% of solidity.
    thier attack will be changed to 4k physical attack for the 1 handed and 8k physical/magical attack for ranged or 2 handed/casters
    allow them to see all invisible enemies in a 4 yard radius, for non invisible enemies 8 yards
    thier critical hit, accuracy and penetration will be 50%
    50% resistance and 250% critical damage
    melees guards will have 50k hp and ranged guards will have 30k hp
    as in the end all melees will have charge 5/5 as skill and all ranged/casters will have fire arrow 4/4 or blazing ground/pool of darkness (depends) at maximun level too
    in war scenarios them can be outpowered and defeated by the hordes of players
    the stelas inside the town required for a quest will be mooved in the eastern part of em wich can be easly interacted for  completetion
    upgrades to the fire elementals summoned trought the quests
    level changed to 50
    health increased to 400k
    deffence same as the guards
    attack of 6k magical attack
    50% crit accu and pene
    and as final addition kill them will cause all in area to gain 20 crimson corondums, ovewer, any npc or player killed by it will give 5 crimson corondums to the summonner
    and thats all, towns should be places safe from gankers, if them are not. it can easly become a terrible experience for the low level players having to be sneak killed by a ranged class/seeker/rogue or uses any invisibility item that kills em and escape to all the players
  10. Like
    lore reacted to Sintem in Shaman   
  11. Like
    lore reacted to Ricardo Neto in Viajante das galáxias   
  12. Haha
    lore got a reaction from Speedom in [2020.06.29] Event of the week "Chronicle of Times: Origins of Chaos" and Holiday Weekly ratings Tournament!   
    When you join a party for sea tramps mythical and noone has a good solidity

  13. Like
    lore reacted to mightyajax in Mermen Sanctuary - guide   
    First things first: this dg is not for any player. Considering entry requerements (win in both Mermen Tournament stages) this should go without saying, but a lot of whining occured (especially on russian forum) showing there are a lot of noobs in top guild.
     My view on entry requirements:
    Skilled tank who knows his class, knows what is he doing and has a right build (aggro pots are necessary for warden) Healer who doesn't sit afk or gets distracted — they should watch out for party and buff uptimes for tank DPS classes have lower requirements — they dont recieve much damage but tend to get instakilled by random crits from mobs. You can really make your healer's life easier if put solidity runes wherever possible, including armor head piece. For every class except warlock and mage you can even ditch lifesteal rune from your cape piece and also put a solidity rune there.(this one is optional, if you have Survivability 1-4 degree talents) Please note I didn't say anything about amp level yet. A fully +7 ampet party can easily close this dg in 1 stam. Considering you got skills of course
     
    I've divided dg in two parts, second is located under water.
    Part 1 — Room 1
    Looks like this:
     

     

     
    Population: 60k hp elite enemy, 5k hp mob enemies
    Room clearing condition: Kill all 60k hp enemies
    Room clearing tactics: We clear first room this way: tank & 2 DPS go to lower-right corner, healer & 1 DPS go to top-left corner (1st screenshot). Everybody kill their corresponding enemy and then kill top-right enemy. Nothing too hard
     
    Part 1 — Room 2
    Looks like this:
     

     
    Population: spider cocoon, 10k hp smaller spiders (hatch from cocoons if you step on them),  90k hp big spider
    Room clearing condition: kill big spooky spooder
    Room clearing tactics: Let your tank go first and let them open up all cocoons on the way (hatching spiders are all single enemies so wait for tank to cast mass aggro skill). For weaker parties try to clear all smaller spiders firs. For stronger parties just ignore them and go for the big cheese right away. If you got necromancer in your party the fastes way is to clear the small spiders, then rise the skeletons w/ new totem skill.
     
    Part 1 — Rooms 3 & 4
    Two rooms containing a small labyrinth and everybody's beloved bugs (be wary of Sea Hard flashbacks haha)
     

     

     
    Population: Small bug 1000 hp, Big bug 10k hp, Fat snail 40k hp
    Room clearing condition: —
    Room clearing tactics: Quite dangerous room. Big bugs leave slimy trail behind them which deal around 1500 dmg. Snails deal 1500 dmg and aslo cast "Big hit" dealing 2500 dmg. We always kill all mobs in these rooms but it's not necessary if you got warden or warrior as tank. (P.S. all dmg numbers include 13000 phys def and 8000 magic def)
     
    Part 1 — Room 5
     

     
    Population: Big crab 140k hp, 9 snails 10k hp each
    Room clearing condition: Kill Big crab
    Room clearing tactics: All snails are located in their respected corner of the room and if you let the crab near them it gets healed for moderate amount (no numbers sry. just don't let this happen). Crab starts walking towards the snails on recieving damage so dont hit it yet. All snails are neutral to player initially and also are single enemies. Easy enough - tank holds the crab in place while others kill every snail, then proceed to kill the crab
     
