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Everything posted by Gladiator
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I don't know, because Russian players have a separate section? If anyone can just post here then it's not fair for the other Russian players that already posted in the Russian forum due to higher competition, and if the precedent is allowed and many people start coming here in the future then might as well not even have 2 separate sections.
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Is this approved by judges?
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I'd recommend Paladin if your interest is PvP and PvE equally, I don't know much about Charmers in PvE, but Paladin is one of the better classes and most versatile. In terms of support, Paladin beats Charmer as well in healing and protection, however Charmers have better control skills. But on the Sentinels' side, Paladin is one of the most demanded classes in guilds, IDK what @Drakoknight is talking about. AoE controls are key in GvG, and Paladin has that + AoE damage booster skills If you have the time, check out my new guide on Paladins :)
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Any estimation on how long the servers will be down for?
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The Master Paladin Comprehensive Guide By Gladiator - US Sapphire !!!This guide is up-to-date as of Warspear Version v12.1.0!!! Table of content: I. Introduction II. Novice Paladins III. General Skill Tips IV. Relics V. Builds 1. Tank Paladin 1.1. Solo Tank 1.2. All-Round Party Tank 2. Hybrid Paladin 2.1. Support/Damage Hybrid - The META 2.2. Crowd Control Master 2.3. The Ultimate PvE Paladin (Spoiler Alert: Spear!) 3. Arena Paladin 3.1. The One True PvP Build 3.2. Master of Duels - 1v1 VI. Talent Branches VII. Summary I. Introduction II. Novice Paladins III. General Skill Tips IV. Relics V. Builds VI. Talent Branches VII. Summary
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[2023.03.06] Holiday event "International Women's Day"!
Gladiator replied to LeeLoo's topic in News & Announcements
International Women's Day -> Select the troll costume with the most stereotypical color for females. Good job AIGRIND I guess..? -
I wouldn't focus too much on being a tank, although Paladin can be one of the better tanks if done well, since unlike Wardens, Pala can also be useful as a damage dealer and support at the same time. But it's hard to be a strong enough tank and keep those qualities (pretty expensive). For PvE, I'd rather recommend a 2 handed magic build that will deal a massive amount of AoE damage and play a role of a healer, enough to not need an explicit healer that could reduce the overall damage of the party, and since that build has a strong support, it would also hold its own pretty well in tanking not-so-strong bosses/mobs especially with lifesteal. And the good thing about a good 2h magic hammer, like craft or rage hammers, is that you can use it for PvP as well, even if it doesn't have ferocity since Paladins major role in PvP is to support damage dealers and AoE control, not necessarily deal a lot of damage itself. So the magic route is definitely the most versatile if you only wanna focus on 1 single build. And if you can't pull off a 2h magic hammer because you think you'll die a lot, you can also do 1h magic hammer + shield, which is the tankiest build that you can make as a paladin. Because it can be hard to survive in end game content with 2h hammer if you're not using top gears like mermen gear with high amp levels.
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Happy new year everyone! It's crazy to think I've been playing Warspear for over 10 years now, I basically grew up with it and really, it has been a major part of my childhood with many many memories. In fact, this year will mark the 10 year anniversary for my main account and my forum account: Despite the ups and downs with my experience in the game, a heartfelt thanks to the dev and admin teams for the years of entertainment, and more to come! P.S. oof I just reached 1000 likes before the new year ends, just in time for the new badge!
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[2022.12.13] Update Warspear Online 11.2. Preview. Part I
Gladiator replied to LeeLoo's topic in News & Announcements
I feel like there is a mistake here, it seems that the values are switched around. I like the Paladin changes, especially that juicy 12% accu from aura, finally something worthy of cutting my mana regen. And maybe one day Light Defense will get the buff that it so desperately needs... I mean honestly, you're buffing skills that didn't necessarily need the buff like prayer, hello? It's already pretty good, it's at least usable and some people level it up, take that buff back (don't actually) and give us a good Light Defense buff. But anyway in general, I'll gladly give up some seconds off of fetters for more magic damage in AoE and single target and basically keep the same support capability. Sounds like a big win on first impression. Will be interesting to see it play out! My worry though is that magic hammers will be more dominant that ever, and part me really got sick of it even if it's so good, because it is so good. I guess I'll still be the only weirdo unironically using spears for a change of style. I mean with these changes, spears only benefit, so will see. -
Badge check
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YES.
