Reputation Activity
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Gladiator got a reaction from sorrowday in Some suggestions/fixes developers NEED to concern about!Hello dear developers, moderators, and players..
As you all know, many things changed during the latest updates, more skills were added, stronger enemies became the mobs in the environment, and many other gears and new stats were introduced. And because of that all, some older stuff became "outdated", in this suggestion of fixes, I will explain what those stuff are and how to restore their lost importance.
Equipment and Characters Suggestions...
The general idea of those suggestions is to balance the defense of players in accordance to their attacks and the attacks of the environment.
1- Fortitude Runes.
A big amount of players now use Vampirism Runes, because the HP given from Fortitude Runes is so little and insignificant, if we compare it to the damage being received from other players/mobs. We are talking about 62 HPs on lvl22 accessories. Leaving those runes unusable. I suggest increasing the amount of given HP in those runes, enabling players to have more options. Also the damage from other players is big now, so 62 HP as in lvl22 rings is like nothing.
2- Defense Runes/Runes of Magic Defense.
In this fix suggestion, I am pointing out the enchants for gears of tankers. I mean, 301 defense on lvl20 armors of ALL TYPES, and here is the problem, in my opinion, Runes should be adjusted according to the types of gears. A +10 heavy helmet of lvl20 for example has a total of 922 defense points if we enchant it with defense rune, and lvl20 light helmet has a total of 768 with the same amp and enchants. 154 defense difference between the two types of helmets of the same level. This difference is so slight, reducing the importance of tanks gear. A character with light armor set can have around 4k defense, give that char a heavy set of the same level and it will have 5k def. So it's better for even tanks to go with light armors with less 1k defense but better stats.
**A good alternative way is to increase the percentage of defense for the given defense gained. For example instead of 53.2% for 7412, make it something like 60% or so. (You understand what I mean)
At the moment, having a tanker in the party is not necessary, because even light armor users can tank.
3- Runes of Healing.
Same idea of HP runes, the amount of regeneration should be increased.
4- Shield Runes.
Block now is limited, and tanks can go 15% max block, giving less importance for the "Shield wielders". Suggesting the addition the ability of using Shielding Runes on rings. So it would be better for people to pick actual tankers to tank hard bosses.
**Alternatively, devs could add another buff along with the defense buff for shields, and this buff would be a block buff. Adding about 6-8% block.
Another suggestion regarding block is to add block scrolls in Miracle Shop.(Also Parry scrolls)
5-Maximum Energy and Energy Regeneration.
Just a small addition would be great, if players get more maximum energy and energy regen for leveling up, like max HP and HP regen increasing each level up. The reason is that we have now many skills, and the mana stayed as it is when we had 5 basic skills only. So it'd be logical to add more energy as more skills could be obtained.
6- Runes on 2-handed weapons.
Talking about Parry and Dodge enchants, to make the percentage of enchanting a 2handed weapon equals enchanting 2 1-handed weapons. Just like in the new runes of Retribution.
Those suggestions are useless? Nope, how many times devs needed to "nerf" bosses, because players couldn't defeat? With those suggestions, devs can add those strong bosses, and players could defeat them with more practice and struggles. I'm against having weak bosses, or overpowered ones. i just want fun while hunting those bosses.
And in PvP side, those who have insanely high damage could blow others with few seconds, making PvP less fun as it was before, and making it money=power>skill/gear.
Other Suggestions...
1- Arena Guild Points.
Guild Points, that are being given in Arena is low in comparison with the other GP making possibilities, I don't want it to have the same Gold/Mcoin-to-GP ratio as in dungeons, but just a little bit higher to make the sleeping Arena more active. And this also would help that less people would spam arena with "losing party", and actually fight against actual players, giving Arena more fun as it was in the past.
2- More items in Guild's Merchants and Tournament related suggestions.
Crimson Corundums have already lost their value over the past months. Adding more new stuff to the those vendors might actually help in restoring their value. (If devs aren't willing to change them as a whole).
I'd like also to suggest some items, that could be added...
-Signs of Imperishability. With receiving parameters.
-Summon Lightning Spirit. Along with new unique minions. Receiving also.
-Unique Potions and scrolls: devs can be creative for those ones. Receiving of course.
