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Invorial

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Reputation Activity

  1. Haha
    Wait..
    "Vehicles" 
    Mounts perhaps? I hope it's not camels I hate those more than koalas 
  2. Like
    please increase rate drop permanently of dungeons, i have doing mermen dungeon a lot of time and never got armor, also in other dungeons, is unfair spend 1 stam for just common resources and pots.... even miracle coin players do many runs for good amplification, good items and a lot of stams....
     
    And also like somebody told here up, increment max knowledge daily of quest and dg
     
  3. Cool Story
    Please bring back pvp minions back in ap dealer, put useful NPCs which will help and not something people forget once they are done with it. Try introduce a castle in the new map or in map 2. Need more stories on the astral lab, outerworld! of course. make new high level kronus set gears. Please make a fair sided raid bosses where elf can take theirs, legion can take theirs.
    Please do introduce castle logs. introduce more better high level arena pots and scrolls. introduce pvp mace with speed. To avoid unnecessary pains, please try your best not to mix up pve with pvp. introduce new travel mechanism which helps you travel within towns inexchange for crimson conundrums (as most people don't use it on current npc), introduce new rewards in crimson conudrums dealer, arena shop and npcs just like in nadir but for higher level. please lower the cost of gears in map 1 and map 2, very illogical price for beginners, add boss ress timer and chat timer in chats. give a feature to cycle between your favorite ws soundtrack, PLEASE increase the limit of knowledge gained, also add knowledge in arena, please add more rank systems for guild ranks. I will suggest more when i remember, but for now last but not least, first fix the existing problems between factions of unfairness
  4. Thanks
    Invorial got a reaction from Kyrai in Demonessa [Jessyca / EU-Emerald]   
    Wow 😮 I like it
     
     
  5. Haha
    Invorial got a reaction from Kyrai in Fu Hao Costume [Illustration]   
    Finally you done it
    Now is my turn

  6. Like
    Invorial reacted to Kyrai in Demonessa [Jessyca / EU-Emerald]   
    Description Page:
    "From the depths of the dark abysses of Arinar, these demonesses inhabit, their mission is to spread panic and fear, they dedicated themselves for many years to torturing those unfortunate souls who had a life of bad deeds and desires that fall in combat during wars ."
    "Recently after serving for long years locked up tormenting the souls of the lost to their fateful end, they decided to rise to the surface using their human form and they can be distinguished because their horns and tail are visible thanks to a powerful spell cast by a priest with the help of a human wizard, both were called [ ... ] and [ ... ] were loyal faithful of Harad.
     
    "They are quite skillful they can impersonate any living creature, and they have skills that attack from the deepest dreams of the living, they deeply hate the human Priests of the sentinels, and what they want most is to destroy the cause of good because they consider it a waste of time because with only go to the war to kill and hate the enemy is a cause of eternal damnation, they think that a world full of evil would be better than doing good in vain."
     
    "Currently they have infinite powers, and only works for their conveniences, it is said that the damned souls are used to create a huge army to erradicate all humanity of the Earth, all types of skills are unknown, they are very good in combat, and they never stop causes problems to people who still alive. Living people are advised not to deal with these beings because they usually feed on blood and leave incurable wounds that lead to death."

    And never [...] Lost data...

    FRONT FACING
     

    BACK FACING
     

    BACK FACING
     

    ORIGINAL FACING
     
    dark style aesthetic clothing with heavy protection
    Demonessa (Name example like Vanessa)
    Demon > Demoness (Girl Demon)
    Black lines in head and hands are lines references for show them. are not included in costume
  7. Like
    Invorial reacted to Kyrai in Fu Hao Costume [Illustration]   
    Reference Image:

    Kyrai / EU-Emerald (Rogue)
     
  8. Like
    Invorial got a reaction from Ruslan Ananchenko in My opinion about chieftain nerf   
    First of all I want say the new rebalance is good, but not for chieftain type "HYBRID", we getting nerf with this:
     Dual Wield Specialization
    Added a 30% reduction in magical damage from a weapon in the left hand. With this we getting a nerf, I know about elfs saying we are very stronger in damage killing their partys in t4 and t3 quests, but this is totally using pvp set even they not, I am freeplayer and since this character was released I play it, I think this nerf of "30% reduction in magical damage from a weapon in the left hand." Is totally bad! is very hard to get much magical damage, this update is just for rich people that can amp +10, my chieftain at the moment have 850 magical damage with guild, ring greatness, cape craft lvl30 and lvl32 amulet horror %, and I calculed after update of game i just will have 700 of magical damage, now look in aspect "PVP"...
     
    PVP ASPECT
    The chieftain in this aspect just work using physical damage because in aspect "PVE" we are stronger for criticals, then eagle is 60% of magical damage, imagine I have 700 magical damage 60% is 420 dealing magical damage, now count that 420 with -45% for resilience of enemy, it is 231 magical damage now count defense of enemy... Normally is -45% with penetration of 15% we got reduction of 30%, then (231 - 30%)= 162 of magical damage dealed, ok I will count ferocity +45% of damage dealed then is (162 + 45%= 239), we can see with this a chieftain can deal 239 magical damage with eagle eye per tick.... Do you think this fair? now let's see this "30% reduction in magical damage from a weapon in the left hand." ¡SO BEAUTIFUL!  
    PVE ASPECT
    The chieftain in this aspect is so good... Why I say this? well, I delicately armed each armor of my chieftain to try to achieve as much as possible and to serve with my relics, and well it is so good, critical hits are going good and strongers by the critical damage of the guild and well, I just can say we are good damagers because criticals hits but in aspect "PVP" I can't say it for the resilience....  
    Here's the other problem... 
      Change of magical power in two-handed maces and spears
    For all two-handed maces and spears the value of magic power was increased by ~18% This new mechanism is good... but.... I still thinking on the same thing that I told before, we got nerfed in the aspect magical damage of 2 weapons of 1handed mace so this is one thing for make we don't become angry? For be good damagers in this class being magicals, ¿Are we obliged to use spears and 2handed maces? So ¿Can't we be hybrids? ¿Is this serious?
     
