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Sleep-SA

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  1. Thanks
    Thanks! Edited the description.
  2. Thanks
    @Gaunter
    Please check the Russian forum once more.
    It says it's a buff there.

  3. Like
    Where are the developer comments for each class change? And where is the expansion of the restrictions on the orcinus book that the chief received last year? Why does only the chief have to suffer from such severe restrictions on the orcinus book for two years
     
     
  4. Sad
    You guys got really lazy with warlocks lol. Like, nothing has changed. Most of the post in "Monster limit" and "PvE and PvP damage seperation"
     

    This is a major change. It kept warlocks alive this last year. If you're taking this away, return some sort of survivability option to warlock.
     

    +79 mana is the amazing survival option you guys were working on warlock all this time?
    It does absolutely nothing. Increase the maximum energy numbers.
    Does this spirit steal effect stack ? @Holmes
     
     

    +2 yard on skill please. If pool is not going to interrupt, warlocks need range.
     

    Have to check in test server to see how good this is. Just easier to gain the energy numbers. Looks good on paper.
     
     
    Change the hit frequency to per second please instead of every 2s. I don't see many legion side buff to AOE damage, heal or control except necro. Elf heals are pretty much the same minus pala. BM tree wasn't touched. The same mass battle balance issues will continue for 1 more year.
     

    I feel like you guys are just messing with the players for the sake of showing something. You added 0.2s to fear in the skill and removed 0.4s from the talent. I mean.....

    Conclusion for warlock Rebalance as per post:

    1. Slightly higher and useful healing numbers from Assassin's talent.
    2. Pool interrupt removed - Nerfed. 
    3. No other significant changes.



     
  5. Like
  6. Wow
    Вновь Аринар захлестнула предпраздничная суета: все готовят угощения для главного пира года, радостно носятся с подарками и спорят о том, что принесёт грядущий ребаланс.
    «Эх, сейчас бы подальше от этого всего, да на рыбалку!» — озарило нашего приключенца на третьем часу распаковки ёлочных украшений.
    Сказано — сделано!
     

  7. Like
    Sleep-SA reacted to Laevateinn in Skill change suggestions   
    I like this part, but in that case, the range of some skills would need to be reduced when using melee weapons. That’s because some skills were designed under the assumption that ranged weapons could also be used. This would apply to Charmers and Templars as well.
  8. Like
    Sleep-SA got a reaction from Laevateinn in Tank or Healer? Elves Say "Both"   
    Elf Support Tanks Are Too Much.
     
    I don’t understand why the MC’s tank classes cannot heal allies, while the Elf faction’s tank classes can heal allies—and even have high healing output.
     
    On top of that, they also have naturally high base durability, so they’re hard to kill.
    As a result, they can supply heals and shields to damage dealers without any real risk.
     
    But what about MC?
     
    The only classes that can heal allies are Shamans, Necromancers, and Charmers.
    And even then, Charmers don’t produce meaningful healing unless they use a staff build.
    As for shields, only the Necromancer has them.
     
    Their healing output is good, but all these classes wear cloth armor, so their survivability is low.
    Elves can easily eliminate MC healers and damage dealers by focusing them, but when MC tries to target Elf healers or damage dealers, the presence of Paladins or Templers means they simply don’t die like normal tanks.

    To summarize)
    I don’t think individual strength is the problem.
    The existence of supportive skills itself isn’t a problem either.
    The problem is the imbalance of roles between factions.
    MC healers who support allies die too quickly, while Elves have too many classes that provide supportive healing—and what’s worse, those classes are tanks.

    This issue definitely needs improvement.
     

  9. Thanks
    Sleep-SA got a reaction from vegeta in Tank or Healer? Elves Say "Both"   
    Elf Support Tanks Are Too Much.
     
    I don’t understand why the MC’s tank classes cannot heal allies, while the Elf faction’s tank classes can heal allies—and even have high healing output.
     
    On top of that, they also have naturally high base durability, so they’re hard to kill.
    As a result, they can supply heals and shields to damage dealers without any real risk.
     
    But what about MC?
     
