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El Pengu

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  1. Yesterday i decided to bring an old habit we had in the EU-Emerald server and yes as you can read it in the title its the "PvP Cave", a cave where mcs and elfs can go and have some fights for fun. I managed to count a total number of 13 mcs and 18 elfs (the 4-5 hours i was there at least), the people seems to want it so... why not bring it back? Im making this post so everyone in the Eu server (and other servers too) can see that this good old tradition could come back alive. #MakePvPCaveGreatAgain
  2. maybe upgrade ur helm and glove and change those pve armor and boots?
  3. this is a good change but where is the increase of players allowed on guild unity or guild resurection skills?
  4. where is this fix? relics are not saving at all. it took me 3 mins to change one wile in the middle of a boss fight.....
  5. p2w game tbh, ppl could brute force ranks and might get it this time wont be wasted becouse you would need lvl 30 greatness to fight it ofc as i said power = money, a bit of competiton wont hurt, in fact it would make it interesting YOU CANT BULLI THE PENGU! pengu likes to bulli dogs (with hugs ofc ) In resume. yes it would make it imposible to get for those who dosnt have the money or they are not strong enough (poors and weaks smh) to even win a fight but this could bring so much activity becouse of this COMPETITION, thats what it makes this types of games so much fun. And even if you arent a pvp player theres competition everywhere from arena to dungeons, bosses, weekly events and even quests!. It wont hurt a little of competition in arena Much love to @Kyrai i really like your posts!
  6. This is a very valid point and im thinking that the arena will increase the demand rate by a lot, not only the arenas with this lvl 32 gear but the imperial ones like 5x5 or cruci just becouse people would need at least some rewards to fight this tops so much truth, theres not fun if you can get the things you want in just 1 click And i hope, i really hope theres no Critical Hit weapons in this lvl 31 ones becouse just like 29 it would be a wasted stat (exept for healers, they can crit heal)
  7. have you ever tried Penetration or Ferocity? becouse seems like you didnt
  8. just show the %.. theres also skills that we dont even know how much stuff (dmg, heal, etc) they do t5 ayvondil elite mobs do this so they can do it np (if they want....) increase gold drop by mob level and his difficulty (normal, elite, etc) but well what can we do.. they only think about the money
  9. you dont need high amps also.. i've seen some palas combine nadir def sets to get 10k def with just +6 armors shield Life Steal without damage its useless.. as you described in the skill build all your dmg skills are 1/4 (illumination, harad call, etc) (btw banner does so little damage since last skill rework on snow, so now its main purpose its to increase your pt damage and yours ofc) And yes you are going to tank just fine but keep in mind your aggressions... they are 1/5 1/4 too so bosses might lose interest in you very quickly and focus the main damage of your party
  10. the pros: you are going to be tanky healer the cons...umm, no damage for soloing stuff?. but i guess its fine becouse you said it was for dg so you wont be alone that also get as much crit as you can, palas crit heals are good (insane with relic "Magic Relic of Resilience" and 1k magic dmg(2h wpn))
  11. the simplies would be just add a point system to gears and such for example a pve blue gear of lvl 25 gets 200 gear points wile a lvl 30 greatness gets 1k or so
  12. "what if i tell you that you could make millions" *gets 3 commons 1 uncommon and 1 scroll*
  13. it isnt a great issue i agree and i hope it isnt a big issue to make it possible it is a bit annyoing to reuse all skills mostly in crucible when you have to keep fighting non stop
  14. idk about your already existing guide you can edit your existing guide (the guide you put for the contest) as many times as you want, untill the dead line (14th of april)
  15. Warden Guide 1. Introduction 2. Class information 3. Skills 3.1 Warden class passives 3.2 Basic skills 3.3 Expert skills 4. PvE 4.1 Tank Warden 4.2 Speed Warden 5. PvP 5.1 PvP Tank 5.2 Support Tank 1. Introduction Warden is one of the most underrated classes in all the game due to his low damage and its never ending nerfs (#BuffWD) but this dosnt mean you shouldn't be scared of them. So today im here to teach you how it works, how to build it and even how to play/counter play a warden. Lets get started. 2. Class Information Warden is one of the strongest tanks in the game due to his heavy armor set and their high damage reduction abilities, but some people forget that a warden has a high variety of skills making it a very versatile class making it a very strong class in the hands of the people that know what they doing. Lets start by looking at the class skills 3. Skills The warden has a high variety of skill that allows them to play as tanks/damages/supports depending on the skill combinations they choose 3.1 Warden class passives 3.2 Basic skills Powerful Blow Type: Active Usage range: Melee Cooldown: 9 Seconds Energy expense: 12 / 13 / 14 / 15 / 16 Units Description: Blow that deals increased physical damage to an opponent. As the skill develops, the damage dealt from the skill increases. Damage amount also depends on the character's physical power and his level. Wave of Aggression Type: Active Usage range: 7 Yards Cooldown: 7 Seconds Energy expense: 9 / 10 / 11 / 12 / 13 Units