    SKILLS REWORKS
     
     Rugged Hide 
    Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to  6 \ 8 \ 9 \ 10 seconds. Is necessary to reduce the duration of skill? We are already weak class and for tears of sentinnels we are being nerfed? Even them have shields of long duration and much reduction damage and they don't think on their nerf?
     
     Frenzy 
    Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power. The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill. Im totally agree with this rework, I don't think -5% of physical is bad, anyway it does a lot of damage, and I like the new stun skill, it is so good but here I come again... before I was talking about hybrid class nerf, you guys just buffing chieftain in the aspect pvp but being physical, not magical, with rework of "30% reduction in magical damage from a weapon in the left hand." we are already more destroyed because we become low damage being hybrids for this reason many that likes magical need become full magical and stop being hybrids, so they are losing the new rework of stun for long time and the people that likes full physical damage but still was hybrids they become full physicals with this update and they become weaks in pve because don't have area damage?
     
    Is this nerf will be granted for next update I just think I won't play anymore, it really hurts me, I am a freeplay because in my country I can't buy miracle coins so I get all with effort and I have 10 months saving a lot of things and making my chief stronger, then I finally built my chieftain for be stronger and we get nerf? So you telling that I have 10 months of my life threw to the trash just because sentinnels are crying all the time? And sorry I don't want touch this topic of sentinnels but ¡is the true! all the time we get any buff or we are strongers than sentinnels ¡they just cry for all! I really think this things I told is bad get fix because is very unfair for freeplayers, you guys making this very very good game become to game type "pay to win"? No bro... I no want this for a good game...
    Greetings and I really hope fix this as soon as possible...
  9. Like
    Thank you so much guys :) and have a good New Year 2022 with many good things.
  10. Like
    Invorial got a reaction from Ogull in Class Information: Charmer [11.2]   
    Class Description
     
      Faction: Forsaken
    Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells.
    Features:
    Group support, range and melee attacks, mixed damage, control and weaken enemies.
    Attack:      Defense:      Support: 
     
    Passive Skills
      Devotion. Increases the maximum health by 2%, and the physical and magical strength by 4% for the character.
      Staves. Grants use of magical staves.
      One-handed Mace. Grants use of one-handed maces.
      Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on.
      Cloth Armor. Grants use of cloth armor.
      Heavy Armor. Grants use of heavy armor.
     
    Basic Skills
      Dark Prism
    Magical attack that causes increased damage to the enemy.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 9 seconds
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of character's magical strength and 110% / 115% / 120% / 125% / 130% of the character's magical strength
     
      Combat Healing
    Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 12 seconds
    Instant healing (%): 30% / 40% / 50% / 65% / 75% of the character's magical strength
    Periodically healing (units and %): 8 / 14 / 20 / 26 / 32 points of the character's magical strength and 15% / 20% / 25% / 30% / 35% of the character's magical strength every 3 seconds
     
      Weakness
    Reduces physical and magical defense of the enemy for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 14 units
    Cooldown: 20 seconds
    Time effect (seconds): 8 / 10 / 12 / 14 / 16
    Effect (%): 15% / 25% / 35% / 45% / 55%
     
      Call
    Summons a monster to a specified region for some time. The monster deals physical damage to an opponent.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 22 seconds
    Maximum number of summons: 3
    Time of summon (seconds): 12 / 15 / 18 / 22 / 26
    Time per autoattacks of the summon (seconds): 2.5
    Damage deal by the summon (%): 48% / 54% / 66% / 78% / 90% of the character's physical strength
     
      Oppression
    A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect.
    Type: Active
    Usage range: 3 yards
    Energy expense: 20 units
    Cooldown: 18 seconds
    Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of the character's magical strength and 50% / 55% / 60% / 65% / 70% of the character's magical strength
     
    Expert Skills
      Stone Curse
    Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 20 seconds
    Time stun (seconds): 3 / 4 / 5 / 6
     
      Otherworldly Blessing
    Increases the maximum health of the character or group member, maximum amount of energy, as well as the "Block" parameter if equipped with a shield, and the "Critical damage power" parameter and critical healing power if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 35 seconds
    HP increased (%): 5% / 10% / 15% / 20%
    MP increased (%): 10% / 15% / 20% / 25%
    If a shield is equipped
    Parameter block increased (%): 2% / 4% / 6% / 9%
    If a staff is equipped
    Buff critical healing power (%): 13% / 16% / 20% / 25%
    Buff "Critical hit power" (%): 13% / 16% / 20% / 25%
    Ally effect gived (%): 50% / 60% / 70% / 80%
    Time effect (seconds): 15 / 20 / 25 / 30
     
