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Fortuno

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Posts posted by Fortuno

  1. 11 hours ago, Luiz Del Ducca said:

    ah boring u had enough time to escape that with all these healing skills and pots... imagine low level players.. they not crying on forum they just die and revive again and continue the journey of warspear.. theres many shamans with totems areas.. u just need chose the correct one take the quest item and run back.. if its hard to you walk with 3 totems attacking u go kronus dungeon its easier 😄

    8* totems, 8*, and the problem is, it's not hard to walk, it's hard to move at all. (well, Impossible). And if these low level players don't even mention this, then it doesn't mean I can't.

    If I was at least as slow as a snail, I would have been okay with that. Anyways, that's all

  2. Now, I myself have doubts if this is a glitch, or perhaps it was intentional. But being literally glued to one spot, while under fire from all the totems available in the map, is not my cup of tea.

    Here's the footage:

     

    Now, this very scenario is not impossible to escape from: There are a few ways:

    #1-Dying, which is obviously the worst case scenario. (it requires a big amount of magic power and defence to withstand the heat forever)

    #2- Using skills. Bd could maybe escape with "Rush", Mage- "Time Warp", Paladin - "Harad's call", Barbarian - "Charge", Rogue - "Elusive Jump" and so on.

    #3- Arena. For those who don't have any possibility to use such skills: Arena might be the way. If battles are in high demand, you're in luck. After arena fight, you get approx 20second immunity from mobs, which will allow you to escape the area unhindered. Though, using skills or performing any action while immunity is active, disables it.

     

    Anyways, I'm gonna politely ask to reduce attack speed of the totems, or anything that could prevent players from getting stopped completely.

    That is all. Thank you for your time.

  3. On 2/13/2019 at 8:34 PM, Creliseth said:

    Daily quests in Irselnort should be kinda balanced. What's wrong with them?

    They take too much time for "daily" quest. Grind is ridiculous, these quests take sometimes up to 20 minutes to be done. Not all players are willing to spend their money on getting their equipment to +8/+9... Requirements such as these are not so friendly and healthy. In comparison with daily quests u get in Ayvondil, which are really easy, this is ridiculous. This way, lower level players suffer more than higher ones.

    How to fix this?

    Quest requirements should be cut in half. Thing like "Exchaning posts" should be introduced.

    How would these thing work?

    Simply, each camp/town should have one of these. Because Warspear devs decided to lower gold of all monster drops to a single gold coin, players are these days looting only items they need. Lets say u have daily quest that requires from u to get 30 Tongues. U get these Tongues by killing Wolfs which also drop things like Fur and Animal Eye. Now, these Exchange posts should work like this. Instead of grinding like retard, lets say u loot 20 Tongues and 15 Fur and Animal Eyes. Now, at these posts u can trade 3 Furs for Tongue (3:1 ratio). Same should be for other items.

    Sorry for not explaning it a little bit better but i hope y'all understand and support this idea!

    That's actually a great idea. Like in Ayvondil where you can instead trade Signs of Filth or Termite Cocoons for the quest items.

    Yeah, that would be cool.

  4. 4 hours ago, Zurp said:

    Deflect: Seeker deflects all damage and abilities done to him back to the enemy. Attacking an enemy will cancel the effect. 

     

    Atm seeker doesn't have any skills for survival, which this skill would solve. In pvp enemies just have to ignore seeker while this skill is active.

    I think this skill would be a little strange. The skill would have a temporary effect? (well... basically gives seeker the ability for certain amount of time).

    Anyways, why I think it would be weird, is because the damage reflect attribute was altered before. Even though you stated it should be deflect (which means only the attacker gets hurt), I can't help but wonder if that would also count as seeker attacking the enemy. I'm sure you're familiar with this "Lightning shield" Scenario, where people get hit by shield, because damage reflect worked as though as the enemy attacked the shaman directly. Anyways, long story short, I think this skill wouldn't last a second under these circumstances. Unless it's intended to be a 1hit only skill. Or they would have to alter the mechanics. I don't know. Anyways, that's all

  5. 4 hours ago, lallouss said:

     

     

    and about mental pit for necro i never played necro and its been very very very long time since i pvped one, but i can say its not broken, because necro is support class hes not that over powered and nothing to nerf

     

     

    Yeah well, I never said anything about nerfing the class. Just pointed it out to support my statement. heh

  6. On 1/8/2019 at 2:01 PM, Jcbreff said:

    Because cooldown works differently from what you might expect

     

    Formula for counting this

     

    I copypasted this from another topic

     

    Let your cd in % = X

    Let Y be the base CD of any skill in seconds.

    Let Z be the final CD of any skill in seconds.