-New Gears: (just an idea) http://forum.warspear-online.com/index.php/topic/48134-new-heroic-cc-sets-with-new-bonuses/#entry883793
And an idea for Tournaments reward...
-Adding new chests instead of the current rewards chests, those chests are called "Unity chests". Inside, you can find unity signs, unity potions, great unity potions, guilds pocket, reputation potions, and with a rare chance, new costumes and skins, and other loots. Prizes could be 10-8-6 pcs for #1-2-3, respectively.
That's it for now, I will add more stuff if something comes to mind. And maybe you guys can give some ideas related with this stuff? Let's discuss it.
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Gladiator got a reaction from bleiddbloed in Guys, i'm 25 and What should i do now?First of all, happy 25th birthday! Second of all, enjoy the moment, these are the best years.
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Gladiator got a reaction from Shimarin in [2025.12.25] Honoring Arinar's Heroes: Community Awards 2025Thank you very much! This is always an unexpected sweet treat to send off the year.
Happy holidays everyone!
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Warriors!
As the year draws to a close, we naturally look back on the moments we lived through, the victories we earned, and the lessons learned along the way. The desert's searing sands have once again opened their blazing embrace, drawing daring adventurers into uncharted lands in pursuit of treasure and forgotten knowledge. The long-silent Catacombs now pulse with the footsteps of treasure hunters, while the lost Towers stand ready to test those newly sworn to the Mage's Guild. Countless glorious battles have already showcased the courage of guilds against the raid bosses of Almahad and Ayvondil – and countless more still lie ahead!
On behalf of the admin team, including LeeLoo, Gaunter, Robin, and myself, we want to thank each and every one of you for your incredible participation in making the Forum thrive throughout the year.
The title of Legendary Mentor is awarded to @Gladiator, a seasoned veteran and an invaluable contributor to our game knowledge library!
The title of Vanguard of Virtue goes to @Salazam, whose leadership, positivity, and ability to foster harmony have set an example for everyone. You've made our Forum a better place!
The title of Lord of Knowledge is awarded to @Zurp, the ultimate problem solver who always steps up to answer the trickiest questions from curious newcomers and dive headfirst into bug hunting during updates!
The title of Tome Keeper is presented to @vavavi, the keeper of (almost) all of Arinar's secrets and lore. Your dedication to preserving the richness of our universe is unparalleled!
The title of Grizzled Veteran is awarded to @Jollier and @TheCaster. Year after year, you've weathered the storm of update launches, fiery debates, and endless discussions with relentless energy and passion!
The title of Helping Hand is bestowed upon @Drakoslayd and @Buckler, whose generosity and willingness to help newcomers have made the journey into Arinar easier for so many!
The title of Guardian of the Spear is awarded to @Laevateinn, for their unwavering commitment to unity and collaboration. Thanks to you, our Forum remains a place where everyone feels connected!
The title of Beacon of Joy is presented to @Chielo, whose infectious optimism and unwavering faith in the game bring light and inspiration even during challenging times.
The title of Renaissance Figure goes to the creative visionaries of our Forum. Your artistic talents and contributions enrich the community and inspire us all!
@Brutalist
@Ricardo Neto
@Miraii
@Zheret
With gratitude, we would like to recognize our moderation team, whose dedication has repeatedly protected the integrity of our Forum from persistent rule-breakers. Your service does not go unnoticed – thank you!
@Higgings
@YaraM
@Jcbref
As part of our annual tradition, we proudly issue this decree, dated December 25, 2025, to honor those who have made exceptional contributions to our community:
— Titles shall be awarded to the most outstanding members of the Forum.
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Please note that our support team will be unavailable from December 30 to January 12. During this time, ticket submissions through our website will be temporarily disabled until January 12, 2026. Rest assured, any tickets submitted before December 30, 2025 will be processed as usual.
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Gladiator got a reaction from Zurp in Skill change suggestionsI like that. I started playing BM as a staff user because I liked the idea of a staff BM rather than melee. But the reality was that it was too weak. And I just stopped playing the class altogether lol.
But also in general I think the biggest thing that negatively affects BM is that 1) party buffs and castle potion don't affect the cat and 2) it is treated as a PvE monster.