    The only classes that can heal allies are Shamans, Necromancers, and Charmers.
    And even then, Charmers don’t produce meaningful healing unless they use a staff build.
    As for shields, only the Necromancer has them.
     
    Their healing output is good, but all these classes wear cloth armor, so their survivability is low.
    Elves can easily eliminate MC healers and damage dealers by focusing them, but when MC tries to target Elf healers or damage dealers, the presence of Paladins or Templers means they simply don’t die like normal tanks.

    To summarize)
    I don’t think individual strength is the problem.
    The existence of supportive skills itself isn’t a problem either.
    The problem is the imbalance of roles between factions.
    MC healers who support allies die too quickly, while Elves have too many classes that provide supportive healing—and what’s worse, those classes are tanks.

    This issue definitely needs improvement.
     

  10. Thanks
    Sleep-SA got a reaction from Paineater in Tank or Healer? Elves Say "Both"   
    Elf Support Tanks Are Too Much.
     
    I don’t understand why the MC’s tank classes cannot heal allies, while the Elf faction’s tank classes can heal allies—and even have high healing output.
     
    On top of that, they also have naturally high base durability, so they’re hard to kill.
    As a result, they can supply heals and shields to damage dealers without any real risk.
     
    But what about MC?
     
    The only classes that can heal allies are Shamans, Necromancers, and Charmers.
    And even then, Charmers don’t produce meaningful healing unless they use a staff build.
    As for shields, only the Necromancer has them.
     
    Their healing output is good, but all these classes wear cloth armor, so their survivability is low.
    Elves can easily eliminate MC healers and damage dealers by focusing them, but when MC tries to target Elf healers or damage dealers, the presence of Paladins or Templers means they simply don’t die like normal tanks.

    To summarize)
    I don’t think individual strength is the problem.
    The existence of supportive skills itself isn’t a problem either.
    The problem is the imbalance of roles between factions.
    MC healers who support allies die too quickly, while Elves have too many classes that provide supportive healing—and what’s worse, those classes are tanks.

    This issue definitely needs improvement.
     

  11. Sad
    Sleep-SA reacted to Laevateinn in adjustment to the templar   
    When are devs going to nerf healing?
  12. Like
    Sleep-SA reacted to Laevateinn in Barbarian Power Up!   
    Hello!
    I’d like to share my thoughts on the Barbarian. Please feel free to leave your comments and feedback. Thank you! @Holmes @Shimarin and @barbs
     
     
     
    Issue:
    Barbarian’s AoE performance relies too heavily on the Bleed Defeat combo or on talents that force an AoE bleed setup. However, the Bleed Defeat combo often doesn’t work well in practice because monsters usually die to other party members before the combo is fully applied. In PvP, Defeat is a melee attack, so after applying bleed, the target often moves out of range before Defeat can be cast, making the combo unreliable.
    Suggestion:
    I propose changing it to an AoE skill that attacks a 2yard radius around the character and applies Bleed. An example concept is as follows:
     
     
     
    Issue:
    Similar elf classes have skills with a base range of 6 yards (Warden, Seeker, Templar), but this skill only reaches 6 yards with a relic included. This effectively means the class loses one relic slot compared to others.
    Suggestion:
    Increase the base range to 6 yards and remove the relic requirement.
     
     
     
    Issue:
    This skill cannot be used with two-handed weapons, which forces Barbarians to use one-handed weapons and limits build diversity.
    Suggestion:
    I’ll leave the specific solution to the developers. However, unlike Paladins, Barbarians have only one stun if they are unable to use this skill.
     

     
    Issue:
    The base skill has too many penalties built into it.
    Suggestion:
    Move those penalties to a talent instead.
     

     
    Issue:
    Despite its low damage, the tick interval is too long.
    Suggestion:
    Reduce the tick interval to 2 seconds and change the total duration to 6 seconds.
     

