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Gladiator

Legendary Mentor
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  1. Like
    Gladiator reacted to Fynn in Change in the sacred shield   
  2. Thanks
    Gladiator got a reaction from Speedom in Rebalance suggestion: Magic resistance book   
    Again, you can't use its price as an excuse for it being overpowered or why it should stay overpowered... The question here is ''Is it OP or not'' the price doesn't and shouldn't even matter in the discussion.
     
  3. Thanks
    Gladiator got a reaction from Speedom in Rebalance suggestion: Magic resistance book   
    You can't show 60% duration reduction on all debuffs at all times with no fail and no exceptions, and in the same breath say:
    And yes I'm sure it doesn't make you absolutely unbeatable, but you don't have to become unbeatable to be overpowered and in need of a nerf. For example the old Counterattack was mentioned here before, it did not make Bladedancers unbeatable, yet many thought it was unbalanced, and we can all list our examples here.
     
    In your own words you said PvP on your server is ''balanced'' because the book exists on both sides, so what if it wasn't? You can't tell me your definition of balance is when you can only fight it with itself. So let's give all classes the same exact skills right?
     
    The definition of overpowered is literally being just too powerful for the game, like you could reduce the books effectiveness by 50% and it will still probably be the best book in the game by far, that's how good it is. like instead of 60% it would be 30%, that's still HUGE.
     
     
    This point was already brought up too, but lemme add:
    The fight on the book is big because it's too powerful, it doesn't not explain why it should be that powerful in the first place. You can't say people fight a lot over it and pay a lot for it, THEREFORE it should be powerful.
    Saying ''The book is expensive, that's why it should be powerful'' is like saying ''Diamonds are expensive, that's why they should be rare''.
    It's illogical and it's the other way around.
     
  4. Thanks
    Gladiator got a reaction from Voidknight in Общее предложение к грядущему обновлению.   
    What's wrong with people here wanting to take away the push back effect from shield strike? It's not the first time I see it. It's extremely useful in a lot of situations, especially in seals arena and all arena generally. Someone from the Russian community please stop this, devs might actually listen and think it's a favor...
    Some points here are also laughable, asking to buff heals (5, 13) and fetters (2) is insane.
  5. Confused
    Gladiator reacted to Wasilich123 in Ребаланс Декабрь 2021   
    1. Очищение -сделать тип урона от первого стата в оружии , если вы физ дд значит сделать урон физическим. Если вы маг дд сделать урон магическим. (Базовый навык должен наносить урон , как у других классов при его прокачке, это изменение пойдет на благо и маг дд , и физ дд палу.)
    2. Оковы пересмотреть механику скилла , некорректно работает , иногда просто не срабатывает вблизи с противником.
    3. Аура света добавить фишку , обычный прирост к хилу не имеет смысла в его прокачке , например : дает бонус к кд  при прокачке увеличивает %кд .
    4 Агр базовый.ничего менять не нужно , все работает.
    5. Хил сделать от хп а не от магической силы.(как у молитвы).
    6. Знамя сделать урон от преобладающей магической или физической  силы (шанс жить ветке физ дд палу) .
    7.Солнечная печать вернуть возможность фокусировать урон от знамени, убрать сопротивление ,100%срабатывание в пве . Сделать урон от преобладающей физической или магической силы(жизнь физ дд палу).
    8. Сакральный щит, сделать возможность вешать его на себя, изменить графику скилла от него рябит в глазах в массовых замесах.
    9. Удар щитом убрать отталкивание увеличить время стана до уровня вара.
    10. Прыжок Харада убрать сопротивление на большинстве мобов в пве (например сад миф  ), увеличить шанс прохождения стана на рб.
    11.Иллюминация  сделать урон от преобладающей магической или физической силы (жизнь физ палу).
    12. Кожа сделать навык пассивным теперь просто увеличивает защиту группе в том же колличестве при его прокачке. 
    13.Внутренние силы , сделать срез урона не зависящий от хп , например 3% ,4%, ,5% ,7%. При его прокачке.
    14. Молитва увеличить время действия навыка, ибо слишком долгое кд.
  6. Confused
    Gladiator reacted to Hakon in Общее предложение к грядущему обновлению.   
    Я был мал и глуп не видал больших…. Ну вы поняли . Всем спасибо все свободны.
  7. Like
    Gladiator got a reaction from Speedom in In light of the upcoming balance changes...   
    How is it a positive thing? If the shield absorbs let's say 20k damage now (10k x 2), with that change it would be either 15k x 1 or 7.5k x 2, it's literally a nerf to the current situation in terms of total shield power.
    But don't get too hung up on the numbers, it's just an example anyway. It's up to devs to determine what's balanced, because 150% HP would be balanced if you have classes dealing 3k+ damage per second, that would mean 5 seconds or less and the shield is gone. For what it's worth, I'm fine with even 100% HP x1 or 50% x2 etc.. if other skills get a decent buff.
     
