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Risc

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    Risc got a reaction from Shadowmon in Favoritism??? Beastmaster Another Nightmare   
    Personally I think the pet/beast summon is the main focus of the class. Without the pet, the class cannot do high damage. As long as the pet is summoned, apart from tree, which does not last long, there is no heal for the summoner himself/herself. In PVP, unless the player can time the stun, roots and immunity, they can be easily killed. No one hits the pet, because, as long the summoner is dead, why care about the pet.
    I have to disagree here. Chieftain can do crazy amount of burst damage. Again pet may be hard to kill, but the not the summoner. And its the only pet Beastmaster has at the moment. Its not like charmer to have multiple summons.
     
    In the end, I have to conclude, Beastmaster is a good class. Its has its pros and cons. But its not a 'Nightmare' as per this topic's title. 
  2. Like
    Risc got a reaction from Salazam in Favoritism??? Beastmaster Another Nightmare   
    Personally I think the pet/beast summon is the main focus of the class. Without the pet, the class cannot do high damage. As long as the pet is summoned, apart from tree, which does not last long, there is no heal for the summoner himself/herself. In PVP, unless the player can time the stun, roots and immunity, they can be easily killed. No one hits the pet, because, as long the summoner is dead, why care about the pet.
    I have to disagree here. Chieftain can do crazy amount of burst damage. Again pet may be hard to kill, but the not the summoner. And its the only pet Beastmaster has at the moment. Its not like charmer to have multiple summons.
     
    In the end, I have to conclude, Beastmaster is a good class. Its has its pros and cons. But its not a 'Nightmare' as per this topic's title. 
  3. Like
    Risc reacted to Khrone in Reaper Review and Guide [11.0.0]   
    Added and changed some info!
  4. Like
    Risc got a reaction from Kyrai in PVE & PVP Build suggestions   
    Finished farming Lv 29 Arena gear. Based on different modes of arena, I feel the current build is optimal for Templar
     
    Based on Level 32 skill points with "One hand mace + shield"
    Arena/Territory Wars - 
    Basic: Blame - 1/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5
    Expert: Harad's Teachings - 4/4 | Touch of Truth - 4/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4
     
    Returning to PVE aspect, while I await, the next Templar class update, based on party play which is needed for efficient clearing of Horror dungeons, I felt the Deity Statue (4/4) is more reliable for group play in dungeons. Since most mobs just auto attack. Mantra of healing is rarely used, by me, when paired with life steal accessories/enchants and heals from stun procs.
  5. Cool Story
    Risc got a reaction from Kyrai in PVE & PVP Build suggestions   
    Hi! All. Assuming this is the first post in this section....Please post on your thoughts on good builds for Templar. 😁
     
    Based on my experience at Test Server and on-going quest grind, the below is my build for a Physical Damage & melee focused play style. The points are allocated based on max level in mind.
     
    PVE 
    Blame - 1/5
    Whirlwind of Repentance - 5/5
    Reverse Flow - 3/5
    Grace - 5/5
    Combat Support - 1/5
     
    Harad's Teachings - 4/4
    Touch of Truth - 1/4
    Mantra of Healing - 4/4
    Deity Statue - 1/4
    Forbidden Trick/Sucker Punch - 4/4 (The Skill name for this is confusing. The shop calls it a Trick. While the Skill description says otherwise)
     
    PVP - Same as above, except, I would max Reverse Flow and keep Grace at 3/5.
     
  6. Like
    Risc got a reaction from Khrone in Favoritism??? Beastmaster Another Nightmare   
    That is not exactly an on demand heal skill. Without the pet summoned, it remains deactivated. And the pet has to do damage, for the user to get the heal.
  7. Like
    Risc got a reaction from Khrone in Beastmaster Review and Guide [11.0.0]   
    Good build. Again depends on the stats composition.
     
    Based on discussion with few friends on my server, I feel the below build is very good for single target physical dps. 
     Beast Awakening - 5/5
     Healing - 5/5
     Moon Touch - 3/5
     Animal Rampage - 4/4
     Blessing of the Moon - 4/4
     Proximity to Nature - 4/4
     
    Extra Talent Skill points - Chain Lightning or Double concentration
     
    Notes: Blessing of Moon, while a magic attack, is good for its 'Moon Touch' buff. It gives a 10% Damage Increase buff for 5 seconds.
    Paired with Animal Rampage, Beast Awakening and Blessing of the Moon, the crits can go as high as 4k+ on pet's auto attacks.
    Proximity to Nature/aka Tree skill is for the heal, immunity and 14 seconds of defense buff.
     
    Double concentration can also increase dps/healing...but it has a ramp up time to be effective.
     
  8. Like
    Risc reacted to Zurp in Burst Damage Excessive Healing   
    The skill doesnt heal much if you are using spear so you can't really have a burst build with heal build at the same time.
  9. Like
    Risc reacted to Khrone in Beastmaster Review and Guide [11.0.0]   
    Added and changed some things!
  10. Thanks
    Risc reacted to LeeLoo in [2022.09.12] Meet the “Edge of respect” special event!   
    Brave warriors!
     
    While the eyes of the inhabitants of Arinar are riveted on the new brave heroes of the Firstborn and Forsaken factions, who are just starting their journey on the initial islands, a serious struggle for valuable combat trophies flares up in the dungeons and on the battlefields! Pay tribute to the architects of the world and hurry to the special event “Edge of respect”!
    the rarest classless book "Enhanced Accuracy" was added to all Dungeons of mythic difficulty level for the first time (drop chance increases with level of the dungeon); x2 Guild points for completing all Dungeons; x2 the amount of Knowledge and daily limit of Knowledge for completing Dungeons; x2 reputation points when completing Dungeons "Rotting Garden", "Termitary", "Tree of the Seasons" and "Technopolis"; x3 daily reputation limit when completing Dungeons "Rotting Garden", "Termitary", "Tree of the Seasons" and "Technopolis"; x2 reputation points when completing Filth's Dungeons, Lords of the Depths, Grove of Black Elm and Rusty Wastelands guild events. Event time: 12.09 13:00 CEST - 19.09 12:00 CEST
     
    See you in the game!
    AIGRIND
  11. Like
    Risc got a reaction from Khrone in Beastmaster Review and Guide [11.0.0]   
    Reached Lv 21. Currently farming rep in Ayvondil map.
     
    Early leveling is fully dependent on pet's (and minion if used) auto attacks. As skills can't be used if skill points are focused on pet and the energy stability relic is not equipped.
     
    I find spear is good for single target dps.  While staff is good for heals and aoe. I have yet to test how good a magic melee would be.
     
  12. Thanks
    Risc reacted to Dr Strange in [2022.09.09] Game server reboot   
    Servers will be up and running in 5 minutes ( 15:30 CEST)!
  13. Like
    Risc reacted to Khrone in Beastmaster Review and Guide [11.0.0]   
    It's still not that good compared to other skills.
     
    You're gonna level up Beast Awakening to 5/5 anyways, so you have 6 more points (ignoring talents)
     
    4 of them you're gonna probably use on Healing to keep your minion alive
     
    You only have 2 points to use between Moon Touch, Order to Attack and Chain Lighting
    Honestly, for the AoE damage and single target stun (that helps with survivability), i'd make Chain Lighting 3/5.
     
    As you said here:
     
     
    True, i tested some builds and realized keeping it in 1/5 is enough.
     
     
    The fact that using it without the Moon Beast will give you almost the same amount of CD (35%) that you would get if you had 4 stacks with Moon Beast alive (40%) really helps a lot
     
     
    I think it's only useful in bosses.
    I used it in a fight and realized it can stack: 
     
    I don't know if it is a bug or that's supposed to happen.
     
    If the stacks reseted with every attack from the Moon Beast, maybe the skill would deal a decent amount of damage, but only 1 stack reset per attack, so it's not that good.
     
     
    My suggestion about taunting enemies was based on the second effect of the skill (increasing the damage when the minion is hit), but i forgot about the talent and i doubt it wouldn't get hit at least 4 times during a normal gameplay.
     
    I wouldn't mind if the skill only affected the Beastmaster, but the fact that it heals other allies and increases their defense doesn't make sense. 
    It doesn't match the gameplay of Beastmaster and it's just an OP skill after all.
     
  14. Thanks
    Risc reacted to Dr Strange in [2022.09.09] Game server reboot   
    Dear players!
     
    Please note that today, 09.09.2022, at 14:30 CEST, the game servers will be restarted. Following the restart, the following changes will be made:
    fixed a bug due to which the "Order to Attack" skill worked incorrectly; fixed a bug due to which the data in the notification of the end of the Arena season was not sent completely; fixed a bug due to which the buffs received for winning the last season of the Arena did not disappear at the start of the new season. The game will be unavailable for approximately 15 minutes.
     
    Also, do not forget that used elixirs and minions will be paused, and the seeker's stamina will be returned if the player is in the dungeon at the time of the restart.
     
    We kindly ask you not to plan anything important during this period and we apologize for any inconvenience this may cause.
    AIGRIND
  15. Like
    Risc reacted to LeeLoo in [2022.09.08] Update Warspear Online 11.0: New Legends. Release   
    Dear friends!
     
    The incredible update Warspear Online 11.0 with two new classes is about to arrive on your Android, iOS, Windows, MacOS and Linux devices! Earlier, we revealed all the details about the basic and expert skills of the Beastmaster and the Reaper, class talents, legendary achievements, and other important innovations that await the heroes of Arinar. We strongly recommend you to read the announcement to be aware of even the smallest details!
     
    Keep in mind that new versions for different platforms may be delayed!
     

