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lore

Lord of Knowledge
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  1. Like
    lore got a reaction from TheCaster in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    I ask you to check 2019's data results(check bellow), the post i did about aoe stuns and ask yourself why the warlock dosent have a skill like dragon eye too (wich decreases by alot the energy use) 
     
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  3. Like
    lore got a reaction from Speedom in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    agree
  4. Thanks
    lore got a reaction from Higgings in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    can send description now?
    guys lets send here skill descriptions at 4/4
    here all i got ill now (between skill info and gear)
    light armor:


    cloth armor:

    new barb skill at 4/4

    new castle pot (+exp in t5)

    new event rewards
    stage1

    stage2

  5. 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
     
     
  6. 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)

  7. Like
    lore got a reaction from Mercurry 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)

  8. Thanks
    lore got a reaction from Bruce Wayne 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)

  9. Like
    lore reacted to Mercurry in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Yes please. 3 energy regen compared to +4% damage Firstborn gets is literally a joke. 
  10. Like
    lore reacted to Peony in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Warriors!
     
    All of Arinar holds their breaths for the new underwater adventures that await all valiant heroes on the V sector of Ayvondil. The 8.4 update will unlock the most dangerous Dungeon of the Mermen, a new castle, unique armour, a powerful underwater raid-boss Orcinus, as well as new expert skills for all classes! Are you ready to learn all of the V sector’s secrets? Then let’s dive right in!
     
    Guild cup event “Trials of the Mermen”
     
    As you remember, the event consists of 2 stages and in each you will have to overcome the opponent selected for you by the system. The basic information and mechanics of the upcoming guild games is available in the developers’ diaries published before, so that you could devise proper fighting tactics. But aside from that, you will need to delve deep into its history, to uncover all mysteries of the guild games for your alliance.
     
    Lobby
     
    In order to participate the guild games, you will need to get to the Mermen Temple, to gather the guild in its lobby. There you can enjoy your time in the PvP locations and test your strength while awaiting the real battle. Keep in mind that you will not be able to enter the Temple after the first stage if no players from your guild registered it. So come ahead of time and don’t delay!
     
    First stage “Symbol of Celebration”
     
    Throughout all their history, mermen have competed for the right to enter the Mermen’s Sanctuary. The first contest is meant to discern the most agile of the contestants — you need to take hold of the Mermen’s Regalia. The participants strive to outrun each other, find the Regalia and put it atop the pedestal of their guild. Each regalia delivered into your camp and each defeated enemy increase the chances of your guild to triumph over the opponent! But you should be on your guard, this confrontation can only have one winner.
     
    Gather all your strength to capture the regalia of the Mermen and don’t let the opponent take it from you! Winners of the first stage are automatically taken to the camp for the next stage where, by the way, cooldown of all active skills will reset and even if you used those before, you will be able to do so again, to replenish your ranks before meeting the new opponent.
     
    On the map you will be able to see the possible location for a regalia not captured by either guild, but as soon as a player takes the crown, the situation will change: their opponent will no longer be able to see the position of the desired trophy. In the event of the crown being lost, its position will be displayed on the map again. Additionally, if the regalia belongs to your guild, you will still be able to see its position.
     
    Also keep in mind that the player with the crown will not be able to use even the consumables that replenish their strength. So try to keep the carrier of the regalia far away from harm until they bring it to the pedestal.
     

     
    Second stage “Proclamation of Valor”
     
    The second contest will determine the most valiant and well-knit teams — those that are worthy of entering the Sanctuary. The goal of the trial is to destroy the opponent’s banner, but it won't be that easy. Each banner is enchanted to be connected to three magical pylons that will not let you touch it. Destroy the pylons, then the enchantment will fall off, but remember that the opponents will be doing the very same thing!
     
    You can immediately begin the assault, but remember that the pylons for attack will only open after 40 seconds from the start of the stage. Use that time to develop defenses around your own towers and correctly start your attack on the enemy.
     
    The event will be held 2 times a week, so it is very important to prepare well to successfully complete  both stages and receive the “Mermen’s Blessing” buff that will give you temporary access to the main mystery of the V sector — the dedicated dungeon “Sanctuary of the Mermen”. 
     

     
    Dungeon “Sanctuary of the Mermen”
     
    Winning the guild games will be a necessary requirement to enter this dungeon. And this test is well justified — the Sanctuary will give you a completely unbelievable adventure, full of riddles and dangers, that will not be easy to survive.
     
    Making your way through the blockages of the destroyed temple, searching of the treasury, you will have to delve into the mysteries of the Sanctuary. And that could be some surprising plot twists, so be ready for absolutely anything!
     