     
    Issue:
    This is another skill that limits Barbarian build diversity. It forces the use of one-handed weapons and requires stacking the Block stat. In addition, when using the charge skill, the Barbarian often moves 6 yards, causing the effect to disappear.
    Suggestion:
    Allow this skill to be used in two-handed builds as well by removing distance and stat requirements, and changing it to a 25% chance to reduce damage taken by 20%. (Actual damage reduction is around 5%, so the value could be increased.)
     
     
     
    Issue:
    Barbarian’s damage is too low, so even after learning the Adventurer talent, it’s difficult to expect meaningful party contribution.
    Suggestion:
    Adjust the numbers and change the effect to apply a debuff to monsters.

     
     
    Issue:
    When using a two-handed weapon, the Barbarian has only one stun that can't be used in melee range, while one-handed builds have two. In my view, this makes it difficult to activate the related talent effectively due to the lack of stuns.
    Suggestion:
    Improve Shield Strike as mentioned earlier so that two-handed builds can also have access to two stuns, allowing them to use the talent properly.

     
      
    Issue:
    Damage that is dodged, parried, or blocked is not reflected. Assuming 0 Dodge / Parry / Block, the maximum expected damage per instant hit is only about 5% per tick. For a tank with 60 Dodge(enemy 20 accu), 30 Parry, and 26 Block, this drops to around 1.55%.
    Suggestion:
    Increase the reflection chance slightly.
  13. Wow
    🗺️ A Beginner's Guide to Adventures in Arinar (for US-Sapphire)
    ⚠️ Disclaimer: This guide is based on personal experience and knowledge.
    1. 💎 Miracle Coin (Mcoin)
    Warspear is free-to-play, but if you want to fully enjoy endgame content, purchasing Mcoin is practically essential.
    🎯 Beginner Progression Route
    Complete all quests in your faction’s starting village
    Finish the Irselnort (Map 1) quests
    If you enjoy the game → Buy Mcoin and start playing seriously
    📖 Quick Map Terminology
    Irselnort = Map 1

     
    Ayvondil = Map 2
    Sacred Forest = T1

     
    Pyramid Valley = T2

     
    Black Oak Forest = T3

     
    Flying Islands = T4

     
    Ship Graveyard = T5

     
    🛒 Essential Items You Can Buy with Mcoin
    Sign of Imperishability (Sign) – Most important for gear enhancement
    Orbs of Enhancement (weapon/armor)
    Teleport Scrolls (fast travel between towns)
    Life Scrolls (revive on the spot)
    Repair Scrolls (cheaper than NPC repair)
    Extra Pocket (Bag expansion) – up to 400 slots
    Seeker’s Stamina (dungeon tickets)
    Crystals & Runes (gear stats), Relics (skill enhancers)
    📦 About Signs
         
    Free sources: Event chests, Weekly Guild Tournament rewards, Battle Pass, quest rewards (low chance)
    Must enhance all 12–13 gear slots
    Impossible to reach +10 only with free Signs → Mcoin purchase recommended
    50% discount every Sunday → Always buy during this time
    Tradeable (US-Sapphire price: ~30k–35k gold each)
    Early game tip: Sell Signs → Secure gold → Buy and enhance gear
    ⚒️ Enhancement Orbs
         
         
    Available in Miracle Shop (not cost-effective)
    Recommended: Arena battles → Earn Arena Points → Buy from Arena Shop (hard for beginners)
    Alternative: Farm dungeons, field bosses, or buy from players
    📜 Other Consumables
         
    Teleport Scrolls: Mandatory (no mounts in game)
         
    Life Scrolls: Dungeon essential, good party etiquette
         
    Repair Scrolls: Buy during discounts or from players (NPC repair is expensive)
         
    Bag Expansion: At least 100 slots recommended
         
    Seeker’s Stamina: Needed for dungeon grinding, goes on sale every 2 weeks
    Dungeon stamina recharges once every 8 hours.
    🔮 Crystals, Runes, Relics
    No fixed discount schedule → Buy when needed, or trade with players
    Great Enchantments: expectation 100 used → +10% bonus stats (endgame feature)
    Relics: Check class-specific recommendations before buying
    Some special Crystals/Runes/Relics are only available via event chests in Miracle Shop
    Hard to farm directly → Buying from players is practical
    If you like gambling, try opening event chests yourself (but beware, RNG can be cruel!)
     