1) If the cat received effects like heal potion, and party buffs such as warden's protection, Paladin's aura (and its candle talent). At the same time, I can see how challenging it would be to balance it. You're effectively increasing the party size by +1 for each BM, and the stat increase effects that are already on the BM would be doubled on the cat. But regardless, at least some effects should be gained by cat to give it a needed increase in survivability.
2) That makes it not abide by AoE skills that are limited in PvP. But most importantly, heavy mermen gear and some tanking skills, which are stronger in PvE, are giving a disadvantage to BM. I think this would be an easier fix.
I would also like to see cat's HP bar on the party list under the respective BM. That change alone would increase its survivability because then healers would pay attention to it, and make it possible to support it in a crowd with multiple BMs.
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Gladiator reacted to Julio in [2025.09.13] Warspear Online Update 13.0. Tales of the Desert. Announcement. Part IIRework talent not new Thorn of Death+ tombs talent have skill no op new expert skill no new Aura Hatred+ Same Tombs Talent Saturation +There's no need have talent build 3 steal Rework Please see that the class occupies new AoE call of Death new spear dmg up o Healing It can be considered to improve Talent active Blood protección permant 1 click active not Need 6s Warden can active talent Reduce damage active Permanent 1 click 25%Physical and Magic
Lesser Talents
Thorn of Death +
Increases the power of the skill by 3.75 / 7.5% of the character's Physical Power.I don't need same talent tombs basic skill new expert skill buff
Aura of Hatred +
Adds 0.5 / 1% to the character's Accuracy gained from the skill's effect.I don't need Rework
Saturation +
Adds 1.5 / 3% to the skill's effect.I don't need Rework have build steal
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Gladiator reacted to Julio in [2025.09.13] Warspear Online Update 13.0. Tales of the Desert. Announcement. Part IINo balance buff 4 expert skill paladin no op Death Knight buff Spear skill buff call Death no new hate skill buff Knight curse 7% no new basic skill For death knight It doesn't have a good change Rework talent for Death Knight Find something better Spear skill 10% call Of death Dmg AoE 10% 4/4
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Hey Warriors!
The Wisdom Mystery 2025 contest has come to a close, and what an incredible journey it was! We are truly grateful to all who participated and contributed such richness to Arinar's library of knowledge. May the insights and wisdom you've shared inspire future adventurers to follow in your footsteps!
And with that, we come to the eagerly awaited moment – it's time to announce our winners and their well-earned rewards!
The Aspiring Teacher award and 10,000 Miracle Coins recognize those with advanced knowledge in their field of study:
@Kyvum
@thrunya
The Eager Tutor award and 5,000 Miracle Coins honor those with a gift for teaching and guiding others:
@Outofgold
@Kotocosan
@Milky
@Laevateinn
Gameplay Guide Winners
Third Place:
Second Place:
First Place:
Class Guide Winners
Third Place:
Second Place:
First Place:
As a token of our appreciation for your effort and creativity, everyone whose entry met the contest criteria will receive a participation prize of 20 Caches of the Turning Era. All winning guides will soon be featured in the relevant Forum sections for everyone to learn from!
PS: To @Zurp we send 100 Life Seals, for his Temple of Seals adventures.
Thank you for joining in! May wisdom be with you!
The Warspear Online Team
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Gladiator got a reaction from Aang in New players need catch up mechanism for knowledge.Agree, it also demotivates me (a 10+ year player in an established top guild with access to all possible events) from building new characters. But also I think it should be somewhat balanced. I don't see an issue in a limited amount per day/week that can be purchased.
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Gladiator got a reaction from SymbX in (Gladiator-US) Lead Your Guild to Glory! A Showcase of Paladin's Offensive Power in Guild Raids - Advanced Gameplay Guide---Guide Contest Preface---
Not sure if this guide exactly fits under a class guide, maybe it falls under the category "Other Insights"?
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Introduction
Update 12.6 marked the introduction of guild raids. The system is simple. Each guild can participate and fight a raid boss with gradually increasing difficulties. The guilds with the fastest times and/or higher levels reached, will get more rewards. The rewards are very high-end, hence this is the most competitive PvE content that Warspear offers. For this reason, every member of the guild matters, because in the end, it might come down to mere seconds!
And because every member matters, in this guide, I will be giving you a set of general instructions that could be relevant for everyone, then, specific tips for Paladins to make sure that you contribute to your guild as much as possible. I will be going over the class's strengths, and how to utilize the most out of every aspect of the game - gears, talents, buffs, and so on. Because again, Every. Detail. Matters! Finally, I'll briefly go over the 2 permanent guild raids that we have currently in the game to help you familiarize yourself with the mechanics.