     

    The formula goes like this:
    
    Z = (100 / (100 + X)) * Y

    It's very unfortunate that the cooldown is far more unforgiving when it comes to negative values. For example, Some bosses had skills which could reduce someone's cooldown up to -90% for a period of time. In case of that, it didn't double the cooldown of my skils, but they increased by almost 10times. Lightning bolt (back when it was 7seconds) became 69.9

    Punitive roots became a whopping 449.9seconds (more or less). Which also is the main problem I see in necromancers (unrelated), since mental pit reduces cooldown to the point that it's almost a silence effect, once the skills are used of course. Anyways, that's all

  7. I would only agree if they increased the healing amount of stream. I keep it 1/4. Heals more or less 310. and 10mp. With 526magic damage. But 4/4 it provides with 600healing and maybe 18mp, which really underwhelming and I decided, the skill is not worth investing in. 4/4 forest song is more useful to me xd. At least grant the possibility for stream to succesfully "critical heal", just like healing dew or holy light, etc. Because Invigorating stream will refuse to critical hit, virtually regardless of your personal critical hit chance stat.

  8. On 1/12/2019 at 12:29 PM, Jcbreff said:

    I highly doubt that they would tell us amp % or anything else like that

     

    Until ws is released in China because then they propably need to tell those 

    Yes, that is unfortunate. But I'd appreciate some honesty from their side

  9. Good morrow. I am here, because I want to share my disappointment. Amplification was never easy, but I can't help but wonder if it became even harder than before.

    Things you used to believe might betray you and it might cost you dearly. This time, I have a question: Did the chances of succesful amplification really diminished during these past few years?

    I can no longer trust the "Low chance  to spoil" thing. It's just words now. It doesn't mean anything any more.

    I was heavily disappointed when I failed to amplify my vestments (chest, cloth armor) from +2 to +3, 5 times in a row. The amount of absurdness is immeasurable.

    (And before you ask: Yes,I'm using signs. Safety first)

    Every day I feel like I was a "Savage" long ago. I used to amplify every new piece of armor I received to +4 without signs instantly, and almost never failed.

    I saw "Low chance to spoil" - I can do it. Then came across "Average chance to spoil" - Time to stop for now. But now, it's completely different. I feel fear, and I won't even go for +2 without a sign of imperishability.

    So all I'm asking for, is add a % chance that spoil will happen, or a %chance of a successful amplification. Because I believe the things I see now are nothing but lies.

    So, with all due respect, please consider this.

  10. On 1/7/2019 at 12:38 PM, SageofWarspear said:

    Greetings brother.

     

    Paladins is one of the most complex classes in the game which require alot of presets luck and focus to use.

    I am a level 26 Paladin named HeroicSage in US - Sapphire Realm and can almost solo T3 bosses and with even a 300 heal healer I can make it through easily. 

     

    Issue arises when in mythic dungeons I agree since as you said mobs are ridiculously overpowered.

    Unlike Warden, Paladins need strategy and need to clear out key mobs (like magic mobs) asap before going on that being said the party will be slower as compared to the ability of wardens.

    Another thing is that Paladins do now have any Passive Heal skills or a strong damage reduction skill. Paladin's Barskin barely do much and so he only depends on healer and high hp.

     

    In the end it cannot outmatch a warden in tanking an army of mobs with bosses but makes up for its extreme versatility.

     

    I have led so many parties in Berengar Dungeon Mythical and never required a healer :pin1:

     

    But yeah ... otherwise if it be a weak paladin his role should be to side tank and assist the main tanker and heal/buff up the entire team along with slowing off mobs etc. 

     

    If a Paladin cannot tank a particular area well or is not yet "Matured" in terms of skill and gears ... Paladins always have the freedom to be healer or damager so it is never a waste to have one in party.

     

    In most instances when a Paladin can last to tank he can basically speed up the team alot ! I have tried the recent Snowy dungeons and my Warden(lvl 26) did the dungeon (lvl24) in 2 stams with a strong party (high amped cbow ranger though) while my paladin did it in 1 stam with 1-2 mins before end with a moderate-weak party. After seeing the results The Paladin did 180K damage overall (was the first in damage) about 50K heal (idk what the healer was doing tbh) and 42K dmg tanked.

     

    Every class has its speciality and have specific scenarios to which they are best suited. 

    For example I need a good healer to do Old + New Labyrinth and Kronus as well on my paladin but my Warden can solo them all without a problem.

     

    This guide is intended to be an ultimate guide for Paladins like my Druid guide and lots of things are yet to be included but ... time ... so my apologies until it is completed :(.