    And what's the problem with being able to cast it on self? Casting it on 1 person / on self would put other teammates at a disadvantage, for example in a 2v2 arena fight, opponents will deliberately attack the other teammate first and leave the shield to run out with no use, it would be a bad decision to cast it on 1 person.
     
  8. Like
    Gladiator got a reaction from vavavi in Rebalance suggestion: Magic resistance book   
    You can't show 60% duration reduction on all debuffs at all times with no fail and no exceptions, and in the same breath say:
    And yes I'm sure it doesn't make you absolutely unbeatable, but you don't have to become unbeatable to be overpowered and in need of a nerf. For example the old Counterattack was mentioned here before, it did not make Bladedancers unbeatable, yet many thought it was unbalanced, and we can all list our examples here.
     
    In your own words you said PvP on your server is ''balanced'' because the book exists on both sides, so what if it wasn't? You can't tell me your definition of balance is when you can only fight it with itself. So let's give all classes the same exact skills right?
     
    The definition of overpowered is literally being just too powerful for the game, like you could reduce the books effectiveness by 50% and it will still probably be the best book in the game by far, that's how good it is. like instead of 60% it would be 30%, that's still HUGE.
     
     
    This point was already brought up too, but lemme add:
    The fight on the book is big because it's too powerful, it doesn't not explain why it should be that powerful in the first place. You can't say people fight a lot over it and pay a lot for it, THEREFORE it should be powerful.
    Saying ''The book is expensive, that's why it should be powerful'' is like saying ''Diamonds are expensive, that's why they should be rare''.
    It's illogical and it's the other way around.
     
  9. Like
    Gladiator reacted to vavavi in Rebalance suggestion: Magic resistance book   
    Being expensive isnt a justification for something that has 0 counter play. Thats the definition of overpowered. Orcinus book is its counter part, also expensive, but is nowhere near as impactful. Having a single item that makes any form of counter play impossible is just poor design.
     
    And about your 4th point, you literally say yourself it has NO COUNTER. Having some way to counter it is just logical. Only reason it is that absurdly expensive, is that its so obviously game breaking.
  10. Like
    Gladiator reacted to vavavi in Future druid rebalancing   
    Would love to see some pve buff for druids. They're currently hands down the most useless class in anything pve related.
  11. Like
    Gladiator got a reaction from Speedom in [2021.10.15] Skill Rebalance. News   
    Wow you're really gonna clickbait us like that?!
    In all seriousness though, I'm looking forward for this, hopefully it will be good. I really think balancing needs to happen more often though.
     
    Oh sure I will.. See you there soon
  12. Like
    Gladiator got a reaction from Kaldalis in Сакралка Паладина, будет наконец-то фикс или нет??   
    I don't know if people realize this but I'll say it again: If Paladin has 10k HP, the shield will absorb 10k damage at 4/4 but it counts raw damage that has not been cut by defense and resilience. For example if a Blade dancer or a Rogue that hit 3k on 0 defense target (which is the norm if you consider ferocity), the shield will be gone with 3 hits. Now with taking the Paladin's defense and resilience into consideration, those enemies would hit Paladin around 1.5k.. 3 hits of 1.5k damage is 4.5k, so actually the shield doesn't block 10k damage. It's very misleading. It's basically half of what the HP tells you, considering a typical Paladin will run with a 50% overall damage reduction when counting everything (defense, resilience, ferocity, penetration, passives)
     
    I know 4.5k-5k ''real'' damage is still a lot relative to other shields, but the fact is, new classes and some old ones have new abilities that can deal insane amounts of damage in matter of few seconds, not to mention abilities that can remove buffs including shields, and classes that can fully control Paladins. It's not broken, if there are good counters against it, you just have to pick your teams better.
     
     
     
    Я не знаю, понимают ли люди это, но я скажу это еще раз: если у Паладина 10k HP, он будет поглощать 10k урона с коэффициентом 4/4, но он учитывает чистый урон, который не был сокращен защитой и стойкостью. Например, если танцор с клинками или разбойник, поразивший 3к по 0 цели защиты (что является нормой, если учесть свирепость), щит исчезнет с попаданиями. Теперь, с учетом защиты и устойчивости Паладина, эти враги будут поражать Паладина примерно на 1,5 тыс. .. 3 удара по 1,5 тыс. Урона составляет 4,5 тыс., Так что на самом деле щит не блокирует 10 тыс. Руб. Урона. Это очень вводит в заблуждение. Это в основном половина того, что говорит вам HP, учитывая, что типичный паладин будет бегать с 50% снижением общего урона при подсчете всего (защиты, устойчивости, свирепости, проникновения, пассивов).
     
    Я знаю, что «реальный» урон 4,5-5 тысяч по-прежнему много по сравнению с другими щитами, но факт в том, что новые классы и некоторые старые имеют новые способности, которые могут нанести безумный урон за несколько секунд, а не упомяните способности, которые могут снимать баффы, включая щиты, и классы, которые могут полностью контролировать паладинов. Он не сломан, если против него есть хорошие контратаки, просто нужно лучше подбирать свои команды.
     