Even the top guilds will have members that are not playing perfectly or maybe not getting the most of their class as possible. And if it's the case that for - out of all classes - A Paladin, it will have major consequences to the guild's results. Because in my opinion, Paladin is arguably the most important guild support for Sentinels.
Even beyond that, since I'll include some general tips, this guide can be a starting point for those guilds who are not competing in the top but might not be realizing their fullest potential and could maybe at least improve their standings, and maybe one day they can also compete for the top ranks.
In short: This guide is for Paladins in guild raids, and for guilds/players that don't realize the power of having Paladins in the guild raids.
ATTENTION!: I will include some mechanics spoilers! But those will be hidden, so if you’re not interested in seeing them and would like to explore those on your own with your guild, feel free to skip those. Regardless I think this guide will be of benefit to you and your guild.
Basic Guild Raid Tips
Paladin - The Ultimate Guild Buffer
Horrors of the Deep Raid Tactics *SPOILERS*
Note: Since this content is still new, some information may be incomplete, but it will give you a general idea.
Chasing the Wind Raid Tactics *SPOILERS*
Note: Since this content is still new, some information may be incomplete, but it will give you a general idea.
Summary and Key Takeaways
Credits:
@SymbX for the ever-useful calculator https://wsdb.xyz/en/calculator; a truly indispensable tool generally, and especially for making guides
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Gladiator got a reaction from Voidknight in (Gladiator-US) Lead Your Guild to Glory! A Showcase of Paladin's Offensive Power in Guild Raids - Advanced Gameplay Guide---Guide Contest Preface---
Not sure if this guide exactly fits under a class guide, maybe it falls under the category "Other Insights"?
-------------------------------
Introduction
Update 12.6 marked the introduction of guild raids. The system is simple. Each guild can participate and fight a raid boss with gradually increasing difficulties. The guilds with the fastest times and/or higher levels reached, will get more rewards. The rewards are very high-end, hence this is the most competitive PvE content that Warspear offers. For this reason, every member of the guild matters, because in the end, it might come down to mere seconds!
And because every member matters, in this guide, I will be giving you a set of general instructions that could be relevant for everyone, then, specific tips for Paladins to make sure that you contribute to your guild as much as possible. I will be going over the class's strengths, and how to utilize the most out of every aspect of the game - gears, talents, buffs, and so on. Because again, Every. Detail. Matters! Finally, I'll briefly go over the 2 permanent guild raids that we have currently in the game to help you familiarize yourself with the mechanics.
Even the top guilds will have members that are not playing perfectly or maybe not getting the most of their class as possible. And if it's the case that for - out of all classes - A Paladin, it will have major consequences to the guild's results. Because in my opinion, Paladin is arguably the most important guild support for Sentinels.
Even beyond that, since I'll include some general tips, this guide can be a starting point for those guilds who are not competing in the top but might not be realizing their fullest potential and could maybe at least improve their standings, and maybe one day they can also compete for the top ranks.
In short: This guide is for Paladins in guild raids, and for guilds/players that don't realize the power of having Paladins in the guild raids.
ATTENTION!: I will include some mechanics spoilers! But those will be hidden, so if you’re not interested in seeing them and would like to explore those on your own with your guild, feel free to skip those. Regardless I think this guide will be of benefit to you and your guild.
Basic Guild Raid Tips
Paladin - The Ultimate Guild Buffer
Horrors of the Deep Raid Tactics *SPOILERS*
Note: Since this content is still new, some information may be incomplete, but it will give you a general idea.
Chasing the Wind Raid Tactics *SPOILERS*
Note: Since this content is still new, some information may be incomplete, but it will give you a general idea.
Summary and Key Takeaways
Credits:
@SymbX for the ever-useful calculator https://wsdb.xyz/en/calculator; a truly indispensable tool generally, and especially for making guides
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Gladiator got a reaction from Salazam in [2025.07.25] Major Updates to the Official Warspear Online Discord Serverwhen are we gonna get a Q&A with the devs?
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Gladiator got a reaction from Higgings in Is it legal if I play 2 accounts on 1 laptop?I guess it's legal in the sense that you won't go to jail.
