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barge

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Everything posted by barge

  1. come and play paladin, you gonna love it ;D
  2. i agree spears are better, just hoping they will bring in the arena spear though. i would feel a bit naked without the 5% resilience :)
  3. barge

    Mcs and elfs

    i tried this, nope didnt work ;D in the end a friend helped steal kill for me...
  4. just increase your magic power to increase your heal. you may need to amp your staff if you are low amp to get your old heal though
  5. this is for version 3.12 Heal amount without aura= [70+((heal lvl-1)*30)] +[char lvl*(2+(heal lvl-1)*0.5)] +[magic*(1+(heal lvl-1)*0.12)] just for those who are interested thank you Barge
  6. barge

    Shaman heal

    thank you i had a thread for it :blush: here http://forum.warspear-online.com/index.php?topic=97414.0
  7. barge

    Shaman heal

    from the back of my head shaman heal = 30+ (6*heal lvl) +(0.7*char lvl) +(0.14+(heal lvl*0.08 ))*magic so for your char shaman heal = 30+6 +(0.7*12) +(0.22)*162 =80.04 or just 80 seem fine to me
  8. oh man, if all the paladin expert skill really does is aoe taunt (which is useless in arena against experts)and a bit of damage then i think ill put this skill on hold first and use the 40k for something else for now. they have made paladins weak again like they really hate paladins from the start.
  9. they should have a "scroll of all quest refresh" making all quest becoming available to the user for the rest of the ws day costing 999 mc each or 7499mc a set. ;D
  10. hopefully the mace magic enchantment correction is included in this maintenance :)
  11. if both the charge and threads were to be considered from a strategy point of view, then i would say threads is better as this skill would make that 1 threaded victim instantly gankable by your party in an arena. thus the longer cooldown. just my 2gold
  12. Just a small table for ease of reference Assuming level 20 character with 5 heal Magic Heal(without aura) 0 170 50 240 100 310 150 380 170 408 Unlike the other healers, paladins heal formula for update in 3.11.1 has remained the same. However, the update has accidentally downgraded the magic points for enchantment in mace weapons. Hopefully it will be rectified accordingly as promised by the developers. Thank you Barge
  13. Thank you guys for the compliment :)
  14. the following tables indicate the amount of magic points needed to achieve the heal with regards to the old astral amount. Assuming its a level 20 character with 5 heal skill. Shaman Astral Heal Magic 150 174 186 175 194 223 200 214 260 225 234 297 250 254 334 275 274 371 Druid Astral Heal Magic 150 178 187 175 199 224 200 220 261 225 241 298 250 261 335 275 282 372 Note: For Druid, be sure to use your equipment magic amount instead of the summary screen amount. thank you Barge
  15. the following table indicates the amount of magic points needed to achieve the heal with regards to the old astral amount. Assuming its a level 20 character with 5 heal skill. Astral Heal Magic 150 530 203 175 580 237 200 630 271 225 680 305 250 730 338 275 780 372 thank you Barge
  16. this is for version 3.11.1 Heal amount without aura= [70+((heal lvl-1)*20)] +[char lvl*(2+(heal lvl-1)*0.5)] +[magic*(1+(heal lvl-1)*0.12)] thank you Barge
  17. this is for version 3.11.1 Heal amount = [30+(heal lvl*6)] +[char lvl*(0.7)] +[magic*(1 if shaman, 1.04 if druid)*(0.14+(heal lvl*0.08 ))] thank you Barge
  18. nice guide however, you do realize that with this guide more people will be doing it bringing in more competition for yourself? :blush:
  19. must be brute force method :!
  20. the point is that its not only melees are having trouble killing a high amp healer, cloth classes have a hard time too
  21. im just wondering how would the fight between high amped (including magic defense) healer classes 1 vs 1 would go? i mean the damage they would be doing to each other is probably below 200 but they heal 250hot or 750+instant. the match would become forever if they equipped all the mana regen items in the game
  22. i agree to separating astral from the other magics. This is because in the past we dont have high damage+high heal shamans/druids/priest/necros even if they amped to +10 cuz they have to choose their gears. but now, they exists. its like you have taken the heal ability of the lower amped characters and given them to the highest amped healers. the imbalance is getting greater in this aspect.
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