     
    New Sources of Knowledge
     
    It's time to reveal the secret of new sources of the most useful resource! From now on, the player will receive 10,000 Knowledge for every 5 levels of character development! When the hero reaches 5-10-15-20-25-30 levels, a modal window with information about the reward will appear in the game. It will be possible to check this immediately after the release of update 11.0, because all characters will be given Knowledge depending on the current level of the hero! Don't forget to update the game client to version 11.0 because the display of the amount of Knowledge over the limit becomes available only in this case!
     

     
    Please note that the total Knowledge limit of 75,000 units does not apply to Knowledge gained by leveling up, so now you can earn much more valuable resources! However, if the current amount of Knowledge becomes more than or equal to the total limit, any other sources of obtaining Knowledge, with the exception of leveling up, will no longer bring this resource. At the same time, Knowledge will also not be counted towards the daily limit.
     
    In addition, now it will be possible to get Knowledge for victories in the Arena - 15 units of the resource for winning in modes with an entry cost of 1 ticket (Arena 2x2 and Arena 3x3), and 25 units for winning in modes with an entry cost of 2 tickets (Temple of Seals 3x3, Temple of Seals 4x4, Crucible 3x3, Crucible 4x4, Arena 5x5). Please note that there is a total daily Knowledge limit for winning the Arena and completing quest tasks! It will be possible to check the acquisition of Knowledge in a new section in the statistics window after the end of the battle. In addition, information about the acquired Knowledge will appear in the game chat. 
     
    The 11 Season of activities “Triumph of Heroes”
     
    The new Season of activities “Triumph of Heroes” will begin shortly after the release of the update and will last from September, 12 00:00 CEST until October, 24 01:00 CEST. Daily and weekly missions are selected based on the level of your character and are always available in the Activity Center. There you will also find a list of rewards, including an epic costume, a new graceful skill, seasonal hairstyles, useful buffs, unique minions, collectible emoticons and many other prizes!
     
    As always, Battle Pass owners will be able to earn even more valuable rewards with an additional reward slot, and will also be able to treat themselves to additional benefits:
    additional slots with daily and weekly missions; access to the personal warehouse and the warehouse of the guild from the quick access menu; the possibility of a free hairstyle change at a personal hairdresser. New opportunity to gift the Battle Pass
     
    And now great news for those who have long dreamed of making their comrades happy with useful gifts! From now on, during the Season of activities, you will be able to gift a Battle Pass to any player of level 6 or higher, within your Alliance and game server!
     
    It will be possible to present the Battle Pass directly from the menu of Season of activities with a simple click of a button. After that, a window will open with a list of your friends, as well as the ability to enter the name of the character manually. Please note that you will not be able to gift the Battle Pass to another character on your game account, as well as to someone who already has a Battle Pass. The fact that the character already has a Battle Pass will be indicated by the icon with a ticket near his name in the list of friends.
     

     
    After the operation is completed, you and the recipient of the Battle Pass will receive special notifications. The gifted Battle Pass is valid until the end of the current Season of activities, and the number of gifts you can make is unlimited. Give useful gifts and accept thanks!
     
    Updated rewards in the dungeon “Berengar’s Tower”
     
    The list of rewards for completing the first four floors of the “Berengar's Tower” dungeon will also be updated!
     
    Easy level of difficulty (recommended level - 14):
    - accessories (cloaks, rings and amulets) of a unique rarity class of 15 level 
     
    Normal level of difficulty (recommended level - 16):
    - weapons of a unique rarity class of 15 level
     
    Hard level of difficulty (recommended level - 18):
    - accessories (cloaks, rings and amulets) of unique rarity class of 19 level
    - belts of a unique rarity class of 19 level
     
    Heroic level of difficulty (recommended level - 20):
    - armor (head, body, arms and legs) of a heroic rarity class of 18 level
    - weapons of a unique rarity class of 19 level 
     
    Freeing up names of old characters
     
    With the release of update 11.0, a significant number of names of inactive characters that have not appeared in Arinar for a long time will be free! When creating a new hero, check the name that you have long wanted to assign to your character, and perhaps it is that one that has become free!
     
    Exclusive Goods in the Miracle Shop
     
    Novice Outfits
     
    Mastering the initial islands, having a special set of weapons, equipment and useful consumables at hand, is much easier! We recommend that you pay attention to the Novice Beastmaster’s Outfit and Novice Reaper’s Outfit, which will appear in the Miracle Shop with the release of update 11.0! Plus, you'll find awesome costumes for these classes in the Novice Outfits!
     
    Cache of the World Architects
     
    To celebrate the release of new character classes, a chest with truly luxurious contents has been added to the Miracle Shop!
     
    Costumes
    Jaegermeister Trapper Midnight Tracker Soul Reaper Blood Berserker Forsaken Demon Guardian of the Moon Queen of the Forsaken Servant of Order Supreme Magister Templiers' Commander Toyon Priest Chieftain Great Konung Defender of Order Wild at Heart Decorative skins
     
    Set of the Legendary Heroes
    Dagger of the Legendary Heroes Falchion of the Legendary Heroes Mace of the Legendary Heroes Flamberge of the Legendary Heroes Morgenstern of the Legendary Heroes Baton of the Legendary Heroes Staff of the Legendary Heroes Bow of the Legendary Heroes Crossbow of the Legendary Heroes Shield of the Legendary Heroes Powerful minions
    Summon Fierce Bear  Summon Flaming Lion Great Elixirs
    Gladiator's Great Elixir Great Elixir of Unity Great Elixir of Experience Potions and scrolls
    Legendary Life Potion Legendary Potion of Power Legendary Accuracy Potion Legendary Potion of Deadliness Legendary Potion of Permeation Legendary Scroll of Resistance Legendary Scroll of Ferocity Legendary Scroll of Dexterity and also precious bars!
     
    Unique minion
     
    Look into the Miracle Shop for a new minion who will become your reliable support in your adventures in the vastness of Arinar!

    Summon Himal (Support)
    increases the character's physical strength by 7% and magical strength by 10% for the entire life of the minion (passive skill); increases the character's movement speed by 20% for 10 seconds (active skill); instantly restores the character's health in the amount of 30% of the maximum amount. Additionally restores health every 2 seconds in the amount of 3% of the maximum amount for 10 seconds (active skill); deals physical damage to an enemy equal to 140% of the minion's physical strength. With a 25% chance minion can stun the enemy for 3 seconds (active skill). Gifts
     
    In honor of significant events in Arinar, it is customary to give gifts, and the appearance of new heroes in the ranks of the Sentinels and the Legion will not be an exception either! Each brave warrior, regardless of the character's level, will receive valuable gifts the first time they enter the game: an extra pocket, 10 Life Scrolls and 10 Teleportation Scrolls! And in addition to these treasures, players of the 1st level of the character will also receive an Elixir of Experience!
     
    Critical Healing
    the calculation of the power of critical healing received from various sources is now carried out according to a single formula - all received bonuses are summed up with the base value of the power of critical healing (100%), and then affect the final value of the treatment; updated the list of possible rewards from the raid boss Black Elm on Ayvondil: the classless book “Improved Accuracy” has been replaced with a new classless book “Improved Critical Healing”, which increases the strength of the character’s critical healing by 10%. Update the “Daily Deal” window
     
    With the release of update 11.0, the functionality of the “Daily Deal” window, which appears at the start of the first game session during the day, will change. The updated version of the window contains a "Continue" button and leads to the Miracle Shop, from where you can complete the purchase of the item.
     

     
    Other changes and improvements 
    updated graphics (skill icons, textbooks, impacts) of the classless expert skills “Tactical Strength” and “Phenomenal Lethality” and the animation of the skill “Tactical Strength”; the interaction of the “Guild Blessing” skill with monsters summoned by the character (minions, skills) has been adjusted: now monsters cannot attack if the owner under “Guild Blessing” effect; fixed a bug due to which mini-bosses in some rooms of the dedicated castle dungeons received invulnerability if the character used a skill enhanced by the “Ice Relic of Captivity” and was additionally under the “Fury” effect; fixed a bug due to which the ignored physical / magical damage, depending on the color of the active jellyfishes, inflicted on the raid boss Captain Octopus in the last stage of the battle, was counted into the damage counter; the mechanics of the set basic skill “Crushing Will” has been corrected according to its description; the work of the group relic “Relic of the Exceptional Threat” has been corrected according to its description; fixed a bug due to which the crafting experience gained by disenchanting an item was not credited to the progress of the Season of Activity mission for players with the maximum value of crafting experience. See you in the game!
    AIGRIND
  16. Like
    Risc got a reaction from Khrone in Reaper Review and Guide [11.0.0]   
    I find this skill mostly useless overall. 5/5 only increases it to 5 seconds. The cd debuff does not matter much in my opinion. Range in Demon mode may sound good...but I doubt anyone has time to even think of that skill. As we will be spamming all dps skills in Demon mode.
    And this seems useful against melee targets or if someone is trying to kite/run. But will likely have no use with ranged classes.
     
    It has a long cooldown. In normal mode the aoe can be missed, as there is a delay before the aoe triggers. But overall good skill.
     
    I think its situational. It has no use in Boss fights or duels. But if you kill weak adds with it during questing or dg, the buffs seems quite good. And also acts as a good party support skill.
  17. Like
    Risc reacted to Khrone in Reaper Review and Guide [11.0.0]   
    The Reaper is... let's say, not what i expected. And i think a lot of the Legion players feel the same. It's not bad, it just feels confusing to play. 
       While the Beastmaster is pretty simple to play (use skill on minion, if it's not present, the effect goes to you instead), the Reaper has to remember the new effects of a lot of skills.
       Also, i don't think we should compare it with what people would say that is its Sentinel counterpart, the Blade Dancer, because the two classes are totally different.
     