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Gladiator got a reaction from Overhoul in New Item Suggestion: Binding ShardGetting the same books again for another character would more likely be easier then.
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Gladiator got a reaction from Drakoslayd in New Item Suggestion: Binding ShardGetting the same books again for another character would more likely be easier then.
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Gladiator got a reaction from Havok in [2025.03.08] Warspear Online Update 12.8. The Mage Trials. AnnouncementI don't understand why the magic branches got a bigger nerf than the assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions?
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Gladiator got a reaction from Laevateinn in [2025.03.08] Warspear Online Update 12.8. The Mage Trials. AnnouncementI don't understand why the magic branches got a bigger nerf than the assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions?
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Gladiator got a reaction from Voidknight in [2025.03.08] Warspear Online Update 12.8. The Mage Trials. AnnouncementI don't understand why the magic branches got a bigger nerf than the assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions?
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Gladiator got a reaction from Zablo in The Problem With Magical Power's Relevancy in Paladin's Support... (And possible fixes)With the recent balance update, a lot of eyes have been drawn to the Paladin's support capability. We've seen screenshots of healing done by Paladin that ranges from 200k to 500k!
While, understandably, people are asking for nerfs. I wanna point out a more major flaw in the Paladin's support that kinda always existed but, since the recent rebalance, is now more glaring than ever.
The problem:
Paladin has several support aspects, most of them are not related to magical power. Considering magical builds are considered "the support" build that deals little to no damage especially in PvP, this seems a bit off...
Here is a list of all defensive support aspects:
Heavenly Light - magical heal ✔
Sun Seal - "heal" based of damage dealt
Sacred Shield - shield based of HP
Light Protection- increase in defense
Power Surge talent - heal based of HP
Everburning Candle talent - heal based of party heal
Intercession talent - heal based of magic ✔
Without doing too many complicated calculations. Let's take a 5x5 arena fight as an example. The assassin talent Power Surge heals 4% HP per 3 seconds. If we assume an average team HP of 10k, the talent heals on average 40k per minute. This is excluding any heal modifiers. On the other hand, in 1 minute, Paladin is able to use Heavenly Light 6-8 times. Assuming 1300 magical power and 50% crit heal rate, this means 18k-24k heal per minute (let's say 20k).
Similarly, we could apply 3x 2 Sacred Shields. This is around 20k worth of damage protection in 1 minute.
So in total we have 80k worth of damage protection/heal potential, only 25% of which only is attributed to magical power.
This also means I can be a heavy damage dealing tank and still retain about as much as 75% of the support. I didn't even account for the healing that is still possible by a 1h mace.
This relation gets even worse when we account for Everburning Candle. This talent is part of a branch that is supposedly for the magical builds, it excels in support. The problem is, this talent would amplify the difference between Power Surge and Heavenly Light even more, making magical-based support even less relevant, especially that it can also amplify healing done by other healers. In 5x5, the talent adds on more than 50% of the party's healing done every 2 seconds.
With all that being said, if a magical Paladin contributes to 400k as we see in the screenshots, I would assume less than 20% of that healing is actually due to having any magical power, but rather is attributed to healing from other party members or the HP based talent. Technically I can have physical build that actually does decent single target damage, run the left branch with 0 magical power and still contribute to 300k+ healing to the party. I don't think this is intended...
Regardless whether or not Paladin should contribute this much to party's healing in any build in the first place, at least, I want to work for it. I think the problem is that most of this healing stems mainly from 2 major talents, and all the Paladin has to do to realize the potential of these talents, is just to be there and stay alive in the required radius, it has no bearing on how well the is the Paladin is built to support in terms of gearing/amping/books and how well the Paladin plays.
I think the solution might be a bit long term, but part of it has to be rebalancing these 2 key talents and other support skills and making them somehow connected to Paladin's support attributes (Magical Power, Cooldown, Critical Hit). Here are few examples...
The (possible) solutions - Part I:
1. Power Surge rework/nerf:
Heals the Paladin by 3% of the HP and party members by 25% of magical power every 6 seconds. The interval can be reduced by the cooldown parameter (credit to @Альтрон for cooldown idea).
