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lore

Lord of Knowledge
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  1. Like
    lore got a reaction from Speedom in Spear and 2H Mace Charmer   
    If you use a 2h weapon u can't block
  2. Like
    lore reacted to SymbX in Mind of Warspear [Knowledge Base]   
    Uh ... freed from work.
    Update 8.4.1 items have been added, but with one amendment - so far without skills in sets.
    To add skills, need a small modification of the database scheme, which takes time.

    Instead of skills, the effect of surprise will now glow.

  3. Like
    lore got a reaction from Speedom in New Mechanics for Mermen Trials   
    I agree, there guilds that goes on lower level ones for get win at 100% (potato goes in tomato as example in us saffire) and making it utterly stupid for the adversary wich gets a impossible fight to face
    It should also block the access to all guild vs guild events for the next 12h u join a guild, so it there can be no exploit and ez win
    Add a 5min preparation where the players are still in the temple but others unable to enter for make a better balance
    It should also count the players at it during these 5min for a bigger balance in player count for then the last 2min lock the equip sistem for ALL the guildgames, so unequip all won't work, the guilds will face enemies with the most similar amount of players in it
    @Akasha,are the devs aware of this? 
    How are ppl in this situation supposed to win? 
    All these players are 80% turned back in potato the next day

  4. Like
    lore reacted to TheCaster in MC united - Engineer Raid boss war!   
    Hey everyone!

    Just a small edit of an Engineer raid boss war in US- Sapphire server. I understand there's an issue of some skill imbalances and dwindling population in MC side. So, Special Thanks to everyone who joined the fight. Hope to see more of this soon.
    Please watch till the end. 😄
     
    Cheers! 💙🍻

    Side note: If anyone has any good content that you feel will make for a good video, feel free to send me a pm. I'll try to work on it on its merits. No biases, contents from all sides are welcome. Relatable content would help a lot while inserting the cut-scenes though.
    Feedback is welcome and appreciated!
    No hard feelings towards anyone participating in the war. We're all here to have fun after all! 
     
     
  5. Like
    lore reacted to Holmes in [2020.06.10] Game servers restart. Welcome update 8.4.1!   
    UPD: The servers are running!

    Dear players!
     
    Tomorrow, 11.06.2020, our game servers will be restarted at 09:00 CEST due to the game update.
     
    The game will be unavailable for about 4 hours. Please, don't plan anything significant in the game at this time.
     
    For the duration of the restart, the test server will be available for anyone willing.
    Links for downloading the test client:
    (not available)
     
    Keep in mind that only the owners of Android or Windows based devices will be able to play on the test server.
     
    For more detail of what is in the upcoming update, please refer to the announcement: https://vk.cc/avDyt0
     
    See you!
  6. Like
    lore got a reaction from Speedom in Increase party size   
    before i start, im sorry for the grammar mistakes and i ask u to understand cause its not my native language (im italian)
    Im here to suggest an increase the maximun amaunt of players in a party for these reasons:
    basicaly for raid bosses like black elm, engeneer and general ocotopus if dont have an really strong/overpowered pt i just like the idea of raid stuff with alot of players and evryone has the chance to loot something cool  it would give the chance in the arena to create a new gamemode wich simulates the wars (but with only 1 banner on each side) make the game WAY more free 2 play and fun   i also saw that in the past the party size allowed were higher (kinda 8 players) and i think its a great idea increase it from 5 to 9 in way to basicaly allow all the stuff i mentonied before
    heres and screenshot from the russian forum

  7. Like
    lore got a reaction from Speedom in Red Catalyst/Substance   
    what if we craft heroic gear with that instead?
  8. Like
    lore reacted to Khrone in New Races   
    Legion Side:
     
        After a long time of war, the Forsaken began trying to communicate with their elven slaves, and were successful.
    However, most elves became like the Forsaken, and even became traitors to their ancestors, fighting alongside their new allies and against their predecessors.
    Soon they began to change physically:
    The skin started to turn green, its teeth became sharp, and it decreased in size.
    Upon discovering the monsters they became, Nuadu abandoned them, so the newly created faction (the Goblins) became a society without a protective god, however, they were not defenseless.
    When they became like the Forsaken, they learned a lot about black magic and the nature of that place, and many started to study it and enjoy that place.
    Then, after a long time, they left the island of Moraktar and started to live in a separate and hidden place that used to be part of the Norlant Swamps.
     