    Boss
    (don't know name of the boss sryy, something about him being mad) — 460k hp
    Boss is under water so switch to sea weapons and gear before entering this room

     
    Abilities:
    Purple lightning — 2 random party members except tank get this debuff. If they stay close enough a lighting will start bounce between them doing around 900dmg each bounce            
     
    Mobs spawn — calls for help and 3 10k hp mobs spawn near the boss. This happens approx. every 25 seconds which means you can put it in your favor if you have "Bodycheck" talent  
    Kinda weak boss, hits for 500—600 dmg and casts a 1300 dmh "Big hit". Can drop bars, amp spheres and castle resource (June 3rd castle resource was removed). After killing him you will be offered to "get your reward" from fake chest and get teleported into 2nd part.
     
     
     
    Part 2 — Room 1
     
    Everything is under water here with corresponding bonuses and dangers. After June 3rd patch mobs here have huge chance to cast Hydrophobia so stock up on resitance pots. Lets take a look on first room here:
     

     
    We got 4 weapon racs which give real good buffs and each class can find something thar suits them most:
     Shield gives approx. 15% hp buff and also block (unconfirmed)  Spear gives +25% Depths fury and also life steal (unconfirmed)  Staff gives +25% cooldown reduction  Bow gives +20% pierce For tank & healer staff is recommended (also my personal choice) - 25% cdr have huge impact here. For DPS classes simply pick what you lack the most.
     
    Population: Mermen warrior 35k hp, Guard hound 15k hp, Mermen warden 80k hp, Sorceress 40k hp
    Room clearing condition: kill 3 mob waves
    Room clearing tactics: After a single buff is taken from any rack 2 Mermen Warriors spawn in lower part of the room and start moving upwards while being already aggroed on party. Group up. pick up buffs then tank engages the mobs.Shortly after that 2 hounds spawn with short delay. After dealing with first wave the second is immedeatly spawned near the room exit — Mermen Warrior х2 + Mermen Warden. While in combat hounds may rapidly spawn/despawn. Third wave contains Mermen Warden х2 + Sorceress (also with hounds). Kill all waves and proceed to next room. Be careful as all mobs can cast Hydrophobia and Stun. Mermen Wardens additionly have "Lightning shield" spell.
     
    Part 2 — Room 2
     

     
    Population: Guard Hounds 15 to 35 k hp, King's Guard 125k hp
    Room clearing condition: kill King's Guard
    Room clearing tactics: Initially there are 4 different Hound mobs with King's Guard endlessly spawning more while standing near the exit (you have to aggro him in order to stop Hound spawning). Simply engage the hound while rogue/seeker rushes the King's Guard then proceed to clear the room. Hounds can spawn/despawn as usually.  King's Guard has "Blow of the Silence" spell
     
    Part 2 — Room 2¾
     
    After clearing Room 2 a secret entrance opens up leading to "additional reward" promised by devs.
     

    I don't have screenshots from inside the room, just don't go there. There's 300k hp Mini Boss enemy which can drop spheres, bars, craft resources etc. Don't waste your time there.
     
    Part 2 — Room 3
    Easiest room in Part 2:

     
    Population: Guard Hound 15 to 45 k hp
    Room clearing condition: —
    Room clearing tactics: The exit is already open so just kill everything standing in your way
     
    Part 2 — Room 4
    The finale
     

     
    Population: Mermen Warrior 35k hp, Guard Hounds 15k hp, Mermen Warden 90k hp, friendly NPC Kreneida
    Room clearing condition: kill all enemies
    Room clearing tactics: Everyting is already familiar from other rooms, just kill everything. Talk to the NPC and  vois la — dg complete. Kreneida opens a portal which will teleport you to the very first room from Part 1.
     
     
    Average dmg numbers:

    (Necro is amped +9, everybody else is +10 and aslo rogue has all talents fully upgraded)
     
     
     
    Here's an unedited video
     
     
    And thats about it!
  14. Haha
    lore got a reaction from Higgings in [2020.06.29] Event of the week "Chronicle of Times: Origins of Chaos" and Holiday Weekly ratings Tournament!   
    When you join a party for sea tramps mythical and noone has a good solidity

  15. Like
    lore got a reaction from Higgings in Bots in pvp arena   
    @Alican u can send a email at [email protected] about it 
    You only need to send the email with the proofs (the video) and the players that does it (out of what they do) including server
  16. Like
    lore got a reaction from Ogull in Death Knight Skills rework suggestion   
    I would go for a 1 minute cooldown for saturation and 5minutes for secret reserve
    But instead of increasing the cooldown the combo will have its own cooldown as a negative effect wich will block the combo from working
    Wich would make space to new ways to have a fantastic team power (shaman + dk) 
  17. Like
    lore got a reaction from Ogull in Death Knight Skills rework suggestion   
    Because u would heal that amount of health at a higher rate that a warden would, u can base urself ln being always hitted and have tons of health (while warden have a 25% chance evry second to do it) 
    But have it 1-1.5-2-2.5% hp would be better and can work a esponential skill and give space to new builds and class combos
  18. Like
    lore reacted to Ricardo Neto in Sacerdote do yin yang   
  19. Like
    lore reacted to Ricardo Neto in Soa Destrói   
  20. Haha
    lore got a reaction from Higgings in the memes / funnies   
    Only few will get this one
     