Description: Applies the "Aggression" to the enemy for 5 / 6 / 7 / 8 / 9 sec. Enemy character or monster lose the current attack target, the monster also starts attacking the character and holds its attention on them. Every time the skill is used, a character gets a buff for 25 sec, when three buffs are recived, the character restores 4 / 6 / 8 / 10 / 12% of the maximun health. Warden's Spirit Type: Active Usage range: Melee Cooldown: 25 Seconds Energy expense: 14 / 15 / 16 / 17 / 18 Units Description: Applies a buff to the character for 15 sec. that counts the damage dealt by the character from any attacks. After the buff expires, the positive effect "Protective Field" is applied to the character for 6 / 8 / 10 / 12 / 15 secs. The protective field absorbs 30 / 40 / 50 / 65 / 80% of the damage dealt when the buff was in effect. Shocking Blow Type: Active Usage range: Melee Cooldown: 14 Seconds Energy expense: 12 / 14 / 16 / 18 / 20 Units Description: Blow that applies the negative effect "Stun" to the enemy for 3 / 3.5 / 4 / 4.5 / 5 sec. The opponent cannot move or apply skills, damaging the target does not obvliate the efect. As the skill delelops, the effect duration time increases. Punishment Type: Active Usage range: Melee Cooldown: 15 Seconds Energy expense: 13 / 14 / 15 / 16 / 17 Units Description: Blow that reduces the enemy's "Accuracy" parameter by 15 / 25 / 35 / 45 / 55% for 3 / 7 / 9 / 12 / 15 sec. As the skill develops, the power and duration of the effect increase. 3.3 Expert skills Guard´s Fury Type: Active Cooldown: 14 Seconds Energy expense: 14 / 16 / 18 / 20 Units Description; Applies the effect "Aggresion" to all enemies within 2 yards from the character for 6 / 7 / 8 / 9 sec. and reduces their physical and magical power by 20 / 25 / 30 / 35% for 6 / 7 / 8 / 9 sec. The maximun number of player targets 4 / 5 / 6 / 7, the number of monsters target is unlimited. As the skill develops, the power of the effects, their duration time and the number of player targets increase. Fortification Type: Active (permanent skill) Cooldown: 8 Seconds Reduced energy regeneration: 8 / 10 / 13 / 15 units Energy expense: 20 / 22 / 24 / 26 Units Description: Reduces all incoming damage against the character by 13 / 18 / 25 / 30% while the skill is in effect. As the skill develops, the power of the effect increases. Permanent skill. Powerful lunge Type: Active Usage range: Melee Cooldown: 13 Seconds Energy expense: 18 / 20 / 22 / 24 Units Description: Blow that deals physical damage to the target and a 40 / 50 / 60 / 70% of this damage to all enemies within a few yards from the target. Block Master Type: Pasive Description: Restores 8 / 10 / 13 / 18% of the character´s missing health when blocking an attack. Cannot trigger more often than once per 2 sec. As the skill develops, the power of the effect increases. Shield Throw Type: Active Usage range: 3 yards Cooldown: 14 Seconds Energy expense: 18 / 20 / 22 / 24 Units Description: Shield throw that deals 90 / 100 / 110 / 120% of physical damage to an enemy and has 30 / 45 / 60 / 75% chance to stun the enemy for 2 / 2.5 / 3 / 3.5 sec. As the skill develops, the effect duration and the damage dealt from the skill increase. Damage amount also depends on the character´s physical power and his level. Warden's Protection Type: Active Usage range: 4 yards Cooldown: 30 Seconds Energy expense: 14 / 16 / 18 / 20 Units Description: Applies the Warden´s Protection buff to an ally for 10 / 15 / 20 / 25 seconds. Warden´s Protection reduces the incoming damage to an ally by 15 / 25 / 35 / 55%, but 80 / 70 / 60 / 50% of this damage is taken by the character. When the current health level of the character is reduced to 20% of the maximun, the effect no longer works. Power of the effect and its duration increase, and the damage recived decreases as the skill develops. Switcheroo Type: Active Usage range: 6 yards Cooldown: 16 Seconds Energy expense: 16 / 18 / 20 / 22 Units Description: Swaps the character and the enemy, while slowing the enemy down by 15 / 30 / 45 / 60% for 3 / 4 / 5 / 6 seconds. Effect and debuff duration increase as the skill levels up. Natural Resistance Type: Active Cooldown: 25 Seconds Energy expense: 22 / 24 / 26 / 28 Units Description: Increases the character´s "Resistance" parameter by 10 / 15 / 20 / 30% for 8 / 10 / 12 / 15 sec. The effect´s power and duration increase with skill level. Stealing power Type: Active Usage range: 3 yards Cooldown: 18 Seconds Energy expense: 20 / 22 / 24 / 26 Units Description: Reduces physical and magical power of the enemy by 15 / 20 / 25 / 40% and increases the Attack Strenght parameter by 15 / 25 / 35 / 60% for 3 / 6 / 9 / 12 sec. As the skill develops, the power of the effect and its duration also increase. 4. PvE In this section of the guide im going to show you a couple of skill builds you could use as a Warden to archieve different goals or fulfill different roles for your party or play style. 