2. Everburning Candle rework/nerf:
Keep its power as it is but rework the mechanics to apply not purely passively by adding a condition for activation. For example:
When the party's HP drops by 25% within 5 seconds, Candle buff is applied to all party members affected by Light Aura for 10 seconds. Candle buff heals all members under this effect by a % of healing received by these members every 2 seconds.
This effect can also have a cooldown of 20 seconds, which can be reduced by the Paladin's Skill Cooldown parameter. This way the passive would be turned off by at least 50% of its current uptime even with 100% cooldown and if the condition is always met.
Comment:
Most complaints are about the Power Surge talent, while in the screenshots I've seen I think this talent was contributing more to the Paladin's total healing (probably more than 50%), especially with other healers in the party, surprisingly no one is mentioning it.
As for the Power Surge talent, besides nerfing the interval, making it heal around 20% of magic would basically soft-cap its maximum power to around 300 even with 1700 magic (basically max possible magic realistically). This heal would be equivalent to a 8k HP - far from the max possible HP, especially on tanks. Even with 100% cooldown (maintaining per 3 sec heal), the heal potential would still be nerfed by around 50%. Additionally, skills that would reduce the magical power, would now affect it.
Both of these nerfs would reduce the current Paladin's by at least 50%. More importantly, the support capability of a physical build/tank would be turned down to basically only Sacred Shield, which would be more on par with other tanks with similar roles.
3. Sun Seal rework/buff:
Instead of healing attackers by a percentage of their damage dealt on the target. It will heal the attackers based of the Paladin's magical power (e.g. 15%-20%-25%-30%) for every auto-attack, and with a chance equal to the Critical Hit parameter of the Paladin, instant damage skills dealt to the target under the seal effect. This healing cannot be critical but can be modifiable by heal boosts/cuts, unlike now which is more like a life steal boost.
This debuff should not go into resistance parameter, maybe this can be applied in the form of a new talent down the line. This would also make the combo with shield strike more reliable, compensating for the loss of the skill's effect for physical damage builds.
4. Light Protection rework:
Applies Light Protection for 9-12-15-20 seconds (60 seconds cooldown), which would instead reduce incoming instant skill damage to party members (Not the paladin!) by a percentage of the magical power with a chance equal to the cooldown parameter of the Paladin.
For example, the damage reduction scales by 5%-10%-15%-20% of the magical power but cannot exceed 50% of the original damage.
The respective talent Patronage of Light would, instead of adding 5% HP, increase the reduction power by 5% of the magical power, and now additionally, applies to the Paladin included but with 50% reduced power. The mana regeneration boost remains.
5. Sacred Shield rework/buff:
Change the shield power calculation to include max HP and magical Power, at least to the shield copy that is applied on the ally only (e.g. up to 60% of the magical power at max level).
Extra: The (possible) solutions - Part II:
The damage support also faces a similar issue. So, these ones are to add a relevant damage support aspect that is more stat-based, unlike Banner, Illumination, Sacred Teaching talent.
1. Paladin's Prayer rework:
Applies Paladin's Retribution buff to all party members within 9 yards, dealing additional magical damage to all successful auto attacks, and with a chance equal to the Paladin's Critical Hit, to skills with instant damage. Of course, with adjusting cooldown, duration and damage values. The damage would still inherit the ally's stats but would be based off of Paladin's physical AND magical power together, but would be stronger from the magical power.
2.1. Faith Reckoning rework:
All instant damage skills of the character and party members have a chance to apply Faith Reckoning. The base chance is 25%, which is reduced by 5% for each additional party member. Maximum stacks increases to 50.
2.2. Illumination Talent "Detonation" replacing "Sacred Teaching":
Illumination gains an additional effect on enemy targets: Instantly activates the remaining damage from all DoT debuffs applied by character and party members. (DoT: Damage over Time debuffs, which includes Bleeds, Burns, Overload, Faith Reckoning, etc...)
The detonation is a magical damage hit that is attributed to the character who applied the DoT effect and its power is additionally increased by an amount equaling to Critical Hit parameter of the Paladin.