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I second what Khrone said. It's a little bit more complicated than 1 to 1 parallels between classes. For example a Sentinel team of Paladin + Templar have Warlock-ish controls but also Shaman-ish support traits of a Legion team, but they're also tankier so add a barbarian/DK to balance the tankiness but now the Legion team has more damage and more range, so add a Beastmaster or a Ranger to increase the range damage of the Sentinel team, boom you have a somewhat balanced composition in terms of what each team has to offer. In some cases one side has the upper hand in damage, while the other has tankiness, or one side has the upper hand in control and the other side has resistance and control-counters. In general you will find that some classes have some aspect that their ''counterpart'' doesn't, but you will find that in another class on that side. Like in DK vs Paladin, yea they use the same gear, however their skill sets are completely different. But Paladin + BD vs DK + Shaman is a much better comparison because now you have more balanced control capabilities, support, tankiness, and damage output. Obviously a BD deals alot more damage than a DK, but the same way Shamans deal alot more damage than Paladins while offering somewhat similar support, Paladin is much more tankier than Shaman, but DK is also much more tankier than BD, etc... Another way to look at it is the unique skills that are spread around each side on different classes. Like resistance skills, cleansing, buff removal, stealth. In that sense, Chieftain and Mages are counterparts since they offer the same resistance support and buff removing skills and good AoE damage. But obviously they're not perfect 1 to 1 parallels, because Chieftain also has very high single target burst damage like a Bladedancer, while Mage has more slowburn ranged damage like a Warlock. But each side has pretty much identical or similar skills, if not, then a combination of skills equals another combination, albeit not necessarily on their "counterpart" class. For example Shaman has an AoE heal Totem, that Druid doesn't, but now Beastmastser has a similar skill. Charmers and Beastmasters both have very strong summons, but doesn't make much sense to compare the two classes beyond that because they're otherwise completely different.
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I disagree, they cried and moaned about Banner without realizing they could have done the same, I say bring back Banner and other skills to damage flags now that they have no excuse.
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Permanent skills will always reduce the amount prescribed even in battle. Say you have 80, without a permanent skill, you would have 40 in battle. But now let's say you're using mermen gear. No battle would be 62, you would think that in battle you'd get 31 but in that case the mermen skill only consumed 9 points (40-31). But what actually happens is that you would drop from 80 to 40 (in battle) then the mermen substract the mana regen, which makes you have 22 points, making it seem like battle is reducing more than 50%.
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I did not compare the classes to make an argument that Paladins and Barbs should have the same relics. I very obviously chose different type of classes to make the point that different classes have different relics and different access to relics, and that is FINE. Which negates the purpose the of the main topic. Because saying Beastmaster has this while other classes like Chieftain have that, is like saying these two different classes have different relics. Yeah duh! Like I said, welcome to reality. They're unique classes and shouldn't necessarily have the same relics. Is this supposed to be some gotcha moment?
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Something something, Barb and has attack speed relics that Paladins don't have- Barb has fear relic on an AoE skill, silence on bleed. Paladin doesn't, many classes also don't have access to the guaranteed resistance relic if your skill gets resisted whatever that is called, etc etc etc... Welcome to reality.
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Control also includes traps, roots, slowdown, you can use the skill to remove those. Now I think stuns and silences are also removable, you just have to time it perfectly, if you're stunned during the 'returning' animation.
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[2022.09.07] Game servers restart. Welcome update 11.0!
Gladiator replied to Dr Strange's topic in News & Announcements
The amount of knowledge shows 75k but it's only visual. If you level up a talent the amount of knowledge will stay 75k until you actually drop below 75k. Say you had 30k and you got 60k. You will spend 15k knowledge and it will show you 75k still. -
[2022.09.08] Update Warspear Online 11.0: New Legends. Release
Gladiator replied to LeeLoo's topic in News & Announcements
Does this mean if someone healed 2000 and crit 4000! And using a 60% castle heal potion: 3200 - 6400! will now heal 3200 and 5200! crits? If so, I think it's fair enough.