      Knowledge of the Dead Man
    Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the "Stun" effect to the enemy for a while, as well as additional physical or magical damage during the next attack. The type of damage depends on the prevailing physical or magical power of the character. The "Stun" effect prevents you from moving, attacking, and using skills.
    Type: Passive
    Time of buff acumulative (seconds): 15 / 20 / 25 / 30
    Time of buff stun (seconds): 20 / 25 / 30 / 35
    Time stun (seconds): 2 / 3 / 4 / 5
    Physical damage deal (%): 50% / 65% / 85% / 110%
    Magical damage deal (%): 60% / 80% / 100% / 125%
     
      Otherworldly Fire
    A magical attack that deals damage in the specified area, as well as the "Stun" debuff with a specified chance, to all enemies for some time. The effect prevents from moving, attacking, and using skills. The attack is repeated several times.
    Type: Active
    Usage range: 4 yards
    Energy expense: 26 units
    Cooldown: 24 seconds
    Number of repetitions: 2 / 2 / 3 / 3
    Time between repetitions (seconds): 3 / 3 / 3 / 3
    Chance for stun (%): 20% / 25% / 30% / 35%
    Time of stun (seconds): 1.5 / 2 / 2.5 / 3
    Number of maximum pve targets: 8 / 10 / 12 / 14
    Number of maximum pvp targets: 3 / 4 / 5 / 6
    Magical damage deal (%): 50% / 55% / 65% / 80%
     
      Eye of the Darkness
    Applies the "Eye of darkness" buff to the character or and ally for some time. The effect increases physical and magical protection, the "Accuracy" parameter , and the chance of detecting masked enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 25 seconds
    Increment of defense (%): 20% / 25% / 30% / 35%
    Time effect (seconds): 24 / 26 / 28 / 30
     
      Help of Chaos
    Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 5 seconds. And deals magic damage to the enemy.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 20 seconds
    Time of summon (seconds): 14 / 16 / 18 / 20
    Healing from summon (%): 55% / 65% / 75% / 90%
     
      Demonic Pact
    Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Permanent skill.
    Type: Active
    Energy expense: 20 units
    Energy regen reduction (units): 5 / 7 / 9 / 10
    Cooldown: 8 seconds
    Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70%
    Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28%
     
      Goading
    Deals the “Aggression” and "Deceleration" debuffs  to all opponents within a certain radius around the character for some time. The aggresion effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Deceleration" effect reduces the speed of movement.
    Type: Active
    Energy expense: 14 units
    Cooldown: 14 seconds
    Aggression (units): 15000 / 35000 / 70000 / 150000.
    Aggression (yards): 2 / 2 / 2 / 2
    Reduction in speed movement (%): 20% / 24% / 28% / 32%
    Time of debuff (seconds): 4 / 5 / 7 / 9
    Maximum pvp targets: 3 / 4 / 5 / 6
     
      Summoner Skill
    Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 9 units
    Cooldown: 9 seconds
    Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55%
    Number of area damage given by auto attacks: 2 / 2 / 3 / 3
    Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
    Maximum pve targets: 8 / 10 / 12 / 14
  11. Wow
    Invorial got a reaction from TheCaster in Class Information: Charmer [11.2]   
    ¡IS FINALLY DONE! I won't give relics and formules because is a lot of more work  and nobody pay me for this, I just upload for help all those people that needs a guide of the skills.
    I want you know I'll be updating this if I still playing game...
  12. Cool Story
    May I ask a question, Holmes, are there any restrictions on the Tears of Harad player's goals?
  13. Like
    Invorial got a reaction from TheCaster in Class Information: Charmer [11.2]   
    Class Description
     
      Faction: Forsaken
    Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells.
    Features:
    Group support, range and melee attacks, mixed damage, control and weaken enemies.
    Attack:      Defense:      Support: 
     
    Passive Skills
      Devotion. Increases the maximum health by 2%, and the physical and magical strength by 4% for the character.
      Staves. Grants use of magical staves.
      One-handed Mace. Grants use of one-handed maces.
      Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on.
      Cloth Armor. Grants use of cloth armor.
      Heavy Armor. Grants use of heavy armor.
     
    Basic Skills
      Dark Prism
    Magical attack that causes increased damage to the enemy.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 9 seconds
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of character's magical strength and 110% / 115% / 120% / 125% / 130% of the character's magical strength
     
      Combat Healing
    Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 12 seconds
    Instant healing (%): 30% / 40% / 50% / 65% / 75% of the character's magical strength
    Periodically healing (units and %): 8 / 14 / 20 / 26 / 32 points of the character's magical strength and 15% / 20% / 25% / 30% / 35% of the character's magical strength every 3 seconds
     
      Weakness
    Reduces physical and magical defense of the enemy for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 14 units
    Cooldown: 20 seconds
    Time effect (seconds): 8 / 10 / 12 / 14 / 16
    Effect (%): 15% / 25% / 35% / 45% / 55%
     
      Call
    Summons a monster to a specified region for some time. The monster deals physical damage to an opponent.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 22 seconds
    Maximum number of summons: 3
    Time of summon (seconds): 12 / 15 / 18 / 22 / 26
    Time per autoattacks of the summon (seconds): 2.5
    Damage deal by the summon (%): 48% / 54% / 66% / 78% / 90% of the character's physical strength
     
      Oppression
    A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect.
    Type: Active
    Usage range: 3 yards
    Energy expense: 20 units
    Cooldown: 18 seconds
    Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of the character's magical strength and 50% / 55% / 60% / 65% / 70% of the character's magical strength
     
    Expert Skills
      Stone Curse
    Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 20 seconds
    Time stun (seconds): 3 / 4 / 5 / 6
     