    1: Goblins roles:
     
    1.1: Fighter: These goblins are very controversial: They want to protect their friends, and at the same time, they want to fight. His training makes him use his weapon to protect himself, and even with their small size, they manage to wield large weapons.
    (Tanks that can't use shields. Looks strange? It is because they need to parry attacks)
    1.2: Inventor: Inventors, goblins who understand a lot about machines, are just as useful in workshops as in battles.
    They can do anything, from throwing bombs, creating a flamethrower, or even a walking lightning machine!
    However, it takes a long time to create everything at once in a battle, so they use a lot of magic to speed up the process. 
    (Full Stun, like a Warlock, and Hybrid damage, like Charmers)
    1.3: Alchemist: Learning a lot about Moraktar and its peculiar nature, these Goblins learned to make substances, for example, elixirs that quickly heal their allies, poisonous, sticky, flammable liquids, etc.
    (Buff/Debuff Support and AoE DMG)
    1.4: Savage: If you are an enemy of one of these and find it, your destiny is sealed. This name is not an exaggeration, these assassins can be quick both with small weapons and daggers or even weapons bigger than them, like an axe.
    (High DMG)
     
     
    2: Goblins Base Skills*:
    *(Not detailed)
     
    2.1: Fighters: 
    1 - Explosive damage skill
    2 - Parry buff (like BDs)
    3 - Rush skill (not like barbarians-insta-rush, more like BDs, but not AoE stun, just target DMG).
    4 - Basic Agro Skill
    5 - Buff (when active, each parry raise it's physical damage (up to 10))
    Basically a Two-Handed-Weapon-Blade-Dancer. Still can use heavy armor.
     
    2.2: Inventor: 
    1 - Magical DMG skill (Flamethrower)
    2 - Bomb throw (AoE slow and a little of physical damage)
    3 - Lighting tower (does magical damage in a 3x3 area)
    4 - Trap that deals physical damage and slow
    5 - Summon (creates an automaton that deal physical damage)
    It is a mecha charmer.
     
    2.3: Alchemist: 
    1 - Magic DMG skill (if the target is under the effect of the poison, the poisoning time extends and does more damage)
    2 - AoE periodic healing (low healing, but it can stack)
    3 - Target instant heal (high heal)
    4 - AoE poisoning (low periodic magic damage)
    5 - AoE fire (high magic damage)
    (Yes, Skylore.)
     
    2.4: Savage: 
    1 - Physical damage skill
    2 - Attack Speed buff
    3 - Stun and a little physical damage
    4 - Auto attack can cause Bleeding (60% chance in 5/5)
    5 - Movement Speed buff (like Seeker's, but without the invisibility or stun chance)
    A mix of Seeker and Rogue but more deadly
     
    2.5: Race buff: 
    Because they are small, they are very fast, having an advantage in attack speed and / or movement speed.
     
     
    Sentinel Side
        Knowing how Garahan would increase the Legion's army, Harad was concerned.
    There was no way to "recruit" new warriors from other peoples, so he created the warriors himself.
    Using the four elements, Harad created people: People who personified these elements.
    But even though the four elements would be an inexhaustible source, Harad couldn't just create them and make them fight, so by creating a certain amount of Elementals, Harad created an island separate even from humans just to house them.
    Fortunately, these people had a culture: war.
    Since childhood, the Elementals saw the war of their Human brothers and wanted to help, so anyone who wanted to follow the path of a warrior was trained since he was a child.
     
    1: Elementals Roles*: 
    *Even with these names, they are normal humans, it just changes that the skin has the color of the respective element.
     
    1.1: Gnome: Representing the earth, elementals of this type manage to transform their own bodies into solid rock, both to defend and to attack.
    (Brute force Tank, like Barbarians.)
     
    1.2: Salamander: Representing the fire, many of them are mistaken for mages for their fire spells.
    (A magic DMG dealer but with less AoE than mage(of course))
     
    1.3: Sylph: Representing the air, you never know if these warriors use magic or not.
    (Magic rogue? Well, supposedly, the basic attack would do physical damage (normally) and almost all abilities would turn physical damage into magical damage (like Charmer's Otherworldly Fire in reverse). Example: You have 500 physical damage, so the ability would use 80% of your physical damage and turn it into magical damage.)
     