     
  13. Like
    Gladiator got a reaction from Russy in Сакралка Паладина, будет наконец-то фикс или нет??   
    I don't know if people realize this but I'll say it again: If Paladin has 10k HP, the shield will absorb 10k damage at 4/4 but it counts raw damage that has not been cut by defense and resilience. For example if a Blade dancer or a Rogue that hit 3k on 0 defense target (which is the norm if you consider ferocity), the shield will be gone with 3 hits. Now with taking the Paladin's defense and resilience into consideration, those enemies would hit Paladin around 1.5k.. 3 hits of 1.5k damage is 4.5k, so actually the shield doesn't block 10k damage. It's very misleading. It's basically half of what the HP tells you, considering a typical Paladin will run with a 50% overall damage reduction when counting everything (defense, resilience, ferocity, penetration, passives)
     
    I know 4.5k-5k ''real'' damage is still a lot relative to other shields, but the fact is, new classes and some old ones have new abilities that can deal insane amounts of damage in matter of few seconds, not to mention abilities that can remove buffs including shields, and classes that can fully control Paladins. It's not broken, if there are good counters against it, you just have to pick your teams better.
     
     
     
    Я не знаю, понимают ли люди это, но я скажу это еще раз: если у Паладина 10k HP, он будет поглощать 10k урона с коэффициентом 4/4, но он учитывает чистый урон, который не был сокращен защитой и стойкостью. Например, если танцор с клинками или разбойник, поразивший 3к по 0 цели защиты (что является нормой, если учесть свирепость), щит исчезнет с попаданиями. Теперь, с учетом защиты и устойчивости Паладина, эти враги будут поражать Паладина примерно на 1,5 тыс. .. 3 удара по 1,5 тыс. Урона составляет 4,5 тыс., Так что на самом деле щит не блокирует 10 тыс. Руб. Урона. Это очень вводит в заблуждение. Это в основном половина того, что говорит вам HP, учитывая, что типичный паладин будет бегать с 50% снижением общего урона при подсчете всего (защиты, устойчивости, свирепости, проникновения, пассивов).
     
    Я знаю, что «реальный» урон 4,5-5 тысяч по-прежнему много по сравнению с другими щитами, но факт в том, что новые классы и некоторые старые имеют новые способности, которые могут нанести безумный урон за несколько секунд, а не упомяните способности, которые могут снимать баффы, включая щиты, и классы, которые могут полностью контролировать паладинов. Он не сломан, если против него есть хорошие контратаки, просто нужно лучше подбирать свои команды.
     
     
  14. Like
    Gladiator got a reaction from Mda in Сакралка Паладина, будет наконец-то фикс или нет??   
    I don't know if people realize this but I'll say it again: If Paladin has 10k HP, the shield will absorb 10k damage at 4/4 but it counts raw damage that has not been cut by defense and resilience. For example if a Blade dancer or a Rogue that hit 3k on 0 defense target (which is the norm if you consider ferocity), the shield will be gone with 3 hits. Now with taking the Paladin's defense and resilience into consideration, those enemies would hit Paladin around 1.5k.. 3 hits of 1.5k damage is 4.5k, so actually the shield doesn't block 10k damage. It's very misleading. It's basically half of what the HP tells you, considering a typical Paladin will run with a 50% overall damage reduction when counting everything (defense, resilience, ferocity, penetration, passives)
     
    I know 4.5k-5k ''real'' damage is still a lot relative to other shields, but the fact is, new classes and some old ones have new abilities that can deal insane amounts of damage in matter of few seconds, not to mention abilities that can remove buffs including shields, and classes that can fully control Paladins. It's not broken, if there are good counters against it, you just have to pick your teams better.
     
     
     
    Я не знаю, понимают ли люди это, но я скажу это еще раз: если у Паладина 10k HP, он будет поглощать 10k урона с коэффициентом 4/4, но он учитывает чистый урон, который не был сокращен защитой и стойкостью. Например, если танцор с клинками или разбойник, поразивший 3к по 0 цели защиты (что является нормой, если учесть свирепость), щит исчезнет с попаданиями. Теперь, с учетом защиты и устойчивости Паладина, эти враги будут поражать Паладина примерно на 1,5 тыс. .. 3 удара по 1,5 тыс. Урона составляет 4,5 тыс., Так что на самом деле щит не блокирует 10 тыс. Руб. Урона. Это очень вводит в заблуждение. Это в основном половина того, что говорит вам HP, учитывая, что типичный паладин будет бегать с 50% снижением общего урона при подсчете всего (защиты, устойчивости, свирепости, проникновения, пассивов).
     
