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Posts
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Posts posted by yinglun
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41 minutes ago, Higgings said:
Starting that this is another wonderful update, since it allows to customize your character even further
But...
This is another fact. I'm not understanding why this class is the only one which has to sacrifice something in order to get buffs... it's a tank; tanks need HPs in order to survive. On the other hand ,it's also true that I haven't yet tested the skill, so it might be more efficient than it appears...
Well, only time will tell.
I don't understand either. When a tank loses 40% of its health, it means that it can't resist.Immunizing one injury won't help the plight.
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2 hours ago, Santa Claus said:
Correct me if im wrong but imo templars mantra work like reserves but it have short cd and cd can be reduced . It heals u and u cant be attacked + it works on other ppl
Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low.
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10 hours ago, Khrone said:
I'd make it the same skill as it is rn, but instead of increasing the Life Regen stat, i'd make it heal a % of the max HP or lost HP every X seconds.
Death Knight is now the only profession that needs life recovery, and I want to keep this characteristic of him.😂
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Suggestions for changes to the secret Reserve.
Regenerating health has a very low presence in the game. Even the secret Reserve is the only skill that requires it.
The current cooldown on this skill is too long and lasts for a short period of time, so we can make it a constant energy drainer.
When the skill is turned on, it consumes energy continuously, increasing the player's ability to regenerate health and the speed at which it recovers health.
Increases health recovery by 5%/20%/35%/50%
Increases health regeneration rate by 10%/20%/30%/40%
Sustained energy consumption :1/3/6/8
In my mind, this ability gives the player 3 seconds to recover 150 health or less at full level. For there is the nectar of immortality. So the value of this skill should not be too high.
Let's discuss it together😁
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I also built a magic dk, but now there are several problems bothering me. Knight curse and sharp shadow will be resisted, while dark breath will be evaded.This makes it impossible for me to do enough damage in myth sea。
- Sundown and Filipe Ramon
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At present, every profession can play a role in a certain place, instead of blindly asking for its own weaknesses to be compared with others'.
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5 hours ago, Ashdeath said:
Secret reserves is a pretty decent means of health restoration. The sad part is that for some reason it doesn't work correctly. When you die and respawn it's cd doesn't reset like all the other skills. Things like dying and reviving or entering arena have no affect on secret reserves. For normal skills they all automatically finish cd when u respawn or enter arena, but for secret reserves you have to wait for the cd(2 min I think) to be finished before it can be used again regardless of respawning or entering arena. Also the cool down parameter has no affect on secret reserves which also kinda hurts.
Yes, the CD of this skill is as long as 2 minutes, which cannot be used as a routine means.
6 hours ago, lelfil said:Dk has life steal skill, it is meant to regenerate by doing damage so getting a full life steal build with accessories and runes would pay for the dk's lack of healing skills
You need to use dk to fight several times in the dungeon.
4 hours ago, Higgings said:😵When I have 100% vampires, That would be like a God of war
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15 hours ago, Drakoknight said:
The dk doesn't need a summon like that. Instead I think the class needs is something like Templar's statue or a healing shield type skill
Dk should be a hero of the undead, so it should rely on fighting to restore blood volume, which is more in line with the theme of dk
The new skill can deal damage to nearby enemies, and then get the same amount of shield.
- Drakoslayd and Speedom
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Undead Warhorse
dk summons an undead warhorse. The undead warhorse will continuously restore dk's blood volume and provide dk with a "lethal" buff, giving dk a chance to be immune to lethal damage.
In my opinion, dk really lacks the means to restore health, and dk currently has more mixed damage, so an undead horse is a very cool idea.
Dk players, let’s talk about the feasibility of my idea😆😆😆
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Every time I do pelion missions it takes me about an hour and a half, t4 is often crowded and the task refresh is too slow.😭
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Urgent!!! Urgent!!! We cannot access the Grotto event,it's a bug。
5 hours ago, Peony said:UPD:服务器正在运行!
Urgent!!! Urgent!!! We cannot access the Grotto event,it's a bug。
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On 7/1/2021 at 4:38 PM, Nolan said:
I agree the mermen trials needs some slightly changes and these suggestions are very good. The problem is that there isn't enought guilds of the same level to have such matchmaking system.
In a certain point we will end up with the same problem, some guilds won't be able to defeat others. It's an endless cycle.
Some changes have been considered before but didn't become reality. (yet)
In Mermaid gvg, the powerful trade unions will always win, which leads to only half of the 12-11 level trade unions can recruit new members, while the weak trade unions will die directly. Because they don't have any new members,Some 9-10-level trade unions now dare not even upgrade their ranks
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I agree ,that many gamewill be open to free replacement skills in the later stage
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I think this is just a trick within the rules
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I agree that the basic interface should have a Thai translation, even if it doesn't translate the mission brief.
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11 hours ago, Khrone said:
So you're complaining about your class being so powerful that it literally doesn't even need to use skills that aren't buffs?
We use several skills to build our own gameplay, but the explorers are almost the same, and a profession should have multiple genres.
10 hours ago, GalaxyRekt said:I think the problem raised in this topic is that all seekers have pretty much the same build. Like, there's only 1 way to build the seeker to actually be useful
This is exactly what I want to say. Every profession has many expert skills, but we can only meet three at most, Therefore, each profession should have multiple genres。
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Now explorer in the game are the same, they take two dagger, need only attack speed, but there are many other explorer skills, these skills and explorer now genre is not match, so we can strengthen the base damage explorer some skills, and skills in the response ability, in order to let more explorer genre
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Say loudly with me: New career! New career!
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At present, the mage does seem a little weak in pve。
Warspear 10.0 Update: The Era of Knowledge. Announcement
in News & Announcements
Posted
We can do this.Dark Shield skill adds an additional Bloody Barrier positive effect to the character forsec.The barrier can absorb all the incoming damage within 4seconds, and recover dk health at the end of time, which is equal to 30% of the damage absorbed by the barrier.This effect can only be triggered once in 30 seconds.