    1.4: Undine: Representing the water, these elementals heal their allies' wounds using ... water. Simple (Not deadly to Salamanders).
    (Not much to say, it is a Support)
     
    2: Elementals Base Skills*:
    *(Not detailed)
     
    2.1: Gnome: 
    1 - Physical damage skill (if it is under the effect of 5, it increases the damage and has a chance to cause stun)
    2 - Ranged physical damage (because you throw a rock XD)
    3 - Normal agro skill
    4 - Shield (can use in allies)
    5 - Increases defense and physical damage, constant mana consumption skill.
     
    2.2: Salamander:
    1 - High magic damage skill
    2 - Magic DMG AoE (if the enemy is Burned, deals additional damage)
    3 - Low magic damage (if the enemy is Burned, it recovers HP, if not, it causes a 3rd Degree Burn)
    4 - Becomes invincible while moving to the selected location (causes damage when passing)
    5 - Increases damage dealt to the enemy and causes Burn (periodic magic damage).
     
    2.3: Sylph: 
    1 - High "magic" damage skill
    2 - AoE Control (when using, creates a tornado around the character that pushes enemies into a 3x3 area (1 square around the character))
    3 - Teleport (without damage)
    4 - AoE magic damage (creates a tornado in the selected area that does damage)
    5 - ?
     
    2.4: Undine:
    1 - Magical damage skill
    2 - AoE control (creates a little wave that pushes enemies in a 3x5 area)
    3 - Control (creates a water wall, when the first enemies pass, the water wall disappear, and greatly slows the target)
    4 - Buff that greatly increases life regeneration
    5 - Instant heal (if the ally is under the effect of 4, does periodic healing too)
     
    2.5: Race Buff:
    Elementals are able to regenerate their body wounds using the elements present in the environment.
    (Increases life regeneration)
  9. Thanks
    lore got a reaction from Higgings in [2020.05.28] Warspear Online 8.4: Underwater adventures. Release   
    the game wont show u the drops of the dungeon if you cant loot from it
  10. Haha
  11. Like
    lore reacted to Raislin in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Hard tech solo in 5 min and 2m damage
    Even hunter is better dps than rogue single target. You have never played this game before have you. Seekers have 25% auto attack damage and 25% critical damage skills that can be infinitely held up while having 50% critical around 30% pene(with the new dg set from merman you can get 50% pene and around 40%-50% accuracy too) and around 70% attack speed. Rogues are maybe third in single target dps. But more likely 4th if they are against a blade dancer with the proper build.
  12. Like
    lore reacted to Hazelnut in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Developer have worked hard, please appreciate and cheer them, and wait for the result in release post. 
     
    Let's wish it to be a win win for both sentinel and legion sides. Enjoy the game!
  13. Haha
    lore got a reaction from Akasha in [2020.05.27] Game servers restart. Welcome update 8.4!   
  14. Like
    lore reacted to Pharaoh in R.I.P. ROGUES???!!!   
    Разбойник
     Хитрейший приём
    При атаке противника навык теперь может оглушить цель с шансом 60-70-80-90% на время 2-2.5-3-3.5 секунды.
  15. Like
    lore got a reaction from TheCaster in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    at 4/4 level of developement it gives 20% atk speed if using a 1 handed weapon 
     
    its duration its 5 seconds, and it has a 80% chance to work, if im not wrong the blade dancer's rush stands for 4 seconds as harrads call do, i am right? and count them are aoe too
     
    by continuing the post of @TheCaster , theres in need also need of consider that the mages can posses a skill that can heal from any stun and make the target (because you can buff someother) immune to effects for a good amount of time at 4/4 level of developement, wich makes the stuns of the whole legion pointless, we also got described what happen when the sides faced eachother, in a war scenario the sentinels can just buff the palading with the mentioned skill and make them go out and spam harrad's banners evrywhere while also blade dancers would join in with thier new skill, by causing aoe stun back and allowing all the others to pierce trought it like a piece of butter, only barbarians would be left able to fight back but the only aoe power they has got is make loose taget, weaken the enemy and deal some dmg (?) even if the shamans use their new skill to heal from the stuns (if they dont get killed or stunned first) it woulnt change much since them can stunned back, same for the castle pot
     
    the ones that has a 100% of working most times has a back drop, you can heal from threads of darkness with the potion, fear can be removed by getting damaged, the safe stun by the charmers its not that long and the long one requires to use 3 skills first and hit a target
    as i said before theres the mage able to heal from them as the skill description shows

    the duration can even be 2,5/4 seconds and it would make an enormous change since they can make ANY class able to pierce trought, while the legionaire are limited to the barbarian
     
    turning back to topic the skeletons generated by the necromancers can be easly destroyed, the minions of the charmers dosent deal a huge damage, the priests can heal from most of warlocks skills or by any weakning effect.
     