     
     
     Reaper
     
    Faction: Forsaken
    Armor: Light, Heavy
    Weapon: one-handed swords (basic), one-handed axes, daggers
    Role: damage-dealing, melee combat, physical damage, weakness of enemies
     
     
     
    Basic Skills
     
     
     Evisceration (active)
     
    Basic damage skill, there is no need to level it up more than 3/5.
    The damage is good, but there are better skill to level up.
     
     
     Demonic Appearance (active)
     
     Hate (passive)
     
    In PvE it is an amazing skill because of its huge amount of healing, in 5/5 it is almost the same as Barbarian's Combat Fury. I hope this is not a bug, because without this skill, the Reaper has no sustain.
     
    However in PvP, it is basically impossible to use Demonic Appearance, and i think that is because of the passive that doesn't let the player reach the necessary amount of Hate to transform before dying. 
    I could give a suggestion to give more ways to stack Hate, but that wouldn't help that much since we already have a expert skill for that.
     
     
     Otherworldly Boost (active)
     
    This skill without the effects of Demonic Appearance is useless. It's just AoE Slow.
    Also, the description of the Bleeding effect says you can apply "several effects to one opponent" but its duration and the skill cooldown won't let you apply more than 1.
     
    Suggestion 1: Just add a new effect to this skill. Damage, shield, defense reduction, anything.
     
    Suggestion 2: Stacks 1 Hate for each enemy hit with this skill, up to X.
     
    Suggestion 3: Bleeding would be applied even without the demon form.
    During the effects of Demonic Appearance, applies 2 stacks of Bleeding.
     
    Not my favorite suggestion, since 2 stacks would make the damage too high.
     
     
     Indulgence of Chaos (active)
     
    Pretty straightforward skill, there is nothing i can say about it.
     
     
     Chains of the Underworld (active)
     
    It is a simple skill, totally focused in PvP.
    The range during Demonic Appearance sounds pretty good though.
     
     
     
    Expert Skills
     
     
     Exaltation (active)
     
    Amazing active skill for a damage dealing class, and the demonic form effect matches the Attack Speed > Skill Cooldown mechanic, since you'll use skills more often.
     
     
     Delayed Death (active)
     
    In theory, it sounds bad. You'll absorb damage but it will come back and hit your face in the future. However, in practice, during these few seconds of advantage you could use HP potions, a support could heal you, etc.
    I wouldn't make it 4/4 though.
     
     
     Annihilation (active)
     
    Probably one of the best skills of the Reaper. In 4/4, the buff to critical damage is 56% at full Hate stacks.
     
     
     Hand of the Underworld (active)
     
    No comments about this skill, besides the fact that the demonic effect of this skill is really good.
     
     
     Unwavering Will (passive)
     
    A lot of people complain about this skill and i thought they were wrong, but then i realized how the skill really works.
    Basically, after ignoring 3 debuffs, you ignore the 4th, so theoretically, you ignore 25% of debuffs.
    During demonic form, you ignore the 4th and the 5th, so 40% of debuffs.
    Honestly, i don't know what to suggest.

     
     Explosion of Chaos (active)
     
    This is a pretty good AoE damage skill, and if the penetration of the demonic version of this skill stacks with the one of Exaltation, it is 20% penetration. Do i have to say more?
     
     Approach of Madness (active)
     
    It sounds good, but i don't think you should spend points just to get 1/2/3 more Hate and 2/4/6 seconds for using the skill. There are better skills to level up.
     
     Revenge (active)
     
    Is it supposed to work as Blade Dancer's Counterattack? Not a good skill, not a bad one. Just leave it at 1/4.
     
     
     Black Mark (active)
     
    It is the weirdest skill of the class, and honestly, i don't know what to say about it.
     
     
     
    Key Class Talents
     
     Essence of the Devil
     
    So if you have the maximum of 16 Hate, you can stay at demon form up to 18 seconds. Not that amazing, to be honest.
     
     Devastating Flash
     
    It technically turns a PvE skill into a PvP one - with a drawback: You'll have to wait 18 seconds again to use Demonic Appearance. Kinda situational.
     
     Rise above Death
     
    To be honest, i don't know how this talent really works since it was bugged in the test server, so no comments about it.
     
     
     Wide Scope
     
    35% of 200% is still 70%, so no complaints about this talent.
     
     
     
    Builds*
    *Remember that it is just my opinion, you can build the way you want
     
    PvE:
     Evisceration - 3/5
     Demonic Appearance - 5/5
     Indulgence of Chaos - 5/5
     
     Exaltation - 4/4
     Annihilation - 4/4
     Explosion of Chaos - 4/4
    OR
     Approach of Madness - 4/4
     
    PvP:
     Evisceration - 3/5
     Demonic Appearance - 5/5
     Chains of the Underworld* - 5/5
     
     Hand of the Underworld - 4/4
     Unwavering Will - 4/4
     Approach of Madness - 4/4
    OR
     Delayed Death - 4/4
    OR
     Devastating Flash** - 4/4
     
    *Note how even in PvP builds, the skill Otherwordly Boost is useless.
    **For mass PvP events
     
    And that's it, folks!
    I hope you liked this review and if there is something you don't agree with, i would like to hear your opinion.
  18. Like
    Risc reacted to Khrone in Beastmaster Review and Guide [11.0.0]   
    It is actually an active skill, i just copied it from the preview post without paying attention to the error. I'll edit it.
     
    Amazing build! I never thought of leveling up Chain Lighting because i thought it was a PvP-oriented skill, but the AoE damage may be useful.
     
    I would still make Healing 5/5 because from my experience, the Moon Monster was hardly surviving.
  19. Like
    Risc reacted to Khrone in Beastmaster Review and Guide [11.0.0]   
    The Beastmaster is really fun to play, it is a pet-summoning class that will be almost always seen with a strong jaguar by its side.
       We can't actually compare it with the Charmer, since the Beastmaster is a full damage class* while the Charmer is a bit of everything: damager, supporter and tank, the only similarity is the focus on the minions.
       However, this class' focus is higher, since almost every skill has something related to the Moon Monster, while the Charmer only has 2 skills related to the minions.
     
    *Some people could say the BM is support too, but the only skills that look like it are  Blessing of the Moon and  Proximity to Nature. I'll talk about these skills later.
     
    Note: In this post, i'll refer to Beastmaster as BM and Moon Monster as MM.
     
     
     
     Beastmaster
     
    Faction: Firstborn
    Armor: Cloth, Light
    Weapon: spear (basic), two-handed maces, two-handed swords, two-handed axes, staff
    Role: group support, range/melee attacks, mixed damage, control and weakness of enemies
     
     
     
    Basic Skills
     
     
     Moon Touch (active)
     
    The single-target damage is good (but still weaker than 1 hit of the Moon Monster) and the secondary effect is also useful.
    It isn't good enough to level up to 5/5, but it is pretty good at 3/5.
     
     
     Beast Awakening (active)
     
    Literally the main focus of the class, there is nothing more i can say about it. 
    The only things i don't like about it are:
     
     It is a bit squishy even with the Healing skill (at least in my experience). But maybe that's how it is supposed to work, since the BM is a damage class and the aggro would be on the tank of the party, therefore, taking it from the Moon Monster. The 30 seconds cooldown is too high for a skill that is the center of 90% of the skills. But since pretty much every skill that would affect the jaguar will affect the character instead if the minion is not present (except 3 of them), it is kinda acceptable.  
     
     Order to Attack (active)
     
    The damage is low (for comparison, Chieftain's skill increase the damage of the next auto attack by almost 200%) and the movement speed is ok.
     
     
     Healing (active)
     
    There is not too much i can say about it. It is a healing skill, it heals the minion with a single press of a button.
    Definitely would make it 5/5.
     
    There is only one problem with this skill: Sometimes, the Moon Monster has full HP while the player is at low health and needs to heal. 
    It can be fixed by using Animal Rampage, but until that, you will face some problems.
     
    Suggestion: Make the player able to choose between healing itself or the Moon Monster.
     
     
     Chain Lightning (active)
     
    The damage is low if your predominant damage is physical and it only hits subsequent targets if you hit the previous one, so the AoE is kinda based on chance.
    Also, considering the damage decreases with each target, it makes the skill a bit less useful.
     
    I would let it at 1/5, unless it's a PvP build. In that case, make it 5/5.
     
     
     
    Expert Skills
     
     
     Animal Rampage (active)
     
    The buff for the minion is amazing and the side effect of healing the character makes it a perfect skill.
    In a PvE build, i would definitely make it 4/4.
     
     
     Soul Connection (passive)
     
    In theory, it sounds like a good skill, but there are better ones to level up, and also, the numbers are pretty disappointing.
     
    Let's analyze it in 4/4:
    You take 35% less damage when the minion is at full health, but i doubt it will stay at more than 80% health in a normal gameplay. Everytime you heal 10% of the minion's health (easily achieved by a 3/5 Healing), you heal 2.5% of your own. A character with exactly 6000 HP would heal 150. If it was in 1/4 it would be acceptable, but 4/4?  
    Suggestion 1: Increase the damage reduction by around 50% and the healing to 100% (that is, double it) in every level. That would give 50% damage reduction and 5% heal in 4/4.
    Suggestion 2: Change the damage reduction effect to something like:
    Redirects 25% of the damage taken by the Moon Monster to the player.
     