    Я знаю, что «реальный» урон 4,5-5 тысяч по-прежнему много по сравнению с другими щитами, но факт в том, что новые классы и некоторые старые имеют новые способности, которые могут нанести безумный урон за несколько секунд, а не упомяните способности, которые могут снимать баффы, включая щиты, и классы, которые могут полностью контролировать паладинов. Он не сломан, если против него есть хорошие контратаки, просто нужно лучше подбирать свои команды.
     
     
  15. Like
    Gladiator got a reaction from Komyban in Сакралка Паладина, будет наконец-то фикс или нет??   
    I don't know if people realize this but I'll say it again: If Paladin has 10k HP, the shield will absorb 10k damage at 4/4 but it counts raw damage that has not been cut by defense and resilience. For example if a Blade dancer or a Rogue that hit 3k on 0 defense target (which is the norm if you consider ferocity), the shield will be gone with 3 hits. Now with taking the Paladin's defense and resilience into consideration, those enemies would hit Paladin around 1.5k.. 3 hits of 1.5k damage is 4.5k, so actually the shield doesn't block 10k damage. It's very misleading. It's basically half of what the HP tells you, considering a typical Paladin will run with a 50% overall damage reduction when counting everything (defense, resilience, ferocity, penetration, passives)
     
    I know 4.5k-5k ''real'' damage is still a lot relative to other shields, but the fact is, new classes and some old ones have new abilities that can deal insane amounts of damage in matter of few seconds, not to mention abilities that can remove buffs including shields, and classes that can fully control Paladins. It's not broken, if there are good counters against it, you just have to pick your teams better.
     
     
     
    Я не знаю, понимают ли люди это, но я скажу это еще раз: если у Паладина 10k HP, он будет поглощать 10k урона с коэффициентом 4/4, но он учитывает чистый урон, который не был сокращен защитой и стойкостью. Например, если танцор с клинками или разбойник, поразивший 3к по 0 цели защиты (что является нормой, если учесть свирепость), щит исчезнет с попаданиями. Теперь, с учетом защиты и устойчивости Паладина, эти враги будут поражать Паладина примерно на 1,5 тыс. .. 3 удара по 1,5 тыс. Урона составляет 4,5 тыс., Так что на самом деле щит не блокирует 10 тыс. Руб. Урона. Это очень вводит в заблуждение. Это в основном половина того, что говорит вам HP, учитывая, что типичный паладин будет бегать с 50% снижением общего урона при подсчете всего (защиты, устойчивости, свирепости, проникновения, пассивов).
     
    Я знаю, что «реальный» урон 4,5-5 тысяч по-прежнему много по сравнению с другими щитами, но факт в том, что новые классы и некоторые старые имеют новые способности, которые могут нанести безумный урон за несколько секунд, а не упомяните способности, которые могут снимать баффы, включая щиты, и классы, которые могут полностью контролировать паладинов. Он не сломан, если против него есть хорошие контратаки, просто нужно лучше подбирать свои команды.
     
     
  16. Like
    Gladiator got a reaction from Aang in Сакралка Паладина, будет наконец-то фикс или нет??   
    I don't know if people realize this but I'll say it again: If Paladin has 10k HP, the shield will absorb 10k damage at 4/4 but it counts raw damage that has not been cut by defense and resilience. For example if a Blade dancer or a Rogue that hit 3k on 0 defense target (which is the norm if you consider ferocity), the shield will be gone with 3 hits. Now with taking the Paladin's defense and resilience into consideration, those enemies would hit Paladin around 1.5k.. 3 hits of 1.5k damage is 4.5k, so actually the shield doesn't block 10k damage. It's very misleading. It's basically half of what the HP tells you, considering a typical Paladin will run with a 50% overall damage reduction when counting everything (defense, resilience, ferocity, penetration, passives)
     
    I know 4.5k-5k ''real'' damage is still a lot relative to other shields, but the fact is, new classes and some old ones have new abilities that can deal insane amounts of damage in matter of few seconds, not to mention abilities that can remove buffs including shields, and classes that can fully control Paladins. It's not broken, if there are good counters against it, you just have to pick your teams better.
     
     
     
    Я не знаю, понимают ли люди это, но я скажу это еще раз: если у Паладина 10k HP, он будет поглощать 10k урона с коэффициентом 4/4, но он учитывает чистый урон, который не был сокращен защитой и стойкостью. Например, если танцор с клинками или разбойник, поразивший 3к по 0 цели защиты (что является нормой, если учесть свирепость), щит исчезнет с попаданиями. Теперь, с учетом защиты и устойчивости Паладина, эти враги будут поражать Паладина примерно на 1,5 тыс. .. 3 удара по 1,5 тыс. Урона составляет 4,5 тыс., Так что на самом деле щит не блокирует 10 тыс. Руб. Урона. Это очень вводит в заблуждение. Это в основном половина того, что говорит вам HP, учитывая, что типичный паладин будет бегать с 50% снижением общего урона при подсчете всего (защиты, устойчивости, свирепости, проникновения, пассивов).
     