    if you want include castle items lets include also guild skills, mass immunity can allow the sentinels to easly reach the banner of the town or any location full of mcs and make a formation with their skills to instantly whipe out the enemies also if got stunne (imagine an huge amount of paladin's banners) the guild orb can make most classes useless by only leaving deathknigth and charmers (maybe) able to kill the melee attackers on the banner. even if the legion uses the orb back, the paladin's banner would continue do massive aoe damage, the controlling effects would still work(even for mcs) and cause a huge damage to the banner anyway, if used back the sentinels can just use again the banner and root the enemies in it for kill em, (count that the druid's punitive roots also deals damage).
     
    if no orb is used by neither side the paladins, warden and mages can just buff the seekers and them will terminate the banner in few seconds thank to thier insane damage, in the meantime killing evryone in 1 yard from it, if the shamans dosent use their heal totems there
    (do not say cant find the seeker in mid of that mess, since they will add the widget
     
    in a 5v5 scenario the legion has more controll, yes. but in a masssive battle scenario their fear skills becomes half useless since nearly evevryone will get hitted alot so rip fear
     
    say who is going to win a war scenario seems easy now, who can resist more wins. who can resist more? no since we need to count the aoe damage caused by each faction, how many them can it, and tons of other stuff, as for now the elfs have better odds (dosent mean certain win) to win wars as shown in the 2019 infographics, even i would like to have it in a month basis.
     
    maybe there should be multiple all servers-in battle of territories.
    in a small pvp scenario legion tends to have more controll
  16. Like
    lore reacted to TheCaster in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Following up on @lore's post, I noticed a raging discrepancy in the Test yesterday.

    I participated in the Orcinus raid boss war yesterday. First of all: Amazing work Devs! It's certainly a toughie but exciting to try. Nice touch on those phantom defenders by the way. 


    I'd like to share my experience from yesterday here with all of you guys.
    I witnessed first-hand the difference in AOE stuns. Wave after wave of MCs charged at sentinels yesterday, and believe me it's not that they were weak. I inspected mc players across all the different servers; TO, EU, RU, SA. It's safe to say a majority of them had adequate arena gears and greatness gear + accessories with more than +8 amps, lot +10s on an average.

    Please correct me if I've got anything wrong: 
    Paladins jumps into the wave of mcs before they even reach with shield on and apply fetters of justice. All skills and movement locked. Meanwhile mages tele into the middle of a wave with ennoblement & ethereal barrier on; shattered stones for AOE stuns and back to back gear stuns. While these 2 classes, jump in and stun, druid comes from behind and roots the whole group.
    While a few waves of attacks fail, we try to adapt by stunning them 1st, But a group of BDs just switched on their Spirit of resistance and and rushed at the whole wave stunning the lot of them. Nothing could stop them before they crashed into the wave. No Dark circle, No fear, No blind, no charmer stun, No barb charge, No fear arrow, No Hunter trap. Then comes the cycle of palas, mages and druid once BD charges in. All the while their damage classes pick us off one by one and we're standing there movements locked, skills locked; Not able to do anything just watching as our HP dwindled.

    We tried to use the AOE stuns and silences in our arsenal which are few as you've now realized from lore's post as compared to the other faction.
    Tried using Dark circle - BDs ran over them, Tried using new Lock skill, Zone of weakness again ran over by BDs.
    Even pool of darkness was run over, I had thought that since its a dmg skill BD would be slowed down by that but it is my understanding that Pool also appears as a debuff on enemy and BD skill resists that too? Not sure about this part; Need to cross verify. I agree hunter fear arrow gave some relief sometimes, maybe a 2s gap to heal myself before dying again. At one point, I saw a BD parry hunter trap 4/4. Not just the dmg but the stun too; Is that supposed to happen? Does that happen with ranger trap?  I would try to elaborate more on mc aoe stuns but it's just that there aren't any left. I've numbered out all the classes and skills in my head to my knowledge. Before it was Wardens leading the charge with their immortality which still exists but now it's also a BD which resists everything, Shields himself, stuns everyone, Hams and attacks harder than that damn swamp slug. It provides a safety net for all the other players while they're being defended by BDs.