    There were days when the underwater cities and temples could rival any land capitals with their beauty. At the apex of their power, Mermen have built a magnificent Sanctuary — the tangible manifestation of the might of their nation. It is said that the halls of this temple contain all treasures that could even be on land or underwater. But the days of glory turned to a decline and the Sanctuary was emptied. Now, its grandeur can only be seen by someone who passes through the depths not only of water, but of time itself...
     

     
    To remind you, the Dungeon only has one mythical difficulty level and monsters inside will definitely not let any weak or fearful warriors anywhere near the treasure. Display all your potential and strength to make it out there alive!
     
    In reward for completing this dungeon you will be able to get unique armour that contains ancient Mermen magic inside. Gathering a full set will unlock unique skills that will grant exceptional power, unattainable by anyone else in all of Arinar.
     
    Set skills
     
     Crushing Will (Cloth armor)
    Increases the character's Critical Hit parameter by 2%, value of critical damage and critical healing from the character's skills by 3% for 45 seconds each time you apply any skill to an ally or opponent. Maximum number of buffs: 10.
    Every time critical damage or healing is in use, it additionally increases the magic power of the character by 30% for 10 sec. The buff is triggered no more than 1 time in 15 seconds. Skill with constant energy consumption.
     
     Sneer of Fate (Cloth armor)
    Turns an enemy into a helpless monster for 8 sec. Enemy cannot attack or apply skills, damage on target removes the effect. During the effect, reduces the enemy's physical and magic defense to zero. If debuff is ignored, it summons the monster to the enemy by 10 sec. The monster deals magic damage to the enemy in the amount of 40% of the amount of the enemy’s physical and magical strength, but no more than 3000 units.
     
     Irreversible Anger (Lightweight armor)
    Increases the character's Accuracy and Penetration parameters by 2% for 30 seconds for each successful auto attack against the enemy. Maximum number of buffs: 10.
    Every fifth auto attack of the character additionally deals critical damage when in combat. Skill with constant energy consumption.
     
     Deadly Illusion (Lightweight armor)
    Creates three copies of the character for 15 seconds. The copies deal physical damage to the enemy in the amount of 30% of the physical strength of the character. When the damage is done, the copy disappears and deals 150% damage to the attacker, but no more than 5000 units.
     
     Thirst for Life (Heavy armor)
    Increases the maximum character health by 3%, reduces any incoming damage dealt to the character by monsters by 3% and by players - by 2% for 30 seconds every time the character is attacked. Maximum number of buffs: 10.
    Additionally removes one debuff from the character, including the control effect, every 5 seconds when the current health of the character is reduced to 50% of the maximum. Skill with constant energy consumption.
     
     Ancestors' Power (Heavy armor)
    Turns the character into a monster for 15 sec. While the effect is active, maximum health of the character increases by 50% numerical value of the physical and magical defense - by 80%, Attack Strength parameter - by 80% and Resistance parameter - 50%. Character cannot apply skills.
     
    New expert skills
     
    Underwater depths conceal not only new opportunities, but also new powers for your heroes. In update 8.4 every class will get a new unique skill that will help in future battles. Also keep in mind that a new expert skill slot for achievements will be added and the amount of Badges of Glory necessary to unlock each slot will be changed as well.
     
    Forsaken
     
    Death Knight
     Knight's Curse
    Applies the Kiss of Death debuff to the opponent for some time. This effect increases any incoming damage dealt to the enemy. When the effect expires, a cursed zone is formed near the enemy for a some time. All the opponents in the zone receive periodic magical damage.
     
    Charmer
     Summoner Skill
    Makes all monsters on the location that were summoned by the Call skill attack the selected target and increases their life time. If the enemy is under the effect of the Goading skill, it increases the incoming damage to the enemy from the attacking summoned monsters for the duration of this effect.
     
    Necromancer
     Dead Soldier
    Places the totem in the specified area for some time. If there is a dead monster or player within a few yards of the totem, the totem will every few seconds summon a skeleton for some time, which deals magical damage to the enemy, or a skeleton warrior with a chance equal to the value of the Critical Hit parameter of the character that deals increased magical damage to the enemy. One skeleton is summoned for each killed monster or player.
     
    Warlock
     Zone of Weakness
    Creates a zone of weakness in the specified area for some time. The zone reduces the numerical value of magical protection and blocks the ability to use skills for all opponents in the zone.
     
    Chosen
     
    Mage
     Magic Ban
    Applies the Time Absorption debuff to the opponent for some time. This effect removes from the opponent several buffs that were received from the skills and shortens the duration of all new skill buffs.
     
    Priest
     Punishment of the Light
    A magical attack that deals damage to the target and all the opponents within a yard of the target when successfully attacking it, and that with a certain chance prevents opponents from using skills for some time.
     
    Seeker
     Attack Instinct
    Each character's auto attack deals additional physical damage to all opponents within a yard of the target for some time.
     
    Paladin
     Inner Forces
    Increases the skill recharge rate and the Block parameter for the character when the current health level is reduced to a certain percentage of the maximum.
     