    Я знаю, что «реальный» урон 4,5-5 тысяч по-прежнему много по сравнению с другими щитами, но факт в том, что новые классы и некоторые старые имеют новые способности, которые могут нанести безумный урон за несколько секунд, а не упомяните способности, которые могут снимать баффы, включая щиты, и классы, которые могут полностью контролировать паладинов. Он не сломан, если против него есть хорошие контратаки, просто нужно лучше подбирать свои команды.
     
     
  17. Haha
    Gladiator got a reaction from Speedom in #1 Paladin Guide - Zeus - US-Sapphire   
    Nub Pala 
  18. Like
    Gladiator got a reaction from Alone Zzzz 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.
  19. Thanks
    Gladiator got a reaction from Khrone in Ideas for new expert skills   
    You're wrong.
    The skill works more similar to BD's Counterattack but it deals the same amount of damage that the warlock receives, and only every few seconds you get that buff.
    For example you are a Warlock and you have the skill at 4/4, every 4 seconds you get a buff, and if you have that buff, the next attack on you will be reflected on the enemy:
    You receive 1000 hit from BD, the BD receives 1000 damage.
    You receive 50 damage from Barb bleed, the Barb receives 50 damage. And so on.
     
  20. Thanks
    Gladiator got a reaction from Khrone in lv30 expert skills ideas (2 each class)   
    You bring up some really cool and interesting ideas.
    I really like these two concepts in particular and hope to see them in some form in the game:
    - Giving a secondary meaning/importance to previously existing stats like rage in 'Unstoppable Rage' (However I don't like that it would block damage, but all other bonuses are actually nice) or parry in 'Blade Protection' 
    - Skills with loading time: Very good idea, even if the skill can be a bit too powerful. As long as there is some penalty like using up 100% of the energy and maybe immobilization, the inability to use skills during loading, or to be interrupted when getting stunned/controlled (but not receiving damage, because then it would be very easy to interrupt).
     
     
  21. Sad
    Gladiator got a reaction from lallouss in #1 Paladin Guide - Zeus - US-Sapphire   
    Nub Pala 
  22. Haha
    Gladiator got a reaction from Leinra in #1 Paladin Guide - Zeus - US-Sapphire   
    Nub Pala 
  23. Wow
    Gladiator reacted to lallouss in #1 Paladin Guide - Zeus - US-Sapphire   
    #1 Paladin Guide
     
    1. Introduction
    2. Base, Expert Skill and Relics Setup
    3. Weapons, Gears and Books
    4. PvE, Dungeons and Raids Tips and Tricks
    5. PvP, Arena and Wars Tips and Tricks
    6. Summary
     
     
    1. Introduction:
     
    Paladin is a class under appreciated by many because of its lack of damage burst potential, but it can deal damage as much as mage and heal as much as priest in team fight or dungeon.
    Most used expert skill Sacred Shield, Least used expert skill Sun seal.
    Paladin's power lies in his abilities to support and amplify his team mates or control enemies. He is feared by his enemies in arena and close combat fights, having heal and aggro skills makes him the best tank to out aggro any other class in game. Jumping into fights and support his team mates in wars while silencing enemies with Fetter.
    This guide is made for high level paladins mostly so i will show maxed set of gears and weapons to be used.
     
    FACTS
     1. Less than 5% of Sentinel players made paladins, from 9 total sentinel classes average should be 11.11% 
    2. Paladin most useful in arena because of his sacred shield
    3. Paladin has more damage reduction than a warden at low hp
    4. Paladin can steal aggro of any boss from any class if maxed PvE skills
    5. Paladin is better than a mage, priest or druid in dungeon if he has maxed banner and support skills
    6. Paladin worst enemy is Warlock due to its multi disable skills
    7. Rogue's worst enemy is Paladin
    8. Paladin weakness is being far from enemies, silence, disable, stun
    9. Paladin strength is being close to enemies
    10. The only class that can replace any other class in any situation except dealing massive damage
     
    Chosen passive: Spirituality (+10% Energy)
    Shield: Can equip shield (+15% physical/magic defense)
    Can equip one handed axe Can equip two handed axe
    Can equip one handed sword Can equip two handed sword
    Can equip one handed mace Can equip two handed mace
    Can equip spear
    Can equip heavy armor Can equip Lightweight armor
     
    Different gear and weapon options makes him playable in many different ways to suite your needs. In this guide we going to discuss 3 types of builds: Pure PvP, Pure PvE, Hybrid
    We are not going to discuss what each skill does, but how each skill can be used effectively, tips and tricks of paladin, if you want simple description of each skill you can read them in game or on forum they are available to anyone, because lets be honest not all cares about % of this and that, what your really care about is what is the best for some type of situation without having to read a page full of numbers and %, will add full description of each skill details in the end of the guide if any requests for it.
     