       How to check skill relics
    Spoiler
     
       Crystals, Runes (Obtained from event box)
    Spoiler
     
     
    2. 🏰 Guilds
    Warspear is a guild-centered game. Playing solo = experiencing only 10% of the game.

    ✨ Guild Benefits
    Stat bonuses (Lv.12+ guild gives permanent boosts just by joining)

     
    Guild Events: Earn reputation, resources, permanent stat-boosting books

     
    Skillbook drops: Extremely rare (lottery-tier)


       *Obtained with low probability*

     
    Guild Castle: Siege victories allow scroll/potion/relic crafting

     
    Exclusive Guild Dungeon: Skillbooks & party relics can drop




     
    Mermen Trials: Win faction wars → Access to T5 mermen dungeons & top-tier Mermen gear

     
    Seasonal Events: Rewards include free dungeon entries and rare skillbook chests
    👉 Conclusion: Join a guild as soon as possible. It’s not optional.
     
     
    3. 🏆 Endgame Content
    1) 🐉 Guild Raids (PvE)
    Powerful raid bosses → Rewards include skillbooks, exclusive raid weapon skins, costumes
    Requires solid gear, strategy, leadership, and consumables → not beginner-friendly
    Goal: Reach Lv.34 cap and enhance gear to +9 before attempting

    2) ⚔️ Arena (PvP)
    One of the most fun modes, but gear gap is huge
    Requires dedicated Arena gear (bought with Arena Points/Imperials)
    Beginner PvP Growth Tips:
    Enhance gear to +10
    Use Ferocity Crystals & Resilience Runes
    Upgrade Talents consistently
     
         Details about the Arena
    Spoiler
    3) 🛡️ Battle for Territories (Faction Wars)
    Takes place on Irselnort every Wed/Sat
    Winning grants buffs based on village captures (up to 3 buffs, lasting 1 day)
    During Arena season starts, buffs can last 3 days (including Arena Point boost)
    These buffs affect the following Mermen Trials → Very important!
    4) 👑 World Boss Raids
    Each continent has bosses dropping unique costumes & skillbooks (rare chance)
    Loot rights = Party that dealt the highest damage and survived
    Strategy: Eliminate rival faction players first, then secure the boss
     
         Details about the World Boss
    Spoiler
     
    4. 📖 Miscellaneous (ETC)
    Every season introduces new events, talents, and skillbooks
    Permanent talents available: Class-specific / Ayvondil T5 / Almahad



     
    Seasonal talents: Only available in event villages (quests/dungeons)



     
    ⚡ Recommended Beginner Route (Summary)
    Buy some Mcoin → Secure Signs → Farm gold
    Expand bag & stock essential consumables
    Join a guild → Participate in events, sieges, faction wars, Mermen trials
    Farm daily quests (T3, T4) for stable gold income
    Progress into T5 → Start tackling endgame content
        
     
         Bonus
    Spoiler
     
    This is the first time I’ve ever focused so much on writing a guide post for a game. I’m really enjoying it, so I hope many beginners won’t give up halfway and will see it through to the end. Thank you for reading my post.
     
       #The original post could not be edited, so I had to rewrite it. First none edit
     
  14. Wow
    In Warspear Online, collecting rare books is the true endgame. This guide looks at previous events to help PvE players farm them and PvP players buy them efficiently.
     
    Here’s a breakdown of the annual event flow from previous years, with a focus on book drops and notable trends to help you plan your strategy.
     