Conclusion
Regardless of the balance of the current Paladin, the main point of this topic is to point out a flaw in the support aspect of Paladin. Also I'm not addressing other skills that might also need a nerf (Fetters). These ideas are just few examples of ways devs re-establish the importance of magical power and support stats such as cooldown in Paladin's support. More importantly, spread the Paladin's support capabilities across multiple skills/talents, rather than being largely composed of 2 passive talents, where a naked Paladin would technically make little to no difference compared to a fully geared, booked and amped Paladin (obviously besides being easy to kill, but you get the point). At the end, if I show 200k-300k healing at the end of arena fights, I wanna actually earn it.
I understand some of these changes are pretty radical and I wouldn't expect them any time soon, and of course I don't think all of them need to be implemented, i.e. not all support skills have to rely on magical power. But hopefully devs can recognize the problem and maybe find some inspiration in these suggestions for addressing it in their future work, heading in a direction that more clearly separates well-built magical Paladins as support and physical builds as tank/damage, rather than closing this gap.
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Паладин уже до недавнего обновления мог вносить более 200k исцеления с левой веткой, особенно в сочетании с другими лекарями. Вы просто теперь видите это в конце боя. Раньше более 80% вклада Паладина в исцеление не отображалось в подсчётах. Но да, сейчас лечение определённо стало значительно выше.
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Gladiator got a reaction from Havok in Paladins are fair and balancedAgree
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Erik was the last one who entered Wolf’s Dale’s tavern. John, Marcus and Lionel were already waiting for him inside, greeting him as he crossed the threshold. Everything inside the tavern was warm and cozy: garlands hanging on the chimney, several decorations embellished the railings of the stairs and, finally, a Christmas Tree placed at the center of the room.
“Erik! Better late than never heh? We thought that your head became a bear’s trophy!” – Laughed John. Erik could see two empty mugs close to him.
“Oh, I can imagine how worried you were, ol’ John. How good does Ale taste this year?
*Hiccup* “Splendid! Delicious! That guy agreed with me as well” – Replied John, pointing with his thumb at the Christmas Tree behind him. Soon After a waiter came with a mug for Erik, and they all had a Toast:
“For our past victories and for thousands more!”
Time passed by and Marcus was commenting a paragraph from a copy of the daily paper he had with him with Lionel: “Star of the Night? Puah! It is a conspiracy Elves are plotting I’m telling ya”. Lionel nodded.
“Would you shut up with your nonsenses and let me read in peace?!” – Said a voice from behind the Tree. Erik propped his head right over John, just to see an old figure. By the number of scars all over his face - a big one that crossed his eyes - Erik understood that old man was a war veteran.
“Hah! That’s a good one!” - said John - “You lost the ability to read long time ago, old man. You need eyes for that, you know”. The old veteran’s face turned red, and the group started to laugh at him. All but Erik, who stood up from his chair, grabbed the paper Lionel was reading and came close to the old man.
Erik sat close to the old man, and he jumped as soon as he noticed that someone was in front of him: “What do you want from me? Are you and your brave comrades not satisfied yet?” – Asked the veteran. Erik placed the paper on the table and began reading out loud:
“The Snow Boundaries are grateful to announce the arrival of the Star of the Night! Everybody is invited to join the celebrations!”. Erik raised his eyes to look at the old man and he could swear to sense wonder on the old man’s face, almost astonishment.
“You… what do you… why are you doing this?” – asked the old man, confused.
“I thought you wanted to read the paper, sir. I’m sorry if I presumed wrong”. As soon as Erik stood up, a hand grabbed his wrist.
“Please… don’t go away. I… since the day I became blind, nobody talked to me. I’m not used to such treatments anymore”. Erik sat back and ordered two more mugs:
“I believe nobody should be left alone in a day like this”.
That day after a long time, the veteran smiled again.
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Gladiator reacted to neku in The case of the missing World Creation celebration tree [Nimereti EU Emerald]Hello and happy New year! Health and good fortune in the year of the green serpent!
I had a story ready around xmas, but one thing led to another and
well
i got carried away.
Read it on forums (i hope i didn't mess up the spoilers) or try this interactive story as a bonus: The case of the stolen World Celebration tree contest entry nimereti.html!
Text is about 480 words My prized World celebration decorations-text.docx, but since your choices affect the story a bit, some parts had to be copy-pasted twice.
All the digital illustrations are mine and made with digital painting programme Krita. The interactive story is made with the programme Twine.
Nimereti - EU-Emerald
Here goes.
The case of the stolen World Creation tree.
one sunny, cold winter morning you wake up...