      Otherworldly Blessing
    Increases the maximum health of the character or group member, maximum amount of energy, as well as the "Block" parameter if equipped with a shield, and the "Critical damage power" parameter and critical healing power if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 35 seconds
    HP increased (%): 5% / 10% / 15% / 20%
    MP increased (%): 10% / 15% / 20% / 25%
    If a shield is equipped
    Parameter block increased (%): 2% / 4% / 6% / 9%
    If a staff is equipped
    Buff critical healing power (%): 13% / 16% / 20% / 25%
    Buff "Critical hit power" (%): 13% / 16% / 20% / 25%
    Ally effect gived (%): 50% / 60% / 70% / 80%
    Time effect (seconds): 15 / 20 / 25 / 30
     
      Knowledge of the Dead Man
    Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the "Stun" effect to the enemy for a while, as well as additional physical or magical damage during the next attack. The type of damage depends on the prevailing physical or magical power of the character. The "Stun" effect prevents you from moving, attacking, and using skills.
    Type: Passive
    Time of buff acumulative (seconds): 15 / 20 / 25 / 30
    Time of buff stun (seconds): 20 / 25 / 30 / 35
    Time stun (seconds): 2 / 3 / 4 / 5
    Physical damage deal (%): 50% / 65% / 85% / 110%
    Magical damage deal (%): 60% / 80% / 100% / 125%
     
      Otherworldly Fire
    A magical attack that deals damage in the specified area, as well as the "Stun" debuff with a specified chance, to all enemies for some time. The effect prevents from moving, attacking, and using skills. The attack is repeated several times.
    Type: Active
    Usage range: 4 yards
    Energy expense: 26 units
    Cooldown: 24 seconds
    Number of repetitions: 2 / 2 / 3 / 3
    Time between repetitions (seconds): 3 / 3 / 3 / 3
    Chance for stun (%): 20% / 25% / 30% / 35%
    Time of stun (seconds): 1.5 / 2 / 2.5 / 3
    Number of maximum pve targets: 8 / 10 / 12 / 14
    Number of maximum pvp targets: 3 / 4 / 5 / 6
    Magical damage deal (%): 50% / 55% / 65% / 80%
     
      Eye of the Darkness
    Applies the "Eye of darkness" buff to the character or and ally for some time. The effect increases physical and magical protection, the "Accuracy" parameter , and the chance of detecting masked enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 25 seconds
    Increment of defense (%): 20% / 25% / 30% / 35%
    Time effect (seconds): 24 / 26 / 28 / 30
     
      Help of Chaos
    Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 5 seconds. And deals magic damage to the enemy.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 20 seconds
    Time of summon (seconds): 14 / 16 / 18 / 20
    Healing from summon (%): 55% / 65% / 75% / 90%
     
      Demonic Pact
    Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Permanent skill.
    Type: Active
    Energy expense: 20 units
    Energy regen reduction (units): 5 / 7 / 9 / 10
    Cooldown: 8 seconds
    Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70%
    Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28%
     
      Goading
    Deals the “Aggression” and "Deceleration" debuffs  to all opponents within a certain radius around the character for some time. The aggresion effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Deceleration" effect reduces the speed of movement.
    Type: Active
    Energy expense: 14 units
    Cooldown: 14 seconds
    Aggression (units): 15000 / 35000 / 70000 / 150000.
    Aggression (yards): 2 / 2 / 2 / 2
    Reduction in speed movement (%): 20% / 24% / 28% / 32%
    Time of debuff (seconds): 4 / 5 / 7 / 9
    Maximum pvp targets: 3 / 4 / 5 / 6
     
      Summoner Skill
    Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 9 units
    Cooldown: 9 seconds
    Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55%
    Number of area damage given by auto attacks: 2 / 2 / 3 / 3
    Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
    Maximum pve targets: 8 / 10 / 12 / 14
  14. Like
    Invorial got a reaction from Bruce Wayne in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Stone Skin
    Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds. Ahhhh, mmmmm, This is unfair..... Those buffs can be removed with periodic damage..... and many enemies like rangers, chieftains, shamans, mages, etc, etc, etc, make many damage periodic, and passive becomes useless, so making block won't accumulate each 2 seconds? really? I think this is unfair.
    @Nolan
  15. Like
    Invorial got a reaction from Kyrai in Class Information: Charmer [11.2]   
    Class Description
     
      Faction: Forsaken
    Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells.
    Features:
    Group support, range and melee attacks, mixed damage, control and weaken enemies.
    Attack:      Defense:      Support: 
     
    Passive Skills
      Devotion. Increases the maximum health by 2%, and the physical and magical strength by 4% for the character.
      Staves. Grants use of magical staves.
      One-handed Mace. Grants use of one-handed maces.
      Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on.
      Cloth Armor. Grants use of cloth armor.
      Heavy Armor. Grants use of heavy armor.
     