     
  21. Like
    lore got a reaction from TheCaster in Каменное тело пассивка   
    это сделало бы это реальным классом (я использовал гугл переводчик)
  22. Like
    lore reacted to TheCaster in Каменное тело пассивка   
    Привет.

    Я понимаю, что на русском форуме большинство идей получают хороший отклик,поэтому я хочу сделать предложение по переработке скилла "Каменное тело"
    Как все уже знают, чернокнижник сильно нуждается в каких нибудь скиллах, направленных на выживание. ЧК один из самых непопулярных классов люди забрасывают их на середине прокачки из-за сложности игры за него.




    ПЕРЕРАБОТКА: КАМЕННОЕ ТЕЛО

    Тип: Пассивный

    Накладывает эффект "Каменное тело" на персонажа с каждой последующей атакой. Каменное тело обнуляет следующую входящую атаку по персонажу. Персонаж также восполняет немного энергии. Частота срабатывания и количество восполняемой энергии увеличивается с прокачкой скилла.

    1/4: Каменное тело активируется каждую пятую атаку (каждая автоатака и использование скилла считаются) и восполняет  5% максимальной энергии.
    2/4: Каменное тело активируется каждую четвертую атаку и восполняет 10% максимальной энергии.
    3/4: Каменное тело активируется каждую третью атаку и восполняет 15% максимальной энергии.
    4/4: Каменное тело активируется каждую вторую атаку и восполняет 20% максимальной энергии.

    Пожалуйста учтите, что все значения исключительно для предложения и могут быть подвергнуты изменениям разрабов исходя из взаимодействий и эффектов на геймплей.

    Я думаю все знают что чернокнижник это класс который определенно требуется в хороших переработках. Я искренне надеюсь что вы рассморите мое предложение исходя из его достоинств. Жду следующих переработок навыков!

    Спасибо разработчикам за всю их тяжелую работу!
    Вы выпускаете обновления в замечательном темпе.
     

     
     
     
  23. Like
    lore reacted to Hazelnut in [2020.06.15] Important changes. Game servers restart   
    @Akasha
    Personally i think the matchmaking is fair, it is based on guild lvls and trophies as far as i see. Guilds with similar lvl and trophies will meet each other.
     
    But need to make a rule applied same as castle war (e.g. 7days CD) for this Mermen Trial to prevent members from higher lvls guilds moving to lower lvls ones for the wins (which is basically unfair for low lvl guilds themselves)
  24. Thanks
    lore got a reaction from Akasha in New Mechanics for Mermen Trials   
    Im not akasha, but yes it is possible and happens
  25. Thanks
    lore got a reaction from Speedom in [2020.06.11] Update Warspear Online 8.4.1: 12 years of confrontation. Shadows of the past. Release   
    You need solidity,  another way to survive is stand close to boss, instead of look ur gear and amp look at your stats, i managed to complete it in 2stams(sadly) but the party didn't got destroyed, most were +9/10 but i was a barb with maximun amp +8, i has a necromancer, shaman, and 2 rogues (betwee  +8/10 gears) + i was using young wicth minion (that was overlapping the shamans' heal) it could be one stam if we ignored the mobs on the way (but always play safe) 
    https://wsdb.xyz/calc/en/206429 < my equipment
    The healers were busy 80% of time at kepping the rest of the party alive while i take the boss on, the trick was that with parry and block i was taking almost all hits when i had stoneskin ready 
    For donthave ANY chance to be critted u need about 40% solidity (10k physical deff, shamans and druids can make u reach it easy) so the event buffs didn't make any change for me. 
    So for survive i suggest to get an high solidity and talents that can help u carry critical hits (long stand deffence works too) 
    Use the shields on who risks to be 1 tapped by the boss's aoe
    In case you get hitted,remember that the aoe range its not infinite so u can walk outta it
    (For legion) if you have a shaman and a barb make sure that the shaman use tribe ritual on the barbarian, in order to have more time with the deffence boost of warcry (that made my solidity go to 50%), also boots ur/others hp for make em able to survive a aoe crit
    Hug it damn
    Proof i actualy survived to that monster:

    I think ill make a guide for it. 
    Till the boss dosent heal and gets immune from those, then the tank carries a even more insane dmg wichnis caused by the punches itselvesitselves
    Maybe the ones able to have the upper hand on it are tanks based on tank bosses (like barbs) 
     
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