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bearpharma

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Hero from Nowhere

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  1. basic skills: dark shield: additonal dmg reduction depends on magic defense thread:bugs in myth sea and mermen dg can do better than dk throne: dmg type and bounes depends on prevailing attack experts: hurricane: 1 adiitional yard in 63000 class talent(5*5) sharp shadow: additional physical bounes and 100% stun when 4/4 silence: keep the attack bounes for 5 sec after silence effect consumed aura:pene and attack speed instead of pure stats reserve: make cd parameter work on it curse : i hope its magic bounes wont be nerf,or magic dk is dead
  2. reserve is op skill for dk to survive tough fight,and it has been buffed(instantly restore 1 tick when activate),the problem lies in a 2 min cd and the health regen parameter itself suggestion A: cooldown parameter can affect reserves cooldown suggestion B: buff health regen parameter(additionally restore X/50 percentage of total health every 5 seconds,X=health regen)
  3. in pve dk is decent,but its weak in pvp.No burst dmg ,low mobility, nearly no team support,thats what we got.exhalation need successful auto hit to stun,sharp shadow 4/4 80% to stun but can be block/parry/dodge/resist,a ensured silence combo(except resist) combines 3 skill(silence,death call,thread),reserve is op skill but cant reset after arena fight,also a 2min cooldown is a bit too long in todays warspear.hurricane have high magic bounes but also a small radius,curse can deal good dmg but also a small radius and a 8s delay to deal first tickle dmg. dk with physical build have good stun ,but they are hard to counter caster bcs of low mobility. magic dk can be easily counter unless ur opponents stands in ur fire like a retard even worse,magic dk is better than physics in most of circumstances just bcs high magic bounes dk really needs a total rework on mechanisms of skills
  4. Чернокнижники имеют хорошие навыки dmg на dmg, а также универсальные навыки дебаффа и навыки управления, но они сталкиваются с трудностями как в pve, так и в pvp. В pve босс обладает высокой устойчивостью к контролю и дебаффом навыков, которые ограничивают колдуна. В pvp чернокнижники полагаются на свои навыки управления, чтобы поддерживать их жизнь и атаковать. Чернокнижнику может угрожать серьезная угроза, потому что игроки могут иметь не менее 10 резистентов в pvp, не говоря уже о свитках замка и зелье сопротивления, навыках и тяжелом снаряжении русалей. Здесь я рекомендую новый навык для колдуна, который может помочь им как в pvp, так и в pve. Описание: маг применяет бафф к себе за счет 20% текущего здоровья, когда бафф активен, чернокнижник игнорирует параметр сопротивления врагов, дополнительно увеличивают навык мага dmg на определенный процент
  5. dk хорош в pve, они могут танкировать каждое подземелье, используя +8 снаряжения с парированием и блоком .magic build также отлично подходит в ежедневных квестах и соло некоторых боссов. Эти предложения, которые я предложил, предназначены для PVP, потому что DK очень глуп на арене, DK обычно ничего не делает, а затем выигрывает / проигрывает на арене fight.dk имеет хорошие навыки управления для заклинателей, но они не могут касаться кастеров из-за низкой мобильности
  6. Последний релиз баланса навыков в декабре прошлого года, поэтому я думаю, что следующий баланс навыков скоро появится. Некоторые навыки рыцаря смерти можно переработать или получить некоторые улучшения. 1. темный щит с некоторым шансом, дополнительно увеличить смерть рыцарей уменьшение урона за входящую атаку, сумма зависит от базовой магической защиты 2. Нить тьмы дополнительно применяет медленный дебафф к врагам в пределах 1 ярда от цели, если навык используется под эффектом удара тишины, рыцарь смерти будет бросаться к цели вместо того, чтобы тащить их обратно 3. аура ненависти создать ауру 3x3 вокруг рыцаря смерти в течение некоторого времени, уменьшить скорость передвижения врагов, а также физическую и магическую защиту, если они находятся в ауре.врагам может быть применено несколько стеков дебаффа, до 4
  7. if reserve can be reset after death,then dk will be very annoying in seals and crucible bcs of thier survival ability. reset after finishing arena fight will be a pretty good solution. also,dk has pretty old machenism,a tank focus on control ability is out dated when players gets castle scrolls for resist and purification potion.magic build is very good in pve, in pvp,magic build is strong when encountering multi melee characters,but fragile when fighting with ranger and druid . threat of darkness,aura of hatred,dark shield,there are many improvement that devs can make for dk. in skills balance last year,dk get buffed,and in update about new talents,dk gets some team support potential on their aura,also an addition on duration of blood protection.im hoping for the next coming update,wishing something good for dk.dk should be slow but strong,sadly,its now slow and dumb
  8. what does it mean, lock the total hp if the group to 40% of maximum and gain phy/magic attack?