    So if the MM would take 1000 damage, it would instead take 750 damage while the character would take 250.
     
     
     
     Forest Symbol (active)
     
    If you're PvE, 1/4 or just don't buy it at all, if you're PvP, 4/4.
    No other comments about this skill.
     
     
     Double Concentration (active)
     
    In lower levels, it has low numbers (except for the CD), so it is a good skill but definitely not the first one you would buy.
     
     
     Moonlight (active)
     
    It is not bad, it is not good.
    The effect alone seems kinda bad, in 4/4 it just gives 30% Slow for 10 seconds and 160% magical damage (in total).
    However, there is the mechanic that every auto attack of the MM refresh the duration of the Moonlight debuff. That is, even if the jaguar attack in the last second, it will reset the duration to 8 seconds. 
    It is basically an infinite source of medium but periodical damage. There are better skills though.
     
     
     Aura of the forest (active)
     
    The damage is really good and the pet will always be the one to be attacked instead of the character anyways, so there is no reason to NOT use this skill.
     
     
     
     Blessing of the Moon (active)
     
    The only buff skill that can be used on allies, although you can also use it on the MM.
    The numbers are pretty high and the duration is long enough to make it technically an infinite skill in 4/4, so it is definitely a good skill.
     
     Return to the Roots (active)
     
    Like Forest Symbol, it's just a PvP skill. 
    If you're PvP, make it 4/4 for the debuff removal.
    If you're PvE, 1/4 is enough, at least to make the MM come back to you. 
     
     
     Proximity to Nature (active)
     
    The most controversial skill of the class.
    And i agree with all complaints about it. It just don't fit the whole skill set.
    The Beastmaster is a damage class, why does it have a Immunity + AoE Healing + Defense Buff?
     
    And if you calculate it, at 4/4 it heals 45% of the character's magic power every 1 second during 6 seconds. In total, it is 270% of the magic power in area. 
    This is not acceptable for a damage class.
     
    Suggestion: Honestly? My opinion would be to rework the whole skill. There is no point in it. If it only healed the character and the MM while gave a weaker Defense buff to allies, or with a lower duration, it would be a bit less broken.
     
     
     
    Key Class Talents
     
     Resonance
     
    Perfect talent for PvP, but again, the same problems continues: if it misses one enemy, the whole chain breaks.
     
     
     Reunion
     
     
    A PvP talent for a PvP skill. It is great for the fact that it removes debuff from the character and now it gives 100% Resistance to the jaguar.


     Full Moon
     
     
    This talent make you able to use the skill on both you and the Moon Monster, so it is a great one, even with 4 seconds less on the duration.
    As i said before, the skill in 4/4 is technically infinite, so the duration reduction is not a big problem.


     Power of Nature
     
    The only drawback from this skill is not getting the full damage if the pet is not hit.
    This talent ignore this penalty and increase the damage even more, so it makes a good skill even better.
     
     
     
    Builds*
    *Remember that it is just my opinion, you can build the way you want
     
    PvE: 
     Beast Awakening - 5/5
     Healing - 5/5
     Moon Touch - 3/5
    OR
     Chain Lightning - 3/5
     
     Animal Rampage - 4/4
     Aura of the forest - 4/4
     Blessing of the Moon - 4/4
    OR
     Double Concentration - 4/4
     
     
    PvP:
     Beast Awakening - 5/5
     Chain Lightning - 5/5
     Healing - 3/5 (or any other skill)
     
     Forest Symbol - 4/4
     Return to the Roots - 4/4
     Proximity to Nature - 4/4
     
     
     
     
     
    And that's it, folks!
    I hope you liked this review and if there is something you don't agree with, i would like to hear your opinion.
     
  20. Like
    Risc got a reaction from Vulcarona in Skill Improvement Suggestions   
    Hold on a second...I am not comparing Templar with Chieftain. Its with a similar hybrid class thats versatile. Yes both Templar and Charmer have their unique play style. But at the end of the day...the results matter irrespective of the path one takes. In that case, my skill improvements suggestions are I feel in line in making Templar more viable.
     
    Now there is a difference between buffs and changes. Buffs are changes. But changes need not be buffs. And there is no rule here that states if I make a suggestion it has to have both a buff and a nerf.
     
    I am not sure what is to gain from nerfing a class such as Templar that is barely okay in the current meta.
     
    Anyway to conclude and possibly end this long chain....since the moderator has proclaimed the final judgement, I infer, that this post is considered "unrealistic, too perfect to implement" and a waste of my time overall. Thanks to other folks for hearing me out regardless.
  21. Thanks
    Risc reacted to Holmes in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Warriors of Arinar!
     
    Did you miss the winter holidays? Light frost and flakes of snow, slowly whirling overhead, herald the release of the Warspear Online Update 10.2! For your convenience, the text of the announcement is divided into the two parts, and while the snow elves are preparing the holiday island to receive guests, we present to you the long-awaited rebalance of the skills. 
     
    Improving game mechanics is not an easy task, because in addition to the variety of combinations of skills and relics, the player's actions are predetermined by dozens of different factors. Moreover, the rebalance maintains a sense of freshness in the process of playing for different classes, and also increases the variability of builds of the character. Making such changes in the name of diversity and a healthy balance of power is our main goal. It is thanks to these transformations that the war for the spear in Arinar continues, and the battles remain exciting! 
     
    We will tell you in detail about the incredible adventures that await you during the World Creation holiday in the second part of the announcement. Now is the time to find out what skill changes will become available with the release of update 10.2!
     
    Please note that after testing of the update, some changes may be adjusted. 
     
    General
     
     Dual Wield Specialization
    Added a 30% reduction in magical damage from a weapon in the left hand.  Developer commentary: When using a certain combination of weapons, the Chieftain received too high the final efficiency. This adjustment will give the right to life to other types of weapons and equalize their usefulness.
     
      Change of magical power in two-handed maces and spears
    For all two-handed maces and spears the value of magic power was increased by ~18%. Developer commentary: This type of weapon was not very popular among players, and therefore it was decided to update the indicators of magical power. We hope that this will allow classes based on this stat to use two-handed weapons more often and more effectively. 
     
     Damage Reflection
    Now the returned damage is not reduced by defensive parameters of the opponent. Now DOT-damage, damage from interactive objects and some unique play objects cannot be reflected. Now the reflected damage doesn't activate relics of the opponent. The reflected damage cannot be critical and cannot be increased using other attack modifiers. The reflected damage counts in damage dealing in dungeons, on the Arena and on the Guardian of the castle. The reflected damage increases the amount of aggression to the character, if the aggression indicator is more than 0.   Classless book “Enhanced Damage Reflection”.
    Changed skill type from active to passive. Now skill increased the “Damage Reflection” parameter of the character by 6% for 1800 sec.  Icy Relic of Reflected Damage
    “Damage Reflection” parameter gain is increased: from 15% to 20%. Developer commentary: We significantly reworked the “Damage Reflection” parameter, made the mechanic clearer, and the action - stronger. Moreover, we adjusted the interaction with some mechanics, so that this parameter can’t hurt the owner. The situation with the classless book “Enhanced Damage Reflection” is similar - the skill effect becomes active, and you can turn it off at any time.
     
     Resistance
    Now the duration of DOT-effects will not decrease from the bonuses of the classless book “Magic Resistance”, the bonus of the equipment “Resistance of Underwater” and the “Resistance” bonus.  Developer commentary: The mechanics of DOT damage were often given in their effectiveness in high instant damage, especially when there were a number of mechanics that completely canceled these attempts. 
     
     Skills with a constant energy consumption
    Active skills with constant energy consumption reclassified to active permanent skills. Now they will not expend energy, but instead will decrease the "Energy Regeneration" parameter of the character. The value is subtracted from your final energy regeneration regardless of the state of the battle. The value of energy regeneration cannot be negative. Skills can be used with any amount of energy regeneration.
    The value is subtracted from your final energy regeneration regardless of the state of the battle. The value of energy regeneration cannot be negative. Skills can be used with any amount of energy regeneration.  
    Developer commentary: This change is intended to simplify the use of skills of this type, since it will now be much easier to calculate the required amount of energy. In addition, now you don't have to worry about disabling the skill if the energy runs out. 
     
     Thirst for Life
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units.  Irreversible Anger
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18 units.  Crushing Will
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 18  units .   Removing of positive impacts
    Mage's expert skills "Magic Ban" and Chieftain's "Spiritual Purification", as well as relics "Great Relic of Dispelling" and "Small Relic of Dispelling" can no longer remove the effects of permanent skills, as well as the effects of Mermen's set skill equipment.  Developer commentary: Previously, the effects of Mermen's set skill equipment could completely neutralize the effect of “Magic ban” and "Spiritual Purification", which often did not allow getting to the enemy's key buffs. 
     