    After a few mins, people lost the motivation to keep trying. They were just being stunned and killed back to back with no hope of any counter. Is this how every war or group battle against the sentinels' side will be from now on? Not asking for much, just a fighting chance.

    Please don't interpret this as a rant of any sort favoring any particular side. I'm simply trying to assess the capabilities of these new skills and their interaction with already existing ones and how they affect gameplay.
    If there's someway you could bring this to the developer's attention, We would be ever so grateful.
    @Higgings @Akasha

    Cheers & Stay safe everyone. 🍻
    Much love.💙
  17. Like
    lore reacted to Higgings in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    I definitely can see everything you mentioned brightly. This might be a serious problem when it comes to wars and PvP scenarios Many vs Many. I believe devs are already aware of this though... and I'm really, really hoping that this 3rd test will change a thing or two. 
  18. Haha
    lore got a reaction from Rayotenper in the memes / funnies   
    Here your dose of memes
  19. Haha
    lore reacted to Higgings in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    I'm pretty sure he's being ironic. 
  20. Confused
    lore reacted to Bladesharp in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Hello my name are swagarhero from the themercer guild. Im Indian from india, pls my forgiv englis. Why are nerf bd again i ask? i was kiil evryone with counter attack with one press button but not can now. why!?? Mc becom more n more stronk evry updat but bd make gay. I was not can kill mc now so now mi wife left. she say she will make mc char and marri a shaman coz they big dmg heal. She say my pp smol coz me not can rush 7 yrds like before. My guild stealing my leader rank and give to chinese becaus more dmg than me. Again u ask for nerf bd. Where is justice in game? Gm pls u are make bd moar gay every update mc kill me 1 hit. Pls help.
  21. Haha
  22. Thanks
  23. Like
    lore got a reaction from TheCaster in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    by looking the test log, shaman new skill is gonna be nerfed too badly, from 80% to 50% dmg redu, if make a comparons u will get more tan double the damage u used to do under the effect, and it lasts 8 seconds, yes the cd was buffed form 35 to 32 seconds but its not eught as my opinion,
    10 sec duration or 30 sec cooldown
  24. Like
    lore got a reaction from Akasha in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    want talk of the paladin or of the bladedancer?
    increase the life duration can allow it to live more time to summon more and deal more damage, thats the part where it get usefull, but its also true that there are better skills but also having it at 1/4 will give its help by making em stand sligthly longer, every increase is helpfull , also the skill are not forced to be stronger than the previous ones and might find a use for a build when the character's level inceases by also adding more skillpoints
    the area stun that you talk about only locks in position.
    but here the area controll skills possed by the legion. (i will  ignore such stuff as pulling, slowing, or any other debuff that dosen't block skill usage or make u loose controll of the character)
    1.dark circle, warlock, full stun
    2.eathquake, shaman, only position lock (neatly useless on casters or ranged classes)
    3.panic, necromancer, can be removed by damaging the affected one (fear)
    4.arrow of confusion, hunter, same as neromancer's panic skill
    5.otherwordly fire, charmer, full stun, on chance
     
    now ill also look to the sentinels
    1.rush, bladedancer, on chance, full stun
    2.punitive roots, druid, position lock then also silence 
    3.forest song, druid, on chance, applies sleep (a hit removes the effect)
    4.fetters of justice, paladin, position lock then also silence (at skill developed)
    5.harad's call, paladin, on chance, fullstun
    6.illusory chains, mage, position lock and silence 
    7.shattered stone, mage, on chance, full stun
     
    the question now the question is their stats, for sure in a war scenario the skills panic (necro), arrow of confusion (hunter) and forest song (druid) will be actually useless due all the attacks going on
     
    now lest see single target controll skills:
    1.exalation of darkness, death knight, full stun
    2.threads of darkness, death knight, position lock
    2.blow of silencce, death knight, silence
    3.sharp shadow, death knight, on chance, full stun
     
    4.fear, warlock, fear (can be removed by damaging the enemy)
    5.fading + pool of darkness, warlock, fullstun
    6.hex, warlock, silence
     
    7.nightmares, necromancer, sleep (1 hit removes it)
     
    8.oppression, charmer, fullstun
    9.stone curse, charmer, fullstun but impossible to attack, removes from battle mode
    10.knowledge of the dead man, charmer, fullstun
     