    Mountain Clans
     
    Barbarian
     Berserker Power
    Increases the Penetration parameter, as well as the attack speed if equipped with a one-handed weapon, and the physical power of the character if equipped with a two-handed weapon, for some time. During the effect, any incoming damage dealt to the character increases and the maximum amount of health decreases.
     
    Rogue
     Trickiest Technique
    A blow that deals physical damage to the enemy  and a negative "Stun" effect with a certain chance for some time. If the enemy is under the effect of the "Poisonous Blades" skill, the skill deals increased damage to the enemy and restores a certain percentage of the character's maximum health.
     
    Shaman
     Shamanic Cleansing
    Reduces any incoming damage dealt to the character or an ally for some time and removes all debuffs from the target, including control effects.
     
    Hunter
     Forester's Trap
    Places a trap that is invisible to opponents in the specified area for some time. The trap deals physical damage to the target and all the opponents within a one-yard radius of the target, and with a certain chance applies the Stun debuff to them for some time.
     
    Firstborn
     
    Blade Dancer
     Spirit of Resistance
    Applies several Resistance buffs to the character for some time. Each effect allows you to ignore the debuff received by the character, including the control effect. If any debuff is ignored, one Resistance buff is removed.
     
    Druid
     Patronage of the Forest
    Applies the Patronage buff to the character or an ally for some time. The effect absorbs any incoming damage dealt to the target if the damage value is greater than the current health, and restores health to a certain percentage of the target's maximum health if the current health level is less than a certain percentage of the maximum.
     
    Warden
     Stealing Power
    Reduces the physical and magical power of the enemy and increases the Attack Strength parameter of the character for some time.
     
    Ranger
     Vengeful Shot
    A shot that deals physical damage to the target and applies the Bleeding debuff to all the opponents one by one within a few yards of the target for some time. Opponents receive periodic physical damage. Additionally applies the Stun debuff to the target for some time if it is under the effect of the Hunter's Cage skill.
     
    Castle “Sea Turtle”
     
    The long-anticipated castle of the V sector finally opens its gates and the bouncer of the Fort is already awaiting the first guild that will become the owner of the “Sea Turtle". 
    As usual, the inner courtyard will have the Castle Steward and Architect, with whose help you can gain the most powerful buffs and unique goods during development and rebuilding of the castle.  
     
    The resources for development the Castle will be the Ideal essence of the abyss and Sea turtle symbol, that you can find on the territory of the Ship Graveyard. Guardians of the Abyss fiercely keep the Spheres that contain the resources you need. Additionally, Symbols will drop from the bosses of the “Sea Tramps’ Lair” on all levels. 
     

     
     Everlasting Journey
    Allows all members of the guild to visit the selected dungeon "Lair of the Sea Tramps" for free.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Spotless Reputation
    Increases the number of reputation points received by guild members with the Albatross Pirates and Thunderbird Pirates factions by 30%.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Reverence of Mermen
    Increases the number of reputation points received by guild members with the Mermen of the Depths faction by 30%.
    Effect duration: 2 hours.
    Maximum number of buffs: 1.
     
     Important Knowledge
    Increases the amount of experience guild members get for completing tasks in the Ship Graveyard by 50%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1.
     
     Exceptional Attack
    Increases the attacking skill power of all guild members by 15%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1. 
     
     Exceptional Healing
    Increases the healing skill power of all guild members by 30%.
    Effect duration: 3 hours.
    Maximum number of buffs: 1.
     
     Offense Instinct
    Increases the main attack stats (Critical hit, Accuracy, Attack speed, Penetration and Skills cooldown) by 1% and the physical and magic power by 1.5% of all guild members.
    Duration: 2 hours.
    Maximum number of buffs: 5.
     
     Defense Instinct
    Increases the main defense stats (Dodge, Parry, Block) by 1% and the physical and magic defense by 2% of all guild members.
    Duration: 2 hours.
    Maximum number of buffs: 5.
     
    In addition to the unique buffs that  you will get access when you own Castle, you can also construct special buildings that will produce special items:
    Workshop - production of scrolls of immortality, power and invincibility. Laboratory - production of potions and elixirs with unique bonuses. Tower of Magic - production of group relics. Raid boss Orcinus
     
    Your aptitude underwater has improved, so now you will be able to hunt this ancient monster that lives in a dreadful cave and only rarely crawls outside. So paint the water red with blood so that the smell of prey lures the beast out of its lair.
     
    The dark depths are inhabited by all kinds of monsters, but you probably would not find anyone scarier than Orcinus. Some say that this eerie creature is a relic of the primeval times, when the continents and islands were deserted and only the sea dwellers were making some attempts at crawling out to the land. But can a monster, even such a large one, live for so long? Only Orcinus knows and it doesn’t tell.
     