     Chosen
     
     Paladin
     
     Fetters of Justice
    The skill no longer reduces enemy damage.   Energy consumption is reduced by 2 units on all skill levels.  Light Aura
    Changed skill type from active to active permanent skill: energy regeneration reduction of 7 \ 7 \ 8 \ 10 \ 12 units.  Cooldown time is reduced: from 30 sec, to 20 sec. Changed the visual effect of the skill.  Added to the list of available relics for the skill: “Great Relic of Energy Stability”, “Small Relic of Energy Stability”.
    Removed from the list of available relics for the skill: “Great Relic of Energy Efficiency”, “Small Relic of Energy Efficiency”, “Great Relic of Continuous Effect”, “Small Relic of Continuous Effect” - after the release of the update, if these relics were installed in the skill, they will be automatically replaced by the Relic of Energy Stability. Now the relic effect "Icy Relic of Intractability" will be activated while the "Rage" effect is on the character and will be deactivated if the effect from the "Rage" effect is over.  Heavenly Light
    The amount of healing from magic power is reduced: from 100 \ 110 \ 120 \ 130 \ 140 %, to 85 \ 95 \ 105 \ 115 \ 125 %. Energy consumption is reduced by 2 units on all skill levels.  Illumination
    Skill damage from magic power is reduced: from 110 \ 120 \ 130 \ 140 %, to 70 \ 80 \ 90 \ 100 %.  Repellent Strike
    Stun duration is increased: from 1.5 \ 2 \ 2.5 \ 3 sec, to 2.5 \ 3 \ 3.5 \ 4 sec.  Harad's Call
    Skill damage from magic power is reduced: from 110 \ 120 \ 135 \ 150 %, to 100 \ 110 \ 125 \ 140 %. Energy consumption is reduced by 2 units on all skill levels.  Harad's Banner
    Banner now deals a fixed amount of damage at 35 \ 40 \ 45 \ 50 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill. Energy consumption is reduced by 4 units on all skill levels.  Sun Seal
    The skill effect no longer goes into defensive parameters, except “Resistance”. Skill damage now depends on the highest physical or magical power of the character.  Paladin's Prayer
    Cooldown time is reduced: from 45 sec, to 40 sec. Skill duration is increased: from 16 sec, to 20 sec.  The amount of restored health is reduced: from 100%, to 40 \ 50 \ 60 \ 70 %. Reduced speed of bonus reduction to maximum health: from 25% every 4 seconds, to 10% every 2 seconds.  Energy consumption is reduced: from 22 \ 26 \ 30 \ 34 units, to 20 \ 24 \ 28 \ 30 units.  Inner Forces
    Skill now reduces the damage received from players by 2% and from monsters by 3% for every 12 \ 10 \ 8 \ 6 % of missing health.   Sacred Shield
    Cooldown time is reduced: from 40 seconds, to 35 seconds. Shield strength is reduced: from 50 \ 65 \ 80 \ 100 % from the target's health, to 30 \ 45 \ 55 \ 70 % from the target's health.  Skill can now be applied to yourself on any level of skill development  Light Defense
    Displayed effect icon changed. Developer commentary: The Paladin demonstrates high efficiency in most game situations, due to that the demand for other classes of a similar game direction decreases. The Harad's Banner is now a full-fledged area damage skill, but it will be much weaker in point battles. And the increase of magical power in two-handed maces and spears should fully compensate for the reduced indicators in skills. 
     
     Mage
     
     Fire Ball
    Skill can no longer apply the “Fear” effect if the target is under the “Blazing Ground” skill effect. Now if the target is under the "Blazing Ground" effect, with a chance of 30 \ 25 \ 40 \ 45 \ 50 % the effect duration will be updated.  Blazing Ground
    Now the skill creates a blazing zone in the specified area for 6 seconds. Each second the zone applies a debuff to all enemies in it for 3 \ 4 \ 5 \ 6 sec. The effect deals magic damage every second.  Overload
    Speed of inflicting continuous damage from the "Overload" effect is increased by 2 times.   Aura of Fire
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units - the total energy consumption became less. Skill damage from magic power is increased: from 14 \ 18 \ 22 \ 25 % every 3 seconds, to 16 \ 20 \ 25 \ 29 % every  2,3 seconds.  Roaring Flame
    Skill no longer reduces the accuracy of the enemy. Skill now applies a debuff to the target, which increases the damage the target receives by 5 \ 10 \ 15 \ 20 % for 6 \ 8 \ 10 \ 14 seconds.  Developer commentary: Although the Mage has strong support skills, they were used for the most part only in PvP-directions. The reworking of the “Roaring Flame” skill and the increased damage of a number of other skills should also benefit the class in PvE-battles. 
     
     Priest
     
     Harad's Tears
    Added radius for an additional attack: from the whole location, to 4 \ 4 \ 5 \ 5 \ 6 yards around the character.   Holy Shield
    Cooldown time is increased: from 12 sec, to 15 sec.  Shield volume is increased by ~40% on 4-5 skill levels. Now the effect of the skill will be summed with the effect of other skills that impose shields, rather than replacing them.  Energy consumption is reduced by 2 units on all skill levels.  Healing Touch
    Reduced the amount of healing from the skill on 3-5 levels by ~15%. Energy consumption is reduced by 2 units on all skill levels.  Valor Aura
    Changed skill type from active to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. Cooldown time is reduced: from 70 sec, to 20 sec. The limit on the range of the skill effect was removed.  Redemption
    Energy consumption is reduced by 2 units on all skill levels.  Mystic Mark
    Cooldown time is increased: from 5 sec, to 15 sec. Skill now applies the "Mystic Mark" debuff on the enemy. Effect decreases target's physical and magical defense by 10 \ 15 \ 20 \ 25 % for 20 sec. When the effect has expired or the skill has been recalled, the target and all enemies within 1 yard of the target receive increased magical damage.  Exhausting Burden
    Skill now applies the "Under Supervision" buff to a character or ally for 6 \ 7 \ 8 \ 10 sec. Effect reduces the next incoming damage from an enemy's auto-attack or skill that deals instant damage by 20 \ 30 \ 40 \ 50 %. Enemy that dealt this damage receives the "Exhausting Burden" debuff for 4 \ 5 \ 6 \ 7 sec. Enemy under the effect cannot move, the damage to the target does not remove the effect. Energy consumption is reduced by 2 units on all skill levels. Developer commentary: Previously, the Priest had in his arsenal many uncomfortable and difficult mechanics that could not be effectively used. Now the Priest should become more understandable and comfortable character, while his effectiveness in different game directions will become higher. 
     
     Seeker
     
     Harad's Shield
    Shield strength is increased by 2 times on all levels of development.  Physical strength gain is reduced: from 1,5 \ 2 \ 2,5 \ 3 \ 3,5 % for one effect, to 1,2 \ 1,4 \ 1,6 \ 1,8 \ 2 % for one effect.   Inspiration
    "Penetration" parameter gain is reduced: from 2 \ 4 \ 6 \ 8 \ 10 %, to 2 \ 3 \ 4 \ 5 \ 6 %.  Exacerbation
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 10 \ 12 \ 14 \ 17 \ 19 units.  Damage from auto-attacks is reduced: from 5 \ 10 \ 15 \ 20 \ 25 %, to 8 \ 11 \ 13 \ 17 \ 20 %  Dangerous Blow
    Damage from bleeding is increased by 2 times on all skill levels.  Sun Nets
    Now the skill additionally applies the “Sleep” effect to all targets within a 1 yard radius of the character. If all enemies in combat with the character are sleeping, the character can use the "Disappearance" skill.  Duration of action is reduced: from 4 \ 5 \ 6 \ 7 sec, to 3,5 \ 4 \ 4,5 \ 5 sec.   Sun Power
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.  Skill no longer increases the damage the character receives during the action.   Splitting Blow 
    Damage from bleeding is increased by 2 times on all levels of development.  Inner Rage
    Effect of the skill now keeps for 5 \ 6 \ 7 \ 8 sec. after a health increase above the specified level.  Attack Instinct
    Cooldown time is reduced: from 36 sec, to 25 sec. Developer commentary: Fixes to this class's skills should reduce the distance in damage between the Seeker and other characters and help stabilize the race for damage. It is important to note that the Seeker is still a very strong damage dealing class.
     
     Templar
     
    All Skills
    Energy consumption for all skills is reduced by 1-2 units.  Whirlwind of Repentance
    Damage from the skill is increased: from 75 \ 85 \ 95 \ 105 \ 115 % from physical strength, to 85 \ 95 \ 105 \ 115 \ 125 % from physical strength.  Harad's Teachings
    Trigger limit is reduced: from not more often than 1 sec, to not more often than 0.5 sec.  Touch of Truth
    Skill can now be applied on yourself or to an ally up to 4 yards away.  The response time of the effect is increased: from 2,8 sec, to 2 sec.  Mantra of Healing
    Healing from the skill is reduced: from 5 \ 6 \ 7 \ 8 % health per second, to 4 \ 5 \ 6 \ 7 % health per second.   Deity Statue 
    Base health and health gain from the maximum health is increased by ~30% on all skill levels.  Duration of action is increased: from 12 \ 16 \ 20 \ 24 sec, to 16 \ 20 \ 24 \ 28 sec.  Damage reduction from auto-attacks is increased: from 10 \ 15 \ 20 \ 25 %, to 15 \ 20 \ 28 \ 35 %.  Sucker Punch
    Damage from the skill is reduced: from 130 \ 170 \ 210 \ 250 % from physical strength, to 120 \ 150 \ 180 \ 220 % from physical strength.  Heaven's Power
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units. "Penetration" parameter gain is increased when using a staff: from 2 \ 4 \ 6 \ 8 %, to 6 \ 8 \ 10 \ 12 %.  Particle of Life 
    Cooldown time is reduced: from 30 sec, to 25 sec. The monster's life is increased: from 10 \ 13 \ 16 \ 23 sec, to 13 \ 16 \ 23 \ 28 sec.  Monster damage is increased by ~15% on all skill levels.   Onslaught
    Damage from the skill is reduced: from 130 \ 140 \ 160 \ 170  % from physical strength, to 115 \ 125 \ 140 \ 155 % from physical strength. Developer commentary: The Templar duly showed himself in PvP directions, and in some of them he even took a leading position. In this regard, we tried to equate the existing disadvantages in the PvE and the advantages in PvP. 
     