    11.charge, barbarian, on chance, fullstun
    12.shieldstrike, barbarian, on chance, fullstun
     
    13.gouge, rogue, sleep (1 hit removes)
     
    14.blind, shaman, blinds (increased target's dodge)
     
    15.stunning shot, hunter, fullstun
    16.arrow of silence, huter, silence
     
    here for the sentinels
     
    1.hamstring, blade dancer, postion lock then also silence (as skill developes)
     
    2.scattershot, ranger, fear (but cannot be removed by attacks recived or increases dodge)
    3.beast trap, ranger, position lock + silence
    4.hunter's cage, ranger, lock on position (but increase target's deffence)
     
    5.entangling roots, druid, location lock then silence (at skill developed)
    6.power of water + lightning bolt, druid, fullstun
     
    7.shocking blow, warden, fullstun
     
    8.repellent strike, paladin, fullstun
     
    9.disappearance, seeker, on chance, fullstun
    10. sun nets, seeker, sleeps (1 hit removes)
     
    11.armistice, priest, dosent allow the caster and affected to attack eachother
    12.exhausting burden + armistice, priest, fullstun (the combo will take the chance of chain with)
     
    here them all, please consider to also look how does the skill works, what u wont develope for increase it, as example the ranger's trap requires to be stepped on and its not visible my the enemy, making it handy in wars, or some skill will be useless vs some classes as priest's armistice vs any other heal because them will heal back, as for now there are 3 skills that can help you bypass these stuns wich are
     
    barbarian nature, barb, immunity from any effect for some time
     
    ennoblement, mage, (can be applied to allies!) heal from all effect and makes em immune to em for some time
     
    natural resistance, warden, increased the resistance statistic for some time
     
    *during the rush the bladedancer in immune from gaining any effect
     
    for here you can see that the sentinels can make some op combo in wars for get over legion's defences by using ennoblement on other classes, possibily tanky and with good aoe damage like the paladin, and note that the first 2 i mentioned are a death sentence to any warlock, 9/13 of his skills are debuffs to the enemy aka u have resist and the warlock cant make you almost any arm (except if it crits you when using shadow sphere at maximun energy, then that will hurt)
     
    recap
    legion, 5 (-1?)aoe skills (2 not effective in wars), 16 single target (3 not effective in war) 
    3(-1?) aoe skills effective in wars, 13 single target skills effective in war
     
    sentinels, 7 aoe skills (1 not effective in wars), 12(-1?) single target (1 not effective in war)
    6 aoe skills effective in wars, 11(-1?) single target skills effective in wars
     
    why is fear skills not effective in wars?
    because with all those attacks going on, i will get the hit that removes you from the effect way before it ends, and with all the aoe going on, it will happen always
     
    why you didn't consider all the slowing and pulling skills?
    even if them can make a change in the war, it dosen't fully stop a charge of players by locking em in position
    if you want consider em here wich are the ones that includes that
    legion:
    thread of darkness, death knight, pulling,then position lock (single)
    fading, warlock, slowing (single) (the combo with  pool of darkness may make it pointless)
    mental pit, necromancer, highly decreases the skill cooldown stat
    goading. charmer, slowing (single)
     
    sentinels:
    slowing trap, ranger, slows, aoe
    tornado, druid, pulls and decrease skill cooldown speed, aoe
    switcheroo, warden, switch position with target and slows, single
    exhausting burden, priest, slows
    excrabation, seeker, slows (single target)
    splitting blow, seeker,slows (single taget)
    exhaustive blow, seeker, decreases skill cooldown (single)
    attraction, seeker, pulls (single target)
     
    the skillcount will be:
    legion, 5aoe(-1?) skills (2 not effective in war), 19(-1?) single
    sentinels, 9 aoe skills (1 not effective in war), 18(-1?) single target (1 not effective in war)
     
    the last question u need make is the cost, duration, cooldown, covered area, maximun targets, range and consider any extra attribute and other skill before saying how the update will change the game or say wich side has an advantage, because as we can see there also population issues
     
     
  25. Thanks
    lore got a reaction from Akasha in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    attualy is some device there isnt the space, make that way will e fair for also the ones that cant have them in the already existing hotbar, but from 1 to 2 touches changes nothing so a good idea is to give it as option to have the new hotkeys there
    please dont quote the entire update  post, you can choose the part u want quote in order to make it easier to understand just choose the part and then touch/click on "quote section", it works on both mobile and pc (view image bellow)

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