    Basic Skills
      Dark Prism
    Magical attack that causes increased damage to the enemy.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 9 seconds
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of character's magical strength and 110% / 115% / 120% / 125% / 130% of the character's magical strength
     
      Combat Healing
    Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 12 seconds
    Instant healing (%): 30% / 40% / 50% / 65% / 75% of the character's magical strength
    Periodically healing (units and %): 8 / 14 / 20 / 26 / 32 points of the character's magical strength and 15% / 20% / 25% / 30% / 35% of the character's magical strength every 3 seconds
     
      Weakness
    Reduces physical and magical defense of the enemy for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 14 units
    Cooldown: 20 seconds
    Time effect (seconds): 8 / 10 / 12 / 14 / 16
    Effect (%): 15% / 25% / 35% / 45% / 55%
     
      Call
    Summons a monster to a specified region for some time. The monster deals physical damage to an opponent.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 22 seconds
    Maximum number of summons: 3
    Time of summon (seconds): 12 / 15 / 18 / 22 / 26
    Time per autoattacks of the summon (seconds): 2.5
    Damage deal by the summon (%): 48% / 54% / 66% / 78% / 90% of the character's physical strength
     
      Oppression
    A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect.
    Type: Active
    Usage range: 3 yards
    Energy expense: 20 units
    Cooldown: 18 seconds
    Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of the character's magical strength and 50% / 55% / 60% / 65% / 70% of the character's magical strength
     
    Expert Skills
      Stone Curse
    Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 20 seconds
    Time stun (seconds): 3 / 4 / 5 / 6
     
      Otherworldly Blessing
    Increases the maximum health of the character or group member, maximum amount of energy, as well as the "Block" parameter if equipped with a shield, and the "Critical damage power" parameter and critical healing power if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 35 seconds
    HP increased (%): 5% / 10% / 15% / 20%
    MP increased (%): 10% / 15% / 20% / 25%
    If a shield is equipped
    Parameter block increased (%): 2% / 4% / 6% / 9%
    If a staff is equipped
    Buff critical healing power (%): 13% / 16% / 20% / 25%
    Buff "Critical hit power" (%): 13% / 16% / 20% / 25%
    Ally effect gived (%): 50% / 60% / 70% / 80%
    Time effect (seconds): 15 / 20 / 25 / 30
     
      Knowledge of the Dead Man
    Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the "Stun" effect to the enemy for a while, as well as additional physical or magical damage during the next attack. The type of damage depends on the prevailing physical or magical power of the character. The "Stun" effect prevents you from moving, attacking, and using skills.
    Type: Passive
    Time of buff acumulative (seconds): 15 / 20 / 25 / 30
    Time of buff stun (seconds): 20 / 25 / 30 / 35
    Time stun (seconds): 2 / 3 / 4 / 5
    Physical damage deal (%): 50% / 65% / 85% / 110%
    Magical damage deal (%): 60% / 80% / 100% / 125%
     
      Otherworldly Fire
    A magical attack that deals damage in the specified area, as well as the "Stun" debuff with a specified chance, to all enemies for some time. The effect prevents from moving, attacking, and using skills. The attack is repeated several times.
    Type: Active
    Usage range: 4 yards
    Energy expense: 26 units
    Cooldown: 24 seconds
    Number of repetitions: 2 / 2 / 3 / 3
    Time between repetitions (seconds): 3 / 3 / 3 / 3
    Chance for stun (%): 20% / 25% / 30% / 35%
    Time of stun (seconds): 1.5 / 2 / 2.5 / 3
    Number of maximum pve targets: 8 / 10 / 12 / 14
    Number of maximum pvp targets: 3 / 4 / 5 / 6
    Magical damage deal (%): 50% / 55% / 65% / 80%
     
      Eye of the Darkness
    Applies the "Eye of darkness" buff to the character or and ally for some time. The effect increases physical and magical protection, the "Accuracy" parameter , and the chance of detecting masked enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 25 seconds
    Increment of defense (%): 20% / 25% / 30% / 35%
    Time effect (seconds): 24 / 26 / 28 / 30
     
      Help of Chaos
    Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 5 seconds. And deals magic damage to the enemy.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 20 seconds
    Time of summon (seconds): 14 / 16 / 18 / 20
    Healing from summon (%): 55% / 65% / 75% / 90%
     
      Demonic Pact
    Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Permanent skill.
    Type: Active
    Energy expense: 20 units
    Energy regen reduction (units): 5 / 7 / 9 / 10
    Cooldown: 8 seconds
    Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70%
    Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28%
     
      Goading
    Deals the “Aggression” and "Deceleration" debuffs  to all opponents within a certain radius around the character for some time. The aggresion effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Deceleration" effect reduces the speed of movement.
    Type: Active
    Energy expense: 14 units
    Cooldown: 14 seconds
    Aggression (units): 15000 / 35000 / 70000 / 150000.
    Aggression (yards): 2 / 2 / 2 / 2
    Reduction in speed movement (%): 20% / 24% / 28% / 32%
    Time of debuff (seconds): 4 / 5 / 7 / 9
    Maximum pvp targets: 3 / 4 / 5 / 6
     
      Summoner Skill
    Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 9 units
    Cooldown: 9 seconds
    Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55%
    Number of area damage given by auto attacks: 2 / 2 / 3 / 3
    Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
    Maximum pve targets: 8 / 10 / 12 / 14
  16. Like
    Invorial got a reaction from Salazam in Class Information: Charmer [11.2]   
    Class Description
     
      Faction: Forsaken
    Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells.
    Features:
    Group support, range and melee attacks, mixed damage, control and weaken enemies.
    Attack:      Defense:      Support: 
     
    Passive Skills
      Devotion. Increases the maximum health by 2%, and the physical and magical strength by 4% for the character.
      Staves. Grants use of magical staves.
      One-handed Mace. Grants use of one-handed maces.
      Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on.
      Cloth Armor. Grants use of cloth armor.
      Heavy Armor. Grants use of heavy armor.
     