  9. steel hurricane only have 1 yard radius,its hard to deal the sequent dmg to enemy,and a 15% second dmg is too low the talent about aura of hatred is a good try ,i thinks devs want dk to have some team support,but this expert is almost useless in endgame content,imaging dk max aura to give his group member 7.5def,magic def and atk,its rediculous,i think a better option is that "blood protection" can apply buff to 4 allies within 3 yard,effect strength is reduced by 50%
  10. my curse 3/4 ,as the descriptions goes:a cursed zone last for 12s ,and 1 tick dmg every two second,so there should be 6 ticks of dmg,but actually theres only 5 ticks of dmg,the same thing happen on 4/4 curse.please fix it
  11. basic aggro skills and expert ones have increased aggro amount and duration when leveling skill up. i suggest that all aggro skills should have the same aggro amount and duration on all skill levels.tanks need max their aggro skills only in tough pve contents,and they max their aggro not for extra effects with the skills but a stable aggression amount(except warden).tanks can have more option on their skill build.,they can still leveling up aggro skills for more powerful extra effects instead of more aggression amount expert aggro skills have extra effects,leveling up these skills can get stronger extra effect. as for basic aggro skills , add new skill effects for every tank except warden as a compensation: dk: add vamp for a period barb: add block for a period bd: add strength for a period paladin: add skill cooldown for a period
  12. yes,an mmorpg is supposed to gather a comparatively complete team for endgame pve content,but lifesteal makes dmg class to go solo,not to mention many op minions.as a dk im only needed in mm dg and myth sea its right, i hope tanks to have more diversity,as u said pure tank dk and warden,they need max aggro to participate in dg at the cost of other useful basic skill especially in pvp.I hope fixed aggro can help them to engage in some other senarios better,not to just be a tank
  13. until now,we have 5 classes with have basic aggro skills:bd,warden,dk, barb and paladin.Among these classes,only warden has additional effects on their basic aggro skill,which means 5/5 aggro on warden is way more good then other 4 classes.Other 4 classes 5/5 aggro just for a longer aggro duration and more aggro amount for pve content. There are two solutions for the situation. Solution A:all tanks basic aggro skills fixed on 1/1 but shares the same duration and aggro amount compared to 5/5 stats now.Addtionally, add a new basic skills for these tanks except warden.Which means divide wardens aggro to two parts:pure aggro and addtional effects,and the addtional effects serve as a new basic skills.For the sake of balance,other tanks also add a basic skill which fits their playstyle. Solution B:just like warden, add a new effect for each tanks aggro skill. In my opinion,solution A is better bcs tanks can hardly fits the endgame content.tanks need 5/5 aggro for dg,but they dont need 5/5aggro in gvg and pvp. A hybird skill bulid has 3/5 aggro,but need aggro potion in dg.fixed 1/1 aggro can help tanks to fit the gameplay. as well as the diversity in tank builds. Hoping for adopt my advice.thx all
  14. gears for the end game play content is pretty restricted.After player achieve lvl30/32,they turn to lvl30 nadir or sea lair gears sets ,or craft gears,fero/vampire gear set,and then save money only for mermen gear.The same fact happens in the selection of arena gear.Its not good for a mmorpg.We need diversity in gears . warspear has many dungeon,but player only spam sea lair ,nadir and mermen apart from festival dungeon.Garden,termite, tree, tech only come to consideration when need to activate event,lvl up repu and daily quest.The reason lies in that player cant get good loots for end game content in these dungeon.This condition should be changed. For every dungeon, devs could add a new difficulty called raid,where players can assemble two groups of 5 players to fight in the dungeon and the dungeon gives lvl32 gear with unique bonues concerned with faction.The admission to raid dungeon is restricted every week. 1.Benegars tower: Heavy: health bonues(2 pcs);2resit when taking damage,stacks for 5 times(4pcs) light:pene(2 pcs);3att spd when dealing damage,stacks for 5times(4pcs) cloth:crit heal and dmg(2pcs);4cd when skill heals output,stacks for 5times(4pcs) 2.garden: heavy:gain movement speed when taking dmg(4pcs) light:next skill or auto att have higher dmg every 5s cloth:gain a shield for every 5 heals output on group member 3 termite 4 tree 5 tech heavy:get larger for15s, in the duration get dmg reduction but cant move (can be complusorily moved by other skills) light:gain att spd and crit dmg for 10s,but decrease dmg output for 15s when the buff expired cloth:gain a bonues of healing output for10s,but decrease ur cd for 15s when the buff expired 6 sea lair heavy:gain up to 5stacks dmg bonues when taking dmg ,dealing dmg consumes all stacks. light:gain dmg bonus and crit dmg at the cost of 50%hp when activated for 10 sec ,in the duration character cant be healed by vamp and skills cloth:ur next 3 healing output also applys a shield on the target These is only my opinion, i hope palyers can have more option on gears rather then abuse mermen.
  15. dk with magic build gain its popularity in gvg,but in arena i think physical dk is still better.i dont know which mace its better. 1.spring mace with double pene:many dk main told me its the best mace to choose,bcs pene boosts ur dmg.but it has a crit stats,which is useless for dk in arena. 2.spring mace with magic and pene:compared to double pene,this mace substitute 3.5 pene with 32magic power and 2.5 att strength. 3.speed mace(pierce and att strength):it seems to work well with dks talent which pierce every 6 auto att,but less skill dmg 4.the incoming(maybe) 31 arena mace pvp dk has 5/5 exhalation and 4/4 sharp shadow,which have good magic bonus.so have some magic maybe pretty well i dont know which one to choose,hope for suggestion,thx
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