    2. Base, Expert Skill and Relics Setup: 
    Pure PvP
    Arena,1v1,War,GvG and anything related to versus players
     
     Purifying 5/5
    After u fetter your opponent use this skill to inflect extra magic damage on him, but if cool down is over recast it fast, this skill can be used to activate some cool bonus relics for extra stats
    Tip1: use it after fetter
    Tip2: use it whenever it possible
     Fetter 5/5
    Use this skill to silence and trap your enemies, making them unable to move or cast skills
    Tip1: can be used after Harrad's Call if enemies are far
    Tip2: use it when in mid of enemies
    Tip3: use it to stop your enemies from running away
     Light Aura 1/5
    Use this skill in the start of battle to increase healing effect of yourself and your party
    Tip1: use it to trigger relics most often
     Persuasion 1/5
    Use this skill to reset your enemies attack sequence and confuse them can be crucial in arena
    Tip1: use it 1v1 to reset your enemies attack and activate relics
    Tip2: use it in war of map2 to rest your enemies attack on flag
    Tip3: use it to aggro enemies who can go invisible
    Tip4: use it in 2v2 to save your partner if the enemy attacking him
    Tip5: not to be used in group wars or GvG
     Heavenly Light 3/5
    Use this skill to heal yourself or your allies in time of need, most effective with magic build setup
    Tip1: if using magic items, use this as much as possible to support yourself and your allies especially in arena
     
    make sure you use only 10 skill points on base skills leave other points for expert skills
     
     Illumination 1/4 
    Deals Magic damage to enemies in a small AoE, best combined with stun or life steal stat
    Tip1: equip stun weapon and stun buffs and use this skill non stop to stun your enemies and reset their attack sequence
    Tip2: mostly used for its possibility to stun enemies in an AoE and make them lose aggro on your allies
    Tip3: if enemies are far Harrad's Call > Fetter > Illumination
     
     Harrad's Banner 1/4 
    Use this skill before entering the battlefield but take care enemies can run from it so be sure to use it wisely (doesn't trigger any stun stat)
    Tip1: can be used also in a tricky way to kite your enemies leaving it behind you so they get delayed to follow you
    Tip2: in 1v1 use it before enemy can reaches you
    Tip3: use it after Fetter so enemy cant run from it
    Tip4: use it before you or your allies cast any other damage spells to increase their damage output on enemies
     
     Sun Seal 1/4 
    Basically useless not used skill in war or 1v1 hardly it will consume your mana and time to use it better focus on other skills in hotkey
    Tip1: in 1v1 use it to increase life steal on enemies
    Tip2: use it before using Shield Strike to heal a fixed % of your max hp
     
     Harrad's Call 1/4 
    Can be maxed for better % stun chance and better damage but at level 1 still effective and better use skill points elsewhere
    Tip1: use it to run from or towards enemies
    Tip2: jump into enemy groups to stun them
    Tip3: use Fetter always after it
    Tip4: use it to initiate a fight in 1v1 vs ranged enemy
    Tip5: use it to initiate any arena fight or after Harrad's Banner
     
     Shield Strike 4/4 for 1v1 only, other than that 1/4 
    for 1v1 this is crucial to stun your enemy for longer period of time and it increases the % of hp recovery if combined with sun seal
    Tip1: use it to initiate a fight in 1v1 vs melee enemy than run towards them for 0.5 second than cast Fetter
    Tip2: use it after Fetter is about to end to maximize your disable to enemy
    Tip3: push enemies away from yourself or your allies
     
     Sacred Shield 1/4 for 1v1 only, other than that 4/4 
    this is basically best support skill paladin has in a non 1v1 fight, it cant be used on yourself, only on allies or minions if level 3 or above the paladin will receive a shield also
    Tip1: the more max hp you have the more effective it is
    Tip2: use it to initiate a fight anywhere
    Tip3: use it when paladin has low hp, the lower the hp the better only if paladin has Inner Force, because it reduces damage deal and making shield last longer
    Tip4: cannot be used in 1v1 fair fight because you need a minion or someone to cast it on to receive a shield on yourself also its powerful in 1v1
    Tip5: use it after using Paladin's Prayer on ally to make it more effective
    Tip6: in a 2v2 arena fight must initiate the fight with it and use it whenever possible before any other skill
     
     Light Defense 1/4 
    can use it anytime you want to increase your party % physical/magic defense
    Tip1: best used in full party early before meeting enemies by 5 second
     
     Paladin's Prayer 4/4 
    can be used in early fight if you know the enemy going to deal heavy damage on you or your ally in next 4 seconds or can be used after receiving few hits, the early the better so can recast more of it later on
    Tip1: in a 1v1 the early use of it the better but in a team fight save it to see who in your party is dying and heal them
     
     Inner Force 4/4 (Passive no animation)
    if your looking for survival and tank mode this is the best skill to survive at the lower the hp you have, sometimes few points matters between winning and losing a match or a war
    Tip1: best to combo with it supportive skills or buffs, use Sacred Shield with it at low hp for maximum effectiveness
     