    Basic Skills
      Dark Prism
    Magical attack that causes increased damage to the enemy.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 9 seconds
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of character's magical strength and 110% / 115% / 120% / 125% / 130% of the character's magical strength
     
      Combat Healing
    Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 12 units
    Cooldown: 12 seconds
    Instant healing (%): 30% / 40% / 50% / 65% / 75% of the character's magical strength
    Periodically healing (units and %): 8 / 14 / 20 / 26 / 32 points of the character's magical strength and 15% / 20% / 25% / 30% / 35% of the character's magical strength every 3 seconds
     
      Weakness
    Reduces physical and magical defense of the enemy for some time.
    Type: Active
    Usage range: 5 yards
    Energy expense: 14 units
    Cooldown: 20 seconds
    Time effect (seconds): 8 / 10 / 12 / 14 / 16
    Effect (%): 15% / 25% / 35% / 45% / 55%
     
      Call
    Summons a monster to a specified region for some time. The monster deals physical damage to an opponent.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 22 seconds
    Maximum number of summons: 3
    Time of summon (seconds): 12 / 15 / 18 / 22 / 26
    Time per autoattacks of the summon (seconds): 2.5
    Damage deal by the summon (%): 48% / 54% / 66% / 78% / 90% of the character's physical strength
     
      Oppression
    A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect.
    Type: Active
    Usage range: 3 yards
    Energy expense: 20 units
    Cooldown: 18 seconds
    Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5
    Damage deal (units and %): 30 / 55 / 80 / 105 / 130 points of the character's magical strength and 50% / 55% / 60% / 65% / 70% of the character's magical strength
     
    Expert Skills
      Stone Curse
    Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked.
    Type: Active
    Usage range: 4 yards
    Energy expense: 18 units
    Cooldown: 20 seconds
    Time stun (seconds): 3 / 4 / 5 / 6
     
      Otherworldly Blessing
    Increases the maximum health of the character or group member, maximum amount of energy, as well as the "Block" parameter if equipped with a shield, and the "Critical damage power" parameter and critical healing power if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 35 seconds
    HP increased (%): 5% / 10% / 15% / 20%
    MP increased (%): 10% / 15% / 20% / 25%
    If a shield is equipped
    Parameter block increased (%): 2% / 4% / 6% / 9%
    If a staff is equipped
    Buff critical healing power (%): 13% / 16% / 20% / 25%
    Buff "Critical hit power" (%): 13% / 16% / 20% / 25%
    Ally effect gived (%): 50% / 60% / 70% / 80%
    Time effect (seconds): 15 / 20 / 25 / 30
     
      Knowledge of the Dead Man
    Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the "Stun" effect to the enemy for a while, as well as additional physical or magical damage during the next attack. The type of damage depends on the prevailing physical or magical power of the character. The "Stun" effect prevents you from moving, attacking, and using skills.
    Type: Passive
    Time of buff acumulative (seconds): 15 / 20 / 25 / 30
    Time of buff stun (seconds): 20 / 25 / 30 / 35
    Time stun (seconds): 2 / 3 / 4 / 5
    Physical damage deal (%): 50% / 65% / 85% / 110%
    Magical damage deal (%): 60% / 80% / 100% / 125%
     
      Otherworldly Fire
    A magical attack that deals damage in the specified area, as well as the "Stun" debuff with a specified chance, to all enemies for some time. The effect prevents from moving, attacking, and using skills. The attack is repeated several times.
    Type: Active
    Usage range: 4 yards
    Energy expense: 26 units
    Cooldown: 24 seconds
    Number of repetitions: 2 / 2 / 3 / 3
    Time between repetitions (seconds): 3 / 3 / 3 / 3
    Chance for stun (%): 20% / 25% / 30% / 35%
    Time of stun (seconds): 1.5 / 2 / 2.5 / 3
    Number of maximum pve targets: 8 / 10 / 12 / 14
    Number of maximum pvp targets: 3 / 4 / 5 / 6
    Magical damage deal (%): 50% / 55% / 65% / 80%
     
      Eye of the Darkness
    Applies the "Eye of darkness" buff to the character or and ally for some time. The effect increases physical and magical protection, the "Accuracy" parameter , and the chance of detecting masked enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 25 seconds
    Increment of defense (%): 20% / 25% / 30% / 35%
    Time effect (seconds): 24 / 26 / 28 / 30
     
      Help of Chaos
    Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 5 seconds. And deals magic damage to the enemy.
    Type: Active
    Usage range: 4 yards
    Energy expense: 22 units
    Cooldown: 20 seconds
    Time of summon (seconds): 14 / 16 / 18 / 20
    Healing from summon (%): 55% / 65% / 75% / 90%
     
      Demonic Pact
    Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Permanent skill.
    Type: Active
    Energy expense: 20 units
    Energy regen reduction (units): 5 / 7 / 9 / 10
    Cooldown: 8 seconds
    Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70%
    Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28%
     
      Goading
    Deals the “Aggression” and "Deceleration" debuffs  to all opponents within a certain radius around the character for some time. The aggresion effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Deceleration" effect reduces the speed of movement.
    Type: Active
    Energy expense: 14 units
    Cooldown: 14 seconds
    Aggression (units): 15000 / 35000 / 70000 / 150000.
    Aggression (yards): 2 / 2 / 2 / 2
    Reduction in speed movement (%): 20% / 24% / 28% / 32%
    Time of debuff (seconds): 4 / 5 / 7 / 9
    Maximum pvp targets: 3 / 4 / 5 / 6
     