4.1 Tank Warden This is the normal and traditional warden, the one that the game wanted us to use. your goal is to keep alive your party (and your self ofc) in a dungeon or a boss. the way we are going to achieve this goal is by getting the max amount of BLOCK (max 25%) we can get and the max amount of PARRY (max 30%), as well as getting the highest Health Points as we can. Your main goal right here its to not let anyone die (even your self!) 4.2 Speed Warden Now here is where the fun beggin. As you saw before (if u readed the skill part of this post) you will see a very interesting skill (you know what im talking about) a single skill that makes this build even posible. Yes! its the Stealing Power skill!. as you read before (pls do if you didnt this took a lot of time ) this skill gives to the warden an amazing 60% Attack Strenght (more than a seeker!) and in this section im going to show you a couple of builds to make this boring class very fun! Your goal here its to do a lot of damage and have fun (note that you wont be better than a ranger or a seeker, if you want a pure dmg class make one of em and not a warden lol) 5. PvP (im making this section becouse i've seen many wardens (at least on eu) not doing the PvP aspect of the game (maybe becouse the bad skill kit wds have for pvp or maybe becouse the never ending nerfs) 5.1 PvP Tank This section its gonna be very similar as the "PvE normal Tank" section of this guide but with the difference that now you are useing resilience ferocity and of course you will be fighting players (which they have a lot of skills movements and they not just an auto minion like mobs) Your goal as this type of warden is to annoy the enemy´s dds (forcing them to use stuns,fears,etc) wile doing damage to them, and kinda win the arena by forcing multiple PJS to focus you, giving your party members to acomplish their role without worring about being killed. 5.1 Support Tank I though of this type of play style a lot but it dosnt seems very convincing since there are many better supports in the game (palas druids, etc). Its the same as the "PvP Tank" previously mentioned before but this time with a slightly change of skill Your role as this type is to protect your dds/healers from anyone who comes to annoy them I guess thats it Thank you for reading this and #BuffWD ty
  16. i really love this idea but the more you think about it, the more you realize the little flaws that this idea has. lets say you are crafting a crit dmg book and lets say you are at 5/6 pages to complete it and then suddenly you drop a crit dmg book, how lucky! but you are at 5/6 pages... are you gonna use it? probably not (i wouldnt), so lets say you decide to sell said book, great! but what if everyone in the server decided to craft the exact same book? to who are you going to sell it to? this would drop the prices drastically and also it would deplete the hole point of even hunting and killing this bosses im not against this idea, dont get me wrong, but there is a lot to be though about this idea becouse as you said one book cant make a huge difference, but theres some of the basic ones that really make a huge impact on the game and some of them well.... some of them shouldnt even exist, but then again im not against the idea! i would love to see this implemented into the game and id love to see what ideas the ppl (or maybe even devs ) have to fix this tiny problems! btw i though of making them (lets say) "lesser books" and have like a small amout of the actuall stat book that gets upgraded over time but then i remembered talents
  17. this is how atacking was before, ppl would just suicide bomb into a door and destroying due to its low hp/defence therefore resulting in an instant win for the atackers becouse there was no way to protect a throne that is so close to the entrances due to the small area throne room has. this make no sense, why would you give the atackers such a high number of players? 40 members would never be able to protect something like this even with an even higher buffed castle doors/thrones more nonsese, castle doors dont even atack and the castle mobs inside do so little dmg and they can be ignored so easily so your numbers are completely wrong this castle buff was needed for a long long time and even tho it helps the defenders theres still a lot of chances for the atackers for win if they are both equally equiped or the atacker side is stronger than the defender one.
  18. it depends on how you play it. you could use a horror parry mace for pure tanking in dgs and its also a bit cheap or you could go for a sword (spring or snow swords) if you have a little bit of speed and dmg
  19. Good day! im a warden main! (boring life i know) but im not here to complain im here to help you! there was an balance update not long ago on december 2021 but i can explain it! i have maxed out Stealing Power and at 4/4 it last for 12 seconds! very cool right? and the main question of this thread, would a Warden be good as Damage? i have experience with dmg warden and tank warden and id say its not bad as a dmg it self but it needs way too many buffs to even try to get called a dmg. becouse yes we have a 60% Atk Strenght skill but that alone isnt enought to be though as a damage, theres other factors like Critical Hit or Penetration that are way more important than 1 skill it self. The only way a warden could try to compete with actual dmg classes its if it has Light Mermen gear and its above 50% speed (60% with two-handed wpns), 40% pene (20% light mm and 20% from guild and gear) and 30%+ critical hit
  20. Hard agree on this, and it goes to show how unbalanced the game is even after a "balance update" before snow event, as you mentioned a tank/support class doing more damage than an actual dmg class (hunter/ranger/seek/etc) seems kinnda unfair and mostly in arena when they use heavy mermen set mixed with greatness arena set and castle heal pot (so hard to kill when they use shields and barely imposible with staffs). And i know they just came from a rough nerf on snow (Call" skill max capacity = 3) but even after that i dont see any difference in between the old charmer and they new one about the changes on the relic i belive this would be the best solution... that or take it off from that skill
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