    Pure PvE
    Dungeons,Questing,Raid Bosses anything related to farming
     
     Purifying 3/5 or 5/5 if going full physical PvE paladin
    Use this skill whenever possible
     Fetter 1/5 or 3/5 or 5/5
    helps a bit in PvE but not really important much other than escaping mobs or reducing their damage mostly gets resisted by bigger mobs
     Light Aura 5/5 
    make sure Heavenly Light is maxed before leveling this skill
     Persuasion 1/5 or 5/5 if going full tank mode
    must have at level 5 if full tank PvE paladin, use it immediately to aggro mobs
     Heavenly Light 5/5
    this also effects aggro in healing making it possible to aggro any boss you like
     
    make sure you use only 10 skill points on base skills leave other points for expert skills
     
     Illumination 4/4
    Deals Magic damage to mobs in a small AoE, best combined with stun or life steal stat
    Tip1: equip life steal magic weapon and magic buffs and use this skill non stop to deal damage and life steal mobs
    Tip2: attack never misses and helps aggro mobs
    Tip3: if mobs are far Harrad's Call > Heal > Illumination
     
     Harrad's Banner 3/4
    Use this skill before engaging with mobs
    Tip1: can be used also in a tricky way to kite mobs leaving it behind you so they get delayed to follow you
    Tip2: cast it early before you or your party start attacking mobs
    Tip3: most effective at big hp mobs to deal extra damage on them
    Tip4: best combo: Harrad's Banner > Fetter > Illumination > Call
     
     Sun Seal 1/4
    use it on mobs to increase yourself and your party life steal parameter on that specific mob
    Tip1: basically adds extra magic damage in PvE if using magic weapons
     
     Harrad's Call 1/4
    Can be maxed for better % stun chance and better damage but at level 1 still effective and better use skill points elsewhere
    Tip1: use it to run from or towards mobs + stun them
    Tip2: use Illumination always after it
    Tip3: run faster by jumping forward on the map
     
     Shield Strike 1/4
    Pure PvE paladin most effective using magic weapons not physical but either way this should be level 1 for PvE
    Tip1: use it to push bosses or mobs 2 yards in any direction you want (sometimes resists bosses)
    Tip2: take care while using it to not reset bosses or mobs
     
     Sacred Shield 3/4
    this is basically best support skill paladin has it cant be used on yourself, only on allies or minions if level 3 or above the paladin will receive a shield also
    Tip1: the more max hp you have the more effective it is
    Tip2: use it before entering mob areas
    Tip3: use it when paladin has low hp, the lower the hp the better only if paladin has Inner Force, because it reduces damage deal and making shield last longer
    Tip4: use it after using Paladin's Prayer on ally or yourself to make it more effective
    Tip5: if solo farming use it on a minion to receive a shield to yourself also
     
     Light Defense 1/4
    can use it anytime you want to increase yourself and your party % physical/magic defense
    Tip1: best used in full party at any time
    Tip2: Inner Force is more better at level 4 if your the tank than Light Defense
     
     Paladin's Prayer 1/4
    use it when someone losing hp fast keep it for emergency can be crucial at important moments
    Tip1: use it as last resort keep it for emergencies in helps in life or death situations
     
     Inner Force 3/4
    if your looking for survival and tank mode this is the best skill to survive at the lower the hp you have, sometimes few points matters between dying and staying alive in PvE
    Tip1: best to combo with it supportive skills or buffs, use Sacred Shield with it at low hp for maximum effectiveness
    Tip2: dont be afraid if you have low hp you wont die easily
     
    Hybrid
    Mix setup of skills that allow you to excel in anywhere and everywhere in warspear
     
     Purifying 5/5

     
     Fetter 5/5

     
     Light Aura 1/5

     
     Persuasion 1/5

     
     Heavenly Light 3/5

     
     Illumination 1/4
     Harrad's Banner 3/4
     Sun Seal 1/4
     Harrad's Call 1/4
     Shield Strike 1/4
     Sacred Shield 4/4
     Light Defense 1/4
     Paladin's Prayer 3/4
     Inner Force 3/4
     
    Tips of how to use skills effectively for Hybrid is a combintion of Pure PvP and Pure PvE
     
    3. Weapons, Gears and Books: 
     
    Best books for Paladin are defensive books:
     
    Magical Toughening skill book - increases magical defense of the character by 20% and decreases incoming magical damage to a character from an auto attack by 10% when the current health is lowered to 30% when compared to the maximum
    Physical Toughening skill book - increases physical defense of the character by 20% and decreases incoming physical damage to a character from an auto attack by 10% when the current health is lowered to 30% when compared to the maximum
     