      Summoner Skill
    Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius.
    Type: Active
    Usage range: 4 yards
    Energy expense: 9 units
    Cooldown: 9 seconds
    Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55%
    Number of area damage given by auto attacks: 2 / 2 / 3 / 3
    Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
    Maximum pve targets: 8 / 10 / 12 / 14
  17. Haha
    Invorial got a reaction from Khrone in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    HAHAHAHAHA xD skull it says xdddd
  18. Wow
    Invorial got a reaction from Speedom in Class Information: Charmer [11.2]   
    ¡IS FINALLY DONE! I won't give relics and formules because is a lot of more work  and nobody pay me for this, I just upload for help all those people that needs a guide of the skills.
    I want you know I'll be updating this if I still playing game...
  19. Like
    Invorial got a reaction from Lwn in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Stone Skin
    Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds. Ahhhh, mmmmm, This is unfair..... Those buffs can be removed with periodic damage..... and many enemies like rangers, chieftains, shamans, mages, etc, etc, etc, make many damage periodic, and passive becomes useless, so making block won't accumulate each 2 seconds? really? I think this is unfair.
    @Nolan
  20. Like
    Invorial got a reaction from Mczohan08 in [2021.10.15] Skill Rebalance. News   
    Anyway blade dancers make much damage, they are strongers, not easy to kill, and have many resist and stun, what do u want? more buff?
  21. Like
    Invorial got a reaction from Mczohan08 in [2021.10.15] Skill Rebalance. News   
    Naaa I think not, here just elfs want to nerf mcs always, they just cry because 1 char and for that want nerf all side mc, but they don't see them, for talk about one class and say a good nerf or buff first need to play it before, for see how it is weak or stronger, like me, i have chieftain, in pvp magical damage is useless but I use for aoe damage and for heal myself, but making damage is very very bad, chieftains use cloth armor and it make it is more weak, i know theres rugged hide, but chieftain no have any type of stun, and we just have a resist that depends on the debuffs that we have and is low seconds anyway, then look blade dancer, they increases cd and have a resist that have a duration of 16 seconds and recharge is low base cd, and they have many other skill for resist and for many stuns, bro this is unfair, and they just talk for buff sentinnels and nerf mcs, just because we have a charmer that spawn many dogs?, look at them first and talk to us after please, thanks...
    ohhh wow, yesterday I published a post here about classes weak and classes strongers and got deleted?  Really nice this game
  22. Like
    Invorial reacted to Kyrai in Massive Buff Balance for Rogue [EDITED]   
    The rogue itself must be the character that uses daggers, but the bonus stats of the daggers are not very good at most with the parameters that the rogue currently has, he has many enemies that can easily kill him in 1v1 combat or in groups, so he makes a character weak in defense and weak in attack due to the rare constructions he has
    Haves low accuracy and critical hit parameters due to Frenzy's ability that nobody uses, in addition to not maintaining constant damage as other damage classes do. He can only hit 1 strong damage if he makes a low stealth blow, also to be able to do a "decent damage" he must use axes but he loses attack speed and is slow, he can use daggers but loses dodge and some precision parameters, penetration and critical hits Depending on the dagger, and if it is the crafted one, it loses attack speed, then to arm it is difficult and it must also have Wrath in case of emergency. each bonus of these loses other bonuses so it costs to build it in if this class, and as it is a damage it is expensive.
    I did not add attack strength, but the class should have it because it uses daggers, but what matters most is the damage that is partly better because all skills will do good damage the same
    Then the rogue as he cannot reduce the damage or he cannot use a shield, his defense is the dodge and it no longer works, so I present some Ideas and arrangements for the defense and offense of the rogue, also that it can be useful for group attacks
     
    Dodging
    Type: Active
    Increase parameter Dodge 15%-18%-20%-22%-25%
    Add: Resistance to all control effects and debuffs for 4-4-5-5-6 seconds and remove [Relic of Inmunity] from this
    Note: It is a defensive skill of the rogue, but its parameters must be increased so that it works better in both PvE and PvP, it is reduced very easily with the accuracy parameter, which turns it to 0%, The Rangers reach the maximum accuracy and the bladedancers have decent accuracy and reduces dodge and parry. PvP mode makes enemies prefer accuracy build than critical hits, so as a defensive skill it is useless, and makes the character an easy target to kill. And the skill should not have similarities with the other skills of the other classes like ranger or hunter, the rogue is supposed to dodge in melee and those classes are ranged and it gives them much more advantage to make attacks, and worse than those stuns of them can only be resisted which is unfair to the rogue who is melee.
    Also the passive is a skill dependent on this, that if you do not have a good "dodge" it will not be activated and with Build PvP it is 1/5, then the rogue does not have a skill that allows it to defend itself well against the attacks it receives.
    I added resist to be able to escape from the control abilities, as it is a melee class and the enemies are not allowed to do any damage with all the stuns they put, the resist works like the chieftain, which can be activated while you are in trouble .
     