     
    ❄️ December-January: World Creation
    Event Books:
    Enhanced Damage Reflection Enhanced Resistance Enhanced Rage Rapid Rage Revelation Rage Enhanced Piercing Attack Restrained Rage Growing Resistance Rising Rage  
    Weekly Dungeon Books
     
     
    🎠 February: Carnival
    Event Books:
    Enhanced Accuracy Enhanced Penetration  
    Weekly Dungeon Book:
    Enhanced Accuracy
     
    🌸 March – April: Spring King
    Event Books:
    Combat Agility Enhanced Attack Strength Rampant Attack Magical Toughening Physical Toughening Immense Agility Deathblow Steadfast Agility  
    Weeky Dungeon Books
     
     
    📖 May: Thirst for Knowledge
    Event Books:
    Enhanced Penetration Enhanced Critical Hit Enhanced Accuracy  
    x2 Drop Rate:
    Tombs and Outposts: Critical Might and Battle Humility Guild Events: Desert Majesty, Power of Spirit, and Power of Life, and Restrained Control Tribal Chests: Critical Frenzy and Threatening Humility Pirate Chests: Absolute Strength and Might of the Depths World Bosses: Controlled Humility, Magic Extension, Magic Resistance, Physical Protection, Magic Protection, Enhanced Critical Damage, Enhanced Critical Healing, Melee Combat Tactics, and Ranged Combat Tactics  
    Special Event: 50% off studying all class Talents (less Knowledge required)
     
    🎂 June - July: Anniversary
    Event Books:
    Enhanced Resistance Enhanced Solidity Enhanced Penetration Enhanced Skill Cooldown Enhanced Attack Speed  
    Weekly Dungeon Books
     
    Reputation Tour Books:
    Enhanced Stunning → Enhanced Piercing Attack
     
    🛡️ August: Knowledge Rush and Guild Sale
    Event Books:
    Enhanced Penetration Enhanced Critical Hit Enhanced Accuracy  
    x2 Drop Rate:
    Tombs and Outposts: Critical Might and Battle Humility Guild Events: Desert Majesty, Power of Spirit, and Power of Life, and Restrained Control Tribal Chests: Critical Frenzy and Threatening Humility Pirate Chests: Absolute Strength and Might of the Depths World Bosses: Controlled Humility, Magic Extension, Magic Resistance, Physical Protection, Magic Protection, Enhanced Critical Damage, Enhanced Critical Healing, Melee Combat Tactics, and Ranged Combat Tactics  
    Special Event:
    50% off leveling (Guild Lv. 1–12) 50% off all passive and active Guild Skills 50% off Guild Renaming  
    🏜️ September – October: Major Content update
    Event Books:
    Enhanced Accuracy Physical Toughening Magical Toughening Enhanced Attack Speed Enhanced Skill Cooldown Enhanced Penetration x2 Drop Rate:
    Tombs and Outposts: Critical Might and Battle Humility Guild Events: Desert Majesty, Power of Spirit, and Power of Life, and Restrained Control Tribal Chests: Critical Frenzy and Threatening Humility Pirate Chests: Absolute Strength and Might of the Depths  
    🎃 November: Median Night
    Event Books:
    Threatening Sap  Enhanced Stunning Secret Power of Vampirism Enhanced Health Steal Distortion of Life Timed Sap Blood Power Vampire Might Shockwave Stun  
    Weekly Dungeon Books
     

     
    While there’s no guarantee the event will follow last year’s exact pattern, preparing gold or farming early could help you secure the books you want. Good luck🍀!
  15. Like
    Hello, and thank you to the development team for always providing great content.
     
    I would like to suggest an improvement based on some recent experiences with the Gold Rush dynamic quest.
    Yesterday: Right before the boss was defeated, I died first, and immediately after, a skeleton finished off the boss. As a result, the quest was not completed. Today: A boss that I had summoned was defeated by another player, which again prevented the quest from being completed.  
    I completely understand that if I make a mistake, failing the quest is a fair outcome.
    However, since the boss cannot be respawned once it is lost, failing the quest currently means waiting up to 4 hours (3 hours of quest duration + 1 hour cooldown).
    If I were to fail again, this long waiting period would simply repeat, which can cause significant frustration for players.
     
    I believe that adding a boss respawn feature in the Gold Rush dynamic quest would greatly enhance the player experience and satisfaction.
     
    Thank you once again for your continuous efforts in creating an enjoyable game environment, and I kindly ask for your consideration of this suggestion.
     
    Best regards,
  16. Like
    Wow, it's not limited to a specific class, but it's a post that helps all classes. Thank you!

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