     Firstborn
     
     Blade Dancer
     
     Magic Transformation
    Cooldown time is reduced: from 30 sec, to 24 sec. Shield strength is increased by ~30% on all skill levels.  Blades' Power
    Changed skill type from passive to active permanent skill: energy regeneration reduction of 5 \ 7 \ 9 \ 10 units.  “Attack Strength” parameter gain is reduced: from 10 \ 15 \ 25 \ 40 %, to 8 \ 15 \ 24 \ 30 %. Added the visual effect of the skill.   Sonic Boom
    Damage area is increased. Damage from the skill is increased by ~30% on all skill levels.  Developer commentary: Blade Dancer had a skill with excessive efficiency, and the use of this skill did not create any inconvenience in contrast to the benefits obtained. The corrections should change this situation. 
     
     Ranger
     
     Evasion 
    Cooldown time is increased: from 20 sec, to 30 sec.  Reduced the skill duration: from 20 \ 30 \ 40 \ 50 \ 60 sec, to 15 sec. Evasion gain is increased: from 5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 %  Ranger's Blessing
    Chance of activation the effect is increased:  from 10 \ 14 \ 17 \ 20 \ 25 %, to 20 \ 28 \ 34 \ 40 \ 50 %. Damage from the skill is reduced: from 50 \ 60 \ 70 \ 80 \ 90 % from physical strength, to 25 \ 30 \ 35 \ 40 \ 45 % from physical strength.  Fire Arrows
    Attack damage is reduced by 2 times on all skill levels.  Now the amount of DOT-damage depends on the physical strength of the character. DOT-damage of the skill is increased by 3 times on all skill levels.    Point Shooting
    Changed skill type from active with constant energy consumption to active permanent skill: energy regeneration reduction of 9 \ 11 \ 13 \ 15 units. “Accuracy” parameter gain is reduced: from 10 \ 15 \ 20 \ 25 %, to 8 \ 12 \ 16 \ 20 %. The skill no longer slows the character during the action.   Bitterness
    The maximum number of skill effects is reduced: from 10 to 5.  The number of parameters for each effect is increased by 2 times.   Hunter's Cage 
    Increased the range of the skill usage: from 4 yards to 5 yards.   The duration of the effect is reduced: from 4 \ 5 \ 6 \ 7 seconds, to 3 \ 4 \ 5 \ 6 seconds.   Vengeful Shot
    Increased the range of the skill usage: from 4 yards to 5 yards.  Stun duration is reduced if the target was under the “Hunter's Cage” effect: from 3 \ 4 \ 5 \ 6 seconds, to 2 \ 3 \ 4 \ 5 seconds. Developer commentary: Realizing the Ranger's potential in the current conditions was really not easy. We have weakened the influence of the factor of randomness on the class and made it more convenient and optional. 
     
     Druid
     
     Insect Swarm
    The debuff that reduces the enemy's attack speed no longer goes into defensive parameters, except “Resistance”.  Healing Dew
    Reduced the amount of healing from the skill on 3-5 levels by ~15%.  Entangling Roots
    Cooldown time is increased: from 13 sec, to 16 sec.   Forest Song
    Chance of activation the effect is increased: from 40 \ 50 \ 60 \ 70 %, to 100 %. Skill duration is reduced: from 4,4 \ 5,6 \ 6,8 \ 8 sec, to 3,4 \ 4,6 \ 5,8 \ 7 sec. Cooldown duration is corrected: from 18 sec. to 25 sec.  Secret Link
    "Penetration" parameter gain is increased: from 6 \ 8 \ 10 \ 12 %, to 10 \ 14 \ 16 \ 18 %.  Invigorating Stream
    The amount of restored health at the 4th skill level from the magical strength is reduced: from 80%, to 65%.    Patronage of the Forest
    The time between the activation of the effect is increased: from 6 seconds to 8 seconds.  Developer commentary: The Druid, like all healing classes, received a slight reduction in healing abilities. This is primarily due to the general weakening of damage for classes, as well as excessive efficiency in a number of game situations. But in addition to this, the Druid's buff potential has been increased, which will allow him to be more useful in PvE battles. 
     
     Warden
     
     Punishment
    Increased the value of the “Accuracy” parameter reduction: from 5 \ 15 \ 25 \ 35 \ 45 %, to 15 \ 25 \ 35 \ 45 \ 55 %.  Warden’s Protection
    Receiving damage from the skill no longer stops the Warden.   Switcheroo
    Increased the range of the skill usage: from 4 yards, to 6 yards.   Stealing Power
    Reduced the value of lowering physical and magical power: from 25 \ 30 \ 35 \ 50 %, to 15 \ 20 \ 25 \ 40 %. Reduced the bonus to the “Attack Strength” parameter from 25 \ 35 \ 45 \ 70 %, to 15 \ 25 \ 35 \ 60 %.  Fortification
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 8 \ 10 \ 13 \ 15units.  Added a visual effect for the skill. Developer commentary: Players’ interest towards the Warden has somewhat dwindled after the previous changes to the class’ skills. Despite the Warden showing decent results in PvP and PvE battles, we are introducing some changes that will bring even more comfort to using this class.
     
     Mountain Clans
     
     Barbarian
     
     Roar
    Reduced the value of lowering magical power: from 15 \ 20 \ 25 \ 30 \ 35 %, to 10 \ 13 \ 16 \ 19 \ 22 %.  Charge 
    Reduced the cooldown duration: from 20 seconds to 18 seconds. Reduced the skill damage by ~10% on all skill levels.  Combat Fury 
    Reduced the cooldown duration: from 40 seconds, to 30 seconds.  Shield Strike 
    Reduced the cooldown duration: from 16 seconds, to 14 seconds. Increased the stun chance on 1-2 levels : from 40 \ 50 %, to 45 \ 57 %. Reduced skill damage by ~10% on all levels of development.  Defeat
    The combo dealing additional damage to the target and also additional damage to all targets within a 1 yard radius, now procs off any bleeding.  Stone Skin
    Now blocked damage instantly accumulates one effect of the skill no more often than once every 2 seconds.  Barbarian Nature
    Now cleanses the Barbarian of negative effects. Reduced the duration of the skill’s effect: from 4 \ 6 \ 8 \ 10 seconds, to 4 \ 5 \ 6 \ 8 seconds. Developer commentary: Until now, the Barbarian's skills have not undergone significant adjustments, due to which the dynamics of the use of various skills of this character has remained at the same level for too long. These changes will help move this unbreakable mountain and allow a slightly different look at the class as a whole. 
     
     Rogue
     
     Dodging 
    Increased the cooldown duration: from 20 seconds to 30 seconds. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds.  Increased the “Dodge” gain parameter: from 5 \ 7 \ 9 \ 11 \ 13 % to 11 \ 14 \ 18 \ 22 \ 26 %.  Gouge
    Now the skill additionally applies the “Paralysis” effect on all targets within 1 yard of the character. If all enemies in combat with the character are paralyzed, the character can use the "Stealth" skill. Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to  3 \ 3,5 \ 4 \ 4,5 \ 5 seconds.  Flurry of Steel
    Increased the cooldown duration: from 14 seconds to 18 seconds.  Trickiest Technique
    The combo restoring health if the target is under the effect of “Poisonous Blades”, now works with any poison.  Absolute Reflexes
    Now the skill’s effect cannot trigger again during the duration of the skill, as well as 2 seconds after the duration expires. Reduced the skill’s duration: from 5 \ 7 \ 10 \ 14 seconds to 3 \ 4 \ 5 \ 7 seconds. Reduced the “Dodge” parameter bonus: from 5 \ 7 \ 10 \ 15 %, to 5 \ 7 \ 9 \ 12 %.  Frenzy
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. Reduced the cooldown duration: from 18 seconds to 10 seconds.  The skill no longer increases the “Accuracy” parameter of the character. Added the bonus to the critical damage of the character during the skill’s effect:  6 \ 10 \ 14 \ 18 %. Added a visual effect for the skill. Developer commentary: If you thought the Rogue was bound to receive strong nerfs in this update, then you were wrong. The Rogue, like any other class, has vulnerabilities that one can exploit and prevent them from realizing their full potential. It's important to mention that the Rogue's effectiveness only applies to one target and only against certain classes. We can say that the character adequately fulfills the role assigned to him in PvP battles.
     
     Shaman
     
     Healing Spirit 
    Reduced the healing amount at 3-5 skill levels by ~15%.  Ancestors' Hand
    Reduced the cooldown duration: from 30 seconds to 25 seconds. Increased the shield’s durability by ~30% on all skill levels.  Tribe's Ritual
    Increased the bonus to the critical damage: from 14 \ 16 \ 19 \ 22 %, to 16 \ 20 \ 23 \ 27 %.  Totem of Weakness 
    Reduced the value of the “Penetration” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 8 \ 10 \ 12 \ 15 %. Reduced the value of the “Accuracy” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 9 \ 12 \ 15 \ 20 %. Increased the value of the “Critical Hit” parameter reduction: from 10 \ 14 \ 18 \ 25 %, to 12 \ 18 \ 24 \ 35 %.  
     Lightning Shield
    Now the skill can be used on an ally.   Power of the Earth 
    Increased the bonus to maximum health: from 10 \ 15 \ 20 \ 25 %, to 10 \ 20 \ 30 \ 40 %. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 seconds, to 20 seconds.  Now the skill restores health in the amount of 40 \ 50 \ 60 \ 70 % of added health.  Now the maximum health bonus is reduced by 10% every 2 seconds. The range of skill usage is increased: from 3 yards to 5 yards.  Fire Totem
    Now upon placing the totem, the target attacked by the Shaman is automatically selected. Developer commentary: The Shaman, like all healing classes, received a slight weakening of healing abilities in this patch. This is primarily due to the general weakening of damage for classes, as well as excessive effectiveness in a number of game situations. In addition, unpopular class skills have been strengthened.
     