    Power of Life skill book - increases character's maximum health by 6% and health regeneration by 15%
    Magical Protection skill book - increases numerical value of character's magical defense by 10%
    The Power of Blood skill book - increases character's and all party members' "steal health" parameter by 10% when party's combined health level is less than 50%
    Distortion of Life skill book - Restores character's health by 150% of the damage inflicted by the enemy when the character is under the debuff "stunning" with a chance equal to the value of character's "steal health" parameter. However, this effect has a cool down of 2 seconds
     

     
    Reflection plays a role in tanking mobs/bosses
     
    Pro Weapons:
     
    PvP Magic
    Stun mace (magic enchanted) + Arena shield (fero enchanted) 
    or
    Arena mace (magic enchanted) + Stun shield (fero enchanted) 
     
    Accessories: craft cape,arena amulet,arena rings magic 
     
    2 handed mace is not recommended for arena
     
    For GvG and Wars AoE stun magic mode:
     
    Stun Magic Spear (stun enchanted) 
     
    PvP Physical
    Double Pene Mace (fero enchanted) + Arena shield (fero enchanted)  
    Accessories: arena cape,resist amulet,arena rings physical 
     
     
    PvE Magic
    Life Steal Hammer 
     
     
    Pro Gears:
     
    PvP Half Greatness + Half 32 Heavy + Belt Light Craft 
     
    PvE Half 32 Heavy + Half 32 Light + Any good PvE Belt 
     
     
     
    4. PvE, Dungeons and Raids Tips and Tricks:
     
    PvE for paladin is mix set of Heavy and Light Gears and Life steal magic weapons u can pick what ever level gears you want best for 32 paladin is Mermen mixed gears heavy 2 pieces and light 2 pieces but you will need massive mana regeneration and mana book maybe
     
    Affordable Gears for average paladins:
     
    Cape: Magic |  Mana Reg | any stat is good (preferably more magic or life steal)
    Enchants: Critical | Life Steal or Parry

     
    Amulet: Magic | HP or Pene | any stat is good (preferably life steal)
    Enchants:Accuracy | Life Steal or Fortitude

     
    Ring: Magic | HP or Accuracy | any stat is good (preferably life steal)
    Enchants: Mana Reg | Life Steal or Fortitude


     
    Belt: *Heavy Belt preferably*    HP | Pene or Critical | Accuracy or  Parry
    Enchants: Mana Reg | Retribution or Fortitude


     
    Helmet | Armor | Gloves | Boots: pick any 2 light 2 heavy gears of the following sets of heroic gears
     
     
    Helmet Enchants: Accuracy | Defense

     
    Armor Enchants: Rage | Defense (Tip: Better use light armor because most heavy armor has -block- and if using 2 handed magic setup its a waste of stat to have -block- only works with shield equipped)

     
    Gloves Enchants: Pene | Defense

     
    Boots Enchants: Stun or Cool Down | Defense (Tip: Better use boots which has mana regeneration)

     
    Tip: use 2 of the same set 2 light same set. 2 heavy same set
     
    Affordable Weapons for average paladins:
     
    Hammer: Magic |  Retribution or Parry or Dodge (Tip: you can use physical weapons also but magic is most preferably considering most damage skills paladin has are magic related)

     
    How to use paladin in PvE situation:
     
    Combo: Harad's Call > Harad's Banner > Fetter > Illumination > Purify > Heavenly Light + Sacred Shield (if needed)
     
    5. PvP, Arena and Wars Tips and Tricks:
     
    PvP for paladin is a full set of Heavy Gears for those who cant afford a mix of 2 pieces 30 greatness and 2 pieces 32 heavy mermen gear go by the following
     
    Affordable Gears for average paladins:
     
    Cape | Amulet | Rings: Same from PvE affordable set (if Physical 1 handed mace than get physical accessories and if Magic 1 handed mace than get magica accessories)
     
    Helmet | Armor | Gloves | Boots | Belt: (Follow the enchants shown in the pictures below)

     
     
     
    6. Summary:
     
    Paladin can be Tank, Support, Healer, Crowd Control, Stunner, Silencer and Damage amplifier Hero. I'm going to show you in this summary what cool paladin stats he can have and can reach things beyond your imagination.
     
    Retribution Paladin: 80.8% Damage Reflection

     
    Vampire Paladin: 87.7% Steal Health

     
    Resist Paladin: 100% Resistance + 50% Solidity

     
    Speed Paladin: 70% Attack speed

     
    Block Paladin: 16.5% Dodge + 19.9% Parry + 25% Block

     
    Rock Paladin: 25999-80% Physical   19014-74.% Magical Defense

     
    Monster Paladin: 18904 HP

     
    Critic Paladin: 50% Critical Hit

     
    Auto Paladin: 100% Attack Strength

     
    Pierce Paladin: 27.1% Piercing Attack

  24. Like
    Gladiator got a reaction from nilozero 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.
  25. Like
    Gladiator reacted to Nolan in one mage and many mcs together...   
    Hmmm I don't get you. Not long ago you were complaining that elves been killing you and that was wrong, now this 
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