    Yes. It surely takes time

  11. 2 hours ago, Dahuyu said:

    This explains the seeker's failure in PVP.When I hit the boss, I saw that MC had to run away.Because the seeker cannot PVP.It was a very funny joke.

    Just like Jcbreff said, Not all classes are equally good at pvp. Some of them are masters when it comes to group fights/support, some excell at 1v1 combat, some classes can make tactical decisions to gain advantage over the enemy, and so on. In my opinion, seeker could be more useful in group fights. Launch a surprise attack on occupied enemy when he expects it the least. Though, at the same time rogues can do that too.

  12. I'd say paladins are ultimately outmatched by wardens in terms of tanking damage. High level mobs have ascended to the ridiculous heights and they deal tripple damage.

    Hell... I've been in Mythical Berengar's Tower dungeon for a few times and honestly, team paladin was the one driving me crazy. Warden's health bar shrinked considerably fast,

    but when sometimes that silly paladin used skill with aggression elements and attracted monsters to himself, his health bar started shrinking like crazy. And there's me: Healing dew on recharge, Secret link still on cooldown, and only Invigorating stream and healing barrier (both low lvl),ready to use. And probably forest song 4/4. It can help only if I land it correctly and paladin's banner isn't planted.

    Either way, paladin constantly had no choice but to heal himself, retreat or perish. At least the whole squad got fed up with him and actually told him to let warden handle the heat.

    But yes, Party had medium-level amplifications +5 +6 +7 with No life steal. I guess +10Paladin could perhaps tank such stupidly powerful mobs.

  13. I don't think this would be impossible. Let's say the transfer would be like removing the character from 1server and adding or copying to the other.(well.. I mean everything is saved in data base right? Though it might not be as easy as I think. Player should be asked to leave his guild in order to proceed too. Also in case of matching nicknames, player should also be asked to pick a new and unused one (in the other server of course). Name change naturally costs money so I guess transfer will also be a paid service.

    Or you could just modify the "character restoration" thing. It would not only allow players to restore recently deleted characters, but also choose a different server during restoration procedure. Well actually I don't really know. That's just my imagination

  14. I'm still noticing it that this is a false information. The enchantment values are greater not by 2 levels but by 4. There are examples in the pictures. (not my rings).

    Amount of penetration bonus received from runes are 0.1% x Item level. so this time it's 0.1 x 26 so it's 2.6%. If it were increased by 2levels it would be 2.8% but it's 3% so in conclusion the enchantment bonus is greater by 4 levels. All I'm asking is for is just edit the "Great charms" description and change the number 2 to 4. And the fix should be very easy.

    Not a complaint here, it doesn't bother me, just pointing out a minor detail.

    Thank you for your time.

    bandicam 2018-12-03 13-54-27-605.jpg

    bandicam 2018-12-03 13-58-18-594.jpg

    bandicam 2018-12-03 13-58-25-385.jpg

  15. heh, Mine is:

    1/5 Lightning bolt

    5/5 Healing dew

    5/5 Barkskin

    3/5 Entangling roots

    1/5 insect swarm.

    4/4 forest song

    4/4 secret link.

    Edit: that's old info now

    I'm more of a pve group support. I chose bolt 1/5 because it's weak damage isn't giving me an excuse to spend learning points.

    Though insects or so called "bees" doesn't have a very impressive damage either, but at least it's compensated by the approx. -45% attack speed debuff

    which significantly slows down enemy normal attack speed. (can go the negative values, for eg: -34%; etc)

    In case you're wondering why I chose song 4/4 for pve, it's useful in dungeons or difficult events to me at least. Temporarily neutralising a large portion of the pve mobs, can reduce the amount of attackers, against the defender class players. Also can potentially save one, in case of an emergency.

    Also it can speed up the dungeon process, so the party can advance without their tank lagging behind.

    Oh yeah, also if some cheeky, overpowered rogue gets up close and personal, and I don't want to tangle with him/her, I sometimes can put it to sleep and then leg it. teeheehee

  16. That's... actually a great idea. Getting a very unpopular purple class weapon (Best example would be 1h sword or 2handed axe or something) could be sold to an npc for actually decent price. It's really an annoying feeling when you get a weapon, then check that it's for sale for 4k at a local dealer, and npc greedy merchant barely pays 1k for it. Yeah, something should be done about that

  17. I gotta agree, dungeons takes far too much time to beat. I was even with a half decent party. (Everyone's at least +7 +8). And dg was complete with 2minutes left of second stamina. Also those area effects are super annoying. Squad got hit by them very often which ended up putting me in a very difficult position as a healer xd. I can't heal the entire pt at once and I had to make some choices lol. Anyways, moral of story is : for 1stamina you either need to have all damagers, or just be +10.

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