     Hunter
     
     Hunter's Agility 
    Increased the cooldown duration: from 20 seconds, to 30 seconds.. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15 seconds.  Increased the bonus to the “Dodge” parameter: from  5 \ 7 \ 9 \ 11 \ 13 %, to 11 \ 14 \ 18 \ 22 \ 26 %.  Combat Stance 
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 17 \ 19 units - total energy cost was reduced.  Poisoned Arrow 
    Increased the range of the skill: from 4 yards to 5 yards. Reduced the damage of the skill: from 35 \ 50 \ 60 \ 70 \ 80 % of physical power to 32 \ 45 \ 50 \ 62 \ 70 % of physical power.  Explosive Arrow 
    Increased the damage area: from 3х3, to 5х5.  Pathfinder’s Arrow 
    Increased the cooldown duration: from 20 seconds, to 25 seconds.  Arrow of Confusion 
    Fixed the error due to which the effect of the skill was not interrupted by dealing damage. Now the chance of interrupting the skill from dealing damage is 30 \ 25 \ 20 \ 15 %. Developer commentary: The Hunter has excellent stats, balancing high damage efficiency and strong control skills. Combined with a ranged attack, this makes him an extremely dangerous and inconvenient opponent.
     
     Chieftain
     
    All Skills
    Reduced the energy costs for all skills by 1-2 units.    Eagle's Eye
    Reduced the rate of dealing the damage: from every 1.5 seconds, to every 2 seconds. Increased the duration of the skill: from 3 \ 3 \ 4,5 \ 4,5 \ 6 seconds, to 4 \ 4 \ 6 \ 6 \ 8 seconds.  Curse of the Plague 
    Increased the skill’s damage: from 15 \ 20 \ 25 \ 35 % of magic power every second, to 25 \ 30 \ 35 \ 45 % of magic power every second.  Rugged Hide 
    Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to  6 \ 8 \ 9 \ 10 seconds.  Bear's Stamina 
    Increased the amount of healing from magical power: from 70 \ 80 \ 90 \ 100 \ 110 %, to 100 \ 110 \ 120 \ 130 \ 140 %. Reduced the amount of healing from missing health: from 9 \ 11 \ 13 \ 15 \ 18 %, to 5 \ 7 \ 9 \ 10 \ 12 %.  Wolf's Alacrity 
    Reduced the damage of the skill: from 120 \ 140 \ 160 \ 180 \ 200 % of physical power to 120 \ 130 \ 140 \ 155  \ 170 % of physical power.  Cat Reflexes
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units.   Frenzy 
    Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power. The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill.   Support of the Pack
    Added a visual effect for the skill. Developer commentary: The Chieftain really demonstrated excessive effectiveness in a number of game situations, which was repeatedly noted by the gaming community. We are restoring the balance of power and at the same time solving the problems the class has.
     
     Forsaken
     
     Death Knight
     
     Saturation 
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by  5 \ 7 \ 9 \ 10 units.  The skill no longer costs health to activate. Added a visual effect for the skill.  Steel Hurricane 
    Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to  90 \ 115 \ 145 \ 190 % of magical power.  Secret Reserves 
    The skill now reduces the received damage from monsters by 5 \ 10 \ 15 \ 20 %, while it is on cooldown. The healing now starts immediately upon using the skill.   Knight's Curse 
    Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power. The damage skill effect now works instantly if the “Kiss of Death” effect is gone to the “Resistance” defensive parameter. Developer commentary: Due to the specifics of their defensive skills, the Death Knight had difficulty tanking monsters with high burst damage, which made them subpar compared to another Legion tank - the Barbarian. Changing the skill "Secret Reserves" will help fix the situation. 
     
     Warlock
     
     Draining Life
    Increased damage of the skill by ~10% on all skill levels. Increased healing of the skill: from 35 \ 45  \ 55 \ 65 \ 75 % of damage to 45 \ 55 \ 65 \ 75 \ 85 % of damage.  The range of skill usage is increased: from 4 yards to 5 yards.  Full of Life
    Increased the effect’s duration: from 5,5 seconds, to 6,5 seconds. Increased the duration of the effect, if the target was under the effect of the "Grimoire" skill: from 11 seconds, to 13 seconds.   Pool of Darkness
    Increased the damage of the skill from magical power: from 104 \ 106 \ 108 \ 110 \ 112 %, to 110 \ 115 \ 120 \ 125 \ 130 %. Fixed the error due to which the stun was applied to any slowed opponent, not just the target under the effect of the Fading skill.   Dark Circle 
    Increased the cooldown duration: from 14 seconds to 20 seconds. Removed the empty tile in the centre of the skill’s effect area. Changed the effect icon of the skill.  Fear
    Fixed the error due to which the effect of the skill was not interrupted by dealing damage. Now the chance to interrupt the skill’s effect by dealing damage will be 35 \ 30 \ 25 \ 20 \ 15 %.  Stone Body
    Increased the amount of restored health: from 2 \ 3 \ 4 \ 5 % every 2 seconds, to 6 \ 8 \ 10 \ 12 % every 2 seconds. The duration of the effect is is reduced: from 6 \ 8 \ 10 \ 12 sec, to  4 \ 6 \ 8 \ 10 sec. Fixed the bug that allowed the Warlock to leave the combat state during the effect of the skill.  Power of Relaxation 
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 14 \ 16 units — total energy cost was reduced.  Fading
    Stun duration when using “Pool of Darkness” skill on any slowed opponent is increased: from 1 \ 2 \ 3 \ 4 sec, to 2 \ 3 \ 4 \ 5 sec.  Shadow Sphere 
    Reduced the energy cost on the 4 skill level: from 20 units to 18 units.   Hex
    Reduced the energy cost: from 24 \ 25 \ 26 \ 27 units, to 22 \ 23 \ 24 \ 25 units.  Now the DOT-damage no longer goes into the “Resistance” defensive parameter.  Zone of Weakness
    Reduced the duration of the skill: from 6 \ 8 \ 10 \ 12 seconds to 4 \ 6 \ 8 \ 10 seconds. Reduced the value of the magic defense reduction: from 20 \ 40 \ 60 \ 80 %, to 20 \ 30 \ 40 \ 50 %.  Dark Seal  
    Increased the value of the damage reduction from the combo when the target was under the silence effect from the “Hex” skill: from 10 \ 15 \ 20 \ 25 %,  to 20 \ 25 \ 30 \ 40 %. Developer commentary: The Warlock had problems with energy, which in a number of game situations did not allow it to fully realize the capabilities of the class. Reducing the energy cost of some abilities, as well as increasing defensive potential and survivability, compensate for the weakening of key control skills. 
     
     Necromancer
     
     Poison Spittle
    Energy consumption is reduced by 2 units on all skill levels.  Deathly Eye 
    Increased the cooldown duration: from 2 seconds to 7 seconds. Skill duration is increased by 2 sec. on all skill levels. Increased the value of the magic defense reduction: from 2 \ 3 \ 4 \ 5 \ 6 %, to 6 \ 8 \ 10 \ 12 \ 14 %. Increased the chance of applying the effect to bosses: from 45%, to 70%. Added the “Terrible Relic of Apathy” to the list of relics available for the skill.  Nightmares 
    Increased the cooldown duration: from 15 seconds to 20 seconds.  Bone Shield 
    Increased the cooldown duration: from 12 seconds to 15 seconds. Increased the shield durability by ~40% on skill levels 4-5. Energy consumption is reduced by 2 units on all skill levels.  Ancient Seal 
    Reduced the amount of healing on 3-5 skill levels by ~15%.  Fateful Connection 
    Reduced the transferred damage: from 10 \ 15 \ 20 \ 25 %, to 12 \ 14 \ 16 \ 18 %.  Poisonous Shield
    Energy consumption is reduced by 2 units on all skill levels.  Infection
    Damage skill effect now works instantly if the effect increasing damage on the opponent goes into the “Resistance” defensive parameter.  Acid Rain
    Skill damage from magic power is increased: from 100 \ 108 \ 110 \ 130 %, to 110 \ 120 \ 130 \ 150 %. Energy consumption is reduced by 2 units on all skill levels.  Dark Power 
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10   units  . Reduced the cooldown duration: from 70 seconds to 20 seconds. Added a visual effect for the skill.  Panic!
    Fixed the bug due to which dealing damage did not interrupt the skill’s effect. Now the chance to interrupt the effect of the skill by dealing damage is 30 \ 25 \ 20 \ 15 %. Developer commentary: Like all healing classes, the Necromancer has received a slight reduction in healing abilities. Some of the class's abilities were overly effective, while others were underperforming. Correcting this situation and making the Necromancer more balanced!
     