    Orcinus possesses special magic of the underwater world bound to its scale, which means that killing it will be maximally difficult. First try to get rid of its scales and then of the ghosts that restore its power back until you destroy every phantom. Then beating the main monster will be within your power!
     

     
    Daily quests for the bosses of the Ship Graveyard
     
    Don’t forget about the monsters that you could have already faced underwater. Especially since you will now receive daily quests to kill the Old Inker, Drowned Admiral, and Levadis Bloody bosses. This way you can significantly increase the amount of Pirate doubloons in your pockets, earn an additional Mermen of the Depths reputation, and replenish your gold reserves. In addition, for your courage and bravery you will also receive a random reward, where rare treasures can always be hidden!  
     
    Movement across the V sector
     
    Despite the dangerous reefs and tricky routes, the pirates are ready ot help you with moving across the Ship Graveyard’s islands for a nominal fee! With the update 8.4 you will be able to travel between the islands of the V sector with Pirate Doubloons, if you need to save time or if wading through the waters becomes too difficult of a trial for you. Directly from the port of your Alliance, the pilot will take you to your choice of the Waterstorm Island, Lonely Island, Madness Island, Doom Island or Turtle Fort. 
     

     
    Additional hotkeys panel
     
    In update 8.4 a panel for skills and items will be added, so you could react quickly and use more items in combat! More precisely, when you click on the quick access menu it will introduce 5 additional slots for skills and items that you need most often. And pay attention to the new skill of available items, because there will be all items and skills, including guild skills, that definitely can come quite useful in combat.
     

     
    Active widgets of groups and characters
     
    Additionally, group and character widgets will become active. In particular, you will be able to use skills, interacting directly with the name of the ally in he group block or your own in the block of your own character.  Of course a spell can only be aimed at the players that are online and on one location with you.
     
    In order to avoid any confusion, when you’ve pressed a skill, the players that are available for being targeted with it will be highlighted. At the same time, offline players will be displayed fully in grey (including the progress bar) while the names of players on other locations will be somewhat more transparent.
     
    In the game settings menu, you can always disable or re-enable this option if necessary.
     

     
    Displaying rewards at the entrance of a Dungeon
     
    In this update, the entrance of a Dungeon will contain all categories of rewards. If the player is ineligible for rewards, the entire block will be hidden.
     

     
    Scaling the interface and game
     
    In the 8.4 version of the client, you can adjust the interface for your device. That means that if the game is not quite displaying correctly, you will now be able to scale your screen to comfortably continue your adventures in Arinar. For that, just go to the screen settings menu and select the right scale that matches your device.
     

    That would be it for now, at the day of the update we will tell you more about the schedule, the conditions for participating and requirements, regarding all new additions as well as rewards.

    We’ll see you in the game!
    AIGRIND
  11. Like
    lore got a reaction from Fortuno 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
     
     
  12. Like
    lore got a reaction from Mercurry 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
     
     
  13. Like
    lore got a reaction from Bruce Wayne 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
     
     
  14. Thanks
    lore got a reaction from Higgings in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    In your time shoud start at 6/7am
  15. Thanks
    lore got a reaction from Higgings in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Should start at about 3/4pm CET of the 25th
    The time is always setted as moscow time (utc +3) with 24h format, 
  16. Haha
  17. Haha
  18. Haha
  19. Haha
  20. Haha
  21. Thanks
    lore got a reaction from Speedom in [2020.05.18] Event of the week “Rush of Knowledge” already in the Arinar!   
    please make that ppl wont loot skillbooks of the opposite side's classes, thats sad as hell for who loot it
  22. Like
    lore reacted to mashunecka in Lady Flora   
  23. Like
    lore reacted to Akasha in [2020.05.11] Game server restart. Seeing The Blissful Isle off until the next year!   
    I actually like some of your suggestions very much, thanks for analysing it in a more technical way and not just the external factor of personal choice and localization, those are things we could actually work on 
  24. Like
    lore reacted to Higgings in [2020.05.11] Game server restart. Seeing The Blissful Isle off until the next year!   
    I'm sorry for the situation in there, but if you want to sort the situation out by ruining the effort of other people instead of just creating a character on a new server, that's just a selfish measure to me.
     
     
    Currently EU-Emerald has got a situation of balance. If you merge a server that is balanced with a server that is overpopulated, you won't sort anything. On the contrary, you would worsen a situation of stability of another server. 
     
    To sort their situation out you need a server that is overpopulated on MCs, which right now there isn't 
  25. Like
    lore got a reaction from Higgings in [2020.05.11] Game server restart. Seeing The Blissful Isle off until the next year!   
    i heard of the situation in sea pearl but i dont think its simple like just melt it with another server, there are the guildcastles, and the chance to cause unbalance with the population, language barrier, and time of the events. 
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