    Smokescreen Reworked Kick in the Back
    Type: Active
    Usage range: 5x5 Area of Effect
    Energy expense: Skill with mana consumptiom
    Reduces parameter Accuracy 15% - 25% - 35% - 45 - 55%
    Adding: every succesfull autoattack to the enemy gets again the debuff
    Note: It is the strong defense skill of the rogue, it is not even dodge, a rogue practically puts dodge on the armor and puts this skill at 5/5 and does a few dodges, but in the pvp mode against many being melee it does not work, so why It works, it must be in the area of effect, it must also reduce the precision quite a lot by 55% to the maximum, because other characters damage such as the ranger all the precision is increased, this makes the dodge absurd and that is why all the hits hit it, also if Come, the enemy would have -5% accuracy, which if you have the dodge activated it would only serve 20% at 1/5, and if it is at 5/5 you would only have 30% dodge. He also added that each hit of the rogue's auto-attacks returns to the enemy the effect of lowering the precision, this is in the case of bladedancers that have a considerably high precision, in addition to reducing the dodge parameter, and it would help a lot to remove the 3 loads resistors in case they do not remove it, it also works for the mermen armor, which always removes the debuff and waiting for the cd makes it useless. It is also a range of 5x5, which is considerably short, because it would be 2 yards of space to the enemy at the moment it is applied, but if the enemy receives a hit he gets the debuff of lowering his accuracy. it's like the exacerbation of the seeker
    Also smokescreen is literally nerfed because it is for 1 use only, it does the effect to 7 enemies maximum in area, but these can have the debuff if they are auto-attacked
     
    With smoke screen and dodge explained, it would be a total of 20% or 30% dodge to do against the enemy, with this in pve you can easily decide whether to put vampirism or more dodge. In pvp it is the same if you decide to dodge him with vampirism accessories and have little resilience, or arm yourself with full sand accessories and have vampirism or dodge enchantments. I emphasize that a 20% dodge is not much, so the skill would not be taken advantage of but it is much better than before where you do not have a considerable dodge and all the enemies hit you without fail
     
    Extermination
    Type: Active
    Cooldown: 20 seconds max level
    Add: Effect Penetration 10%-13%-15%-18% and Increase damage 5%-10%-15%-20%
    Note: The cd is excessively high that forces you to put a cd in your helmet and boots and even so the effect is not permanent like the other damage classes, so it must be reduced to 20 seconds, so as not to have gaps in attack speed in the Fights that only appear because you are stunned sounds better, I also added 18% penetration because it would have Smokescreen's energy consumption ability, and with how little the character hits and how slow in DPS.
     
    Trickiest Technique
    Type: Active
    Increase chance stun 100% level maxed
    Increase time stun 4 seconds level maxed
    Add: Decreases enemy's attack speed parameter 10%-15%-20%-30%
    Note: Stun has many failures in pvp but many, plus it has many counters such as Block, Parry, Dodge and Resistance. So if it can be defended by the enemies, why put 90% chance stun?, I do not see it very useful in itself honestly, also the ability should have a parameter to reduce the attack speed of the enemy after the stun, this is for be able to deal damage class against them and not die from auto-attacks as easily as seeker or blade dancer. And adding lowering the attack speed of the blade dancer would be the best thing that could be done to do battle with them, because it is not fair that this class has a counter for all of them, the attack speed of the rogue is high but if it goes axes it is slow, and if Daggers do not hurt, and if sap reduces the damage and the attack speed is a very strong skill also that you will be under the effect of paralysis which is annoying not being able to do anything
    Now why the stun time it has to be 3.5 seconds and not 4? explained are 3 seconds of stun plus 1 bad addition that does not work
     
    Flurry of Steel
    Type: Active
    Increase chance stun 100% level maxed
    Increase time stun 4 seconds level maxed
    Combo: If you are in under effect Stealth ignores dodge and parry effect
    Note: Ok this is the most useful and useless skill of the rogue at the same time, its error is that the stun time lasts very little time 2 seconds 4/4, also it has a low chance of applying it 80% 4/4, and this is another skill that can be defended with Block, Parry, Dodge and Resistance. So adding the stun skills of the rogue are 5 seconds of stun for attack which 5 seconds for a character who should use "daggers" and uses axes is very little time to do damage with the slowness and little that hits, it is not even a good DPS, ok regarding Parry because it applies to him if it is a ranged ability? I have already done enough pvps and it fails for a parry this is extremely stressful because it gives the enemy the opportunity to slaughter you with only 1 combo, and the rogue has literally none at the moment everything is a matter of luck if you hit the stun, take away those defensive parameters Under the stealth ability, a frontal attack can be defended but if you don't know where he is? the stun should be applied
     
    Ok I emphasize the stuns the strong ones of the rogue pvp, the failure rate is very high, both are not 100% probable that they apply the stun
    all enemies can make them defenses so their application rate is not 80-90% it is much lower honestly
    I also emphasize the stun time that adding would be 8 seconds of pure attack, while the enemy cannot move, this makes it more useful, also reducing the attack speed makes it a good opponent for bladedancers who apply the same skill to us
     
    Poisonus Blades + Trickiest Technique
    Fix Healing from enemies, I cant heal if hunter or another rogue puts poison in boss 1st than me, so I need put poison 1st for get heal
     
    Killers instinct (Reworked Frenzy)
    Type: Active
    Increase critical hit parameter to 8%-13%-18%-25% and critical hit damage to 5%-10%-15%-20%, enemies inside in the area of effect 3x3 gets bleeding of 30% of dmg base
    PvE: Unlimited  PvP: 4/4 7 Players
    Note: Some say that the rogue is melee and that it should be like that because yes but it does not say that it has defenses in the area
    and the rogue as I described it is still melee only with a little damage in area, because Ricochet's skill also does not work and does good damage
  23. Haha
    Invorial reacted to Jcbref in [2021.10.30] Game servers restart   
    did you die because of the boss damage or because your party members didnt destroy the cocoon fast enough because there is plenty of time to destroy it
  24. Cool Story
    Invorial reacted to smescharik in Ребаланс заклинателя   
    Я стану богом нового мира.
  25. Wow
    I have +50k cc saved
    So please don't disappoint me and don't take away my chance to get better things  cause im F2P

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Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.