     Charmer
     
     Call
    Added a limit to the maximum number of monsters on a location: 3. Significantly reduced the health of the monster on low character levels.   Otherworldly Blessing 
    Increased the bonus to the “Critical Damage” and “Critical Healing” parameters: from 9 \ 13 \ 16 \ 20 %, to 13 \ 16 \ 20 \ 25 %.  Otherworldly Fire
    Now the attack repeats every 3 seconds. The number of repetitions: 2 \ 2 \ 3 \ 3 times. Reduced the damage and stun chance by half.  Help of Chaos 
    Changed the attack type of the monster: from melee to ranged. Reduced the cooldown duration: from 30 seconds to 20 seconds. Reduced the monster’s life time: from 15 \ 20 \ 25 \ 30 seconds to 10 \ 13 \ 16 \ 20 seconds. The monster’s damage now scales ~15% stronger off of the magical power of the character. Increased the movement speed of the monster. Energy consumption is reduced: from  26 \ 28 \ 30 \ 32 units to 22 \ 24 \ 26 \ 28 units.  
     Knowledge of the Dead Man
    Fixed a bug due to which the skill effect didn't work when dealing zero damage.   Demonic Pact
    Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 5 \ 7 \ 9 \ 10 units. Developer commentary:  The Charmer fits perfectly into the niche of the summoner classes and has been warmly received by the players. The other build of the character - through the staff, judging by the statistics, began to rapidly lose popularity. These changes are intended to correct the situation and diversify the variability of improving expert skills.
     
    During the launch of the test server, we, with your help, will check the correctness of the operation of all changed skills again. Perhaps, based on the results of testing and based on the collected statistical data, additional edits will be made. 
     
    We will be grateful for your active participation in testing and constructive feedback on its results. 
     
    See you!
    AIGRIND
  22. Like
    Risc got a reaction from Laevateinn in Warlock Skill Improvements Suggestions   
    Hi! All.
     
    In view of "[2021.10.15] Skill Rebalance. News", I wish to share my suggestions on improving the class overall from my perspective.
     
    I've not played warlock much after unlocking all experts at Lv 18. And I have yet to reach endgame with my char, as I am not finding it fun to play when comparing it with mage.
    So my suggestions will be around what the class needs to be comparable to its counterpart the 'Mage'.
     
    Suggestions
    The Warlock lacks good survivability overall. While "Grimoire + Draining Health" combo does generate reasonable Heal over time at higher levels...I find its not very reliable, if the skill gets dodged/resisted. As for Stone body, its more of an emergency skill and it does not last long. So hence, I suggest improving the Steal Health skill for a consistent heal over time. Again some may argue, that the control skills offset survival. But I feel control skills are not reliable especially at end game content when most of players or bosses have high resist stats. The Warlock needs some of its experts to be passives. Currently it has no passive expert skill (excluding Class Talents and Classless Skill books). There are just too many active skills. The AOE potential of the class needs to be improved.  
  23. Speechless
    Risc got a reaction from Speedom in Skill Improvement Suggestions   
    @Higgings - Looking back, I apologize as my tone of the response was rude. Even thought you meant no disrespect, I was annoyed as I had thought long and hard before making this post. Now I feel whatever suggestions I made, were with mind they can achieve in short time frame.
    As for the primary post, I have not mentioned any specific buff number Like 150% Magic Power or 200% magic power, etc 
    If I really wanted to be perfect, I would rather suggest new skills. Having a dragon eye, Have double mace like Chief, add more burst skill, pets, and so on....Which is unrealistic, silly and waste of my time.
    Perfection is an illusion. There is always scope of improvement for any skill, class or aspect. 
     
     
    @Hourai - With all due respect, I have not asked to buff every single skill in Templar. For example, I did not mention any buffs on Mantra of Healing or Onslaught. And whatever I asked was slight increases around Duration, Cd or scaling with physical/magical stats.
    I have not asked for an increase in Damage stats in any of the skills. So I have no idea why you folks think this is a Buff for every skill on Templar.
     
    Forum may not be the right reference for statistics of the game poulation...True...But it can measure some degree of Player interest based on views and post count in order to extrapolate how things are with a given class.
     
    Let me share my experience. I have levelled both a Charmer and a Templar to end game without any help from guilds or friends (not that I have any) I have switched to +10 gear only after reaching 28+ But before that all my gear was just +1 to  +5. As part of the mandatory dungeons, I have found it easier to solo bg, T1 and T2 on Charmer. While with Templar...I have lost track of the minions, life scrolls I have burnt to complete the needful. So ultimately, I disagree with your statement "No improvement is "needed" to grind from level 1 to endgame".
     
  24. Like
    Risc reacted to LeeLoo in [2021.10.22] Update Warspear Online 10.1: Mystery of Vinetta. Preview   
    Dear friends!
    The Median night, the most long-awaited, mysterious and bright holiday in Arinar, is getting closer every day! This year celebration will take place on Vinetta, well known for its wetlands, canals and the annual competition of theatrical troupes - The Mystery of the Long Nights. So, your applause - the curtain is opening!
     
    Town Square
    ---
    (A smartly dressed entertainer enters the stage)
    Entertainer: Honorable audience, signori and signorini! Honorable people of Vinetta and guests of our island! Today we glorify the Mystery of the Long Nights! The greatest theater competition is about to begin! Incredible performances await you everywhere: in squares and in alleys, among canals and on bridges, in taverns and pubs! The best theater troupes have been preparing for a long time in order to amaze the respected audience with plays and shows - a delight for the ears, eyes and mind! Hurry to see: incomparable comedians and singers, mimes and acrobats, new harlequins and voltigeurs!
    ---
    (The entertainer's speech is briefly interrupted by favorable shouts)
    ---
    Entertainer: But that's not all! Please do not ignore Vinetta's exceptional guests! Only during the Long Nights, passing from Pumpkin County - the venerable Sam Hein and his Horror Circus, the one and only! Virtuosity and skill beyond good and evil! Signor Hein seems determined to fight for the title of King of Theaters! Hurry to see - only in...
    ---
    (A living puppet enters and hands the Entertainer a note)
    ---
    Entertainer: Hmm... Yes, yes, I completely forgot to mention separately another troupe that will take part in the Mystery. Pay a tribute to the amazing Puppeteer and his troupe of living puppets! No wonder they predicted a thunderous victory in the theater competition... as well as every year... Hey, what are you doing? That's not what I meant! I didn't mean to offend Puppeteer!
    ---
    (Two hefty puppets grab the Entertainer and lead him off the stage. Screams of discontent are drowned out by the orderly clapping of wooden palms)
    ---
    Puppeteer will do anything to win the competition and has already begun to set his traps all over the island! Horror rides, exciting quests, sinister dungeons, world and guild events in the open world and in GvG territory, incredibly entertaining group guild survival event, treacherous bosses and amazing rewards await you!
     
    Holiday island
     
    Well, it's time to look around and explore the new holiday island! Many centuries ago, Vinetta was an unremarkable area, but the Great Rift irrevocably changed the appearance of the island - a significant part of the island's territory was flooded, swamps formed in place of forests and arable lands, and city roads were hidden under water. However, the cheerful locals managed to turn this disaster to their advantage. They connected the flooded parts of the island with canals and built graceful bridges that allow them to cross water barriers. The inhabitants of the island can easily navigate the canals, but the heroes of Arinar will have to work hard to master this skill and get to all corners of Vinetta! 
     

     
    Weekly qualifying guild tournament "Melpomene's Choice"
     
    Perhaps the old experienced actors still remember what the theater competition was like before Puppeteer appeared on the island. However, this year the cunning theater master will not be able to hamper the execution of the ancient tradition of Vinetta!
     
    If you haven't joined a guild yet, it's time to do it, because guilds from level 2 will automatically take part in the guild qualifying tournament among the theatrical troupes of Arinar. In this tournament, each Alliance will be represented by three theatrical troupes.
     
    Sentinels:
    Troupe "Piazza" Troupe "Theater of Shadows" Troupe "Red Harlequins" Legion:
    Troupe "Buffa" Troupe "Theater of Silence" Troupe “Lilac Harlequins "Piazza" and “Buffa” troupes tend towards fun, light performances with lots of dance and music. In the Theaters of Silence and Shadows, they learned to play without words at all, reaching the heights of stage expressiveness and sophistication. Finally, the Lilac and Red Harlequins have established themselves as consummate ironists and tricksters whose performances are unique.
     
    Which theatrical troupe your guild will be in will be determined by the hand of fate - at the start of the tournament, guilds will be randomly distributed into groups within their Alliance. Compete with other guilds in your group on the tournament points you have earned and check the Activity Center from time to time to track your guild's progress!
     
    Tournament points are awarded for completing tasks, completing dungeons and attractions, as well as for killing a raid boss only in Vinetta's territory:
    Completing tasks (15 points, no limit) Passing of rides (10 points, the limit of points per day is 500) Completing dungeons (30 points, the limit of points per day is 1000) Killing raid boss (60 points, unlimited) The three strongest guilds from each group with the highest score will get the right to participate in the Mystery of the Long Nights, survival games!
     
    Tournament time and duration: weekly
    EU-Emerald \ SEA-Pearl (Monday 00:00 CEST to Sunday 00:00 CEST) 
    BR-Tourmaline \ US-Sapphire (Monday 10:00 CEST to Sunday 10:00 CEST) 
     
    Holiday Quests
     
    The theater begins with... underhand intrigues. What with schemings of competitors Sam Hein fails to show the true skill of the artists of his Circus. Each of you has to find the true culprit of strange and sinister incidents, so be attentive to the collection of evidence and secrets that Signor Polichinelle will tell. You will meet many traps on your way, but even the most experienced puppeteer cannot manipulate the heroes of Arinar!
     

     
    In addition to solving the main mystery of the holiday island, you will find many exciting daily tasks: collect theatrical props, rip off the heads of spy-puppets, work over aggressive wooden dolls, fight off attacks from mannequins and mad carpenters! Play the key role in hilarious PvP-scuffles drop into the "Dead Man's Grin" Tavern or by crossing over to the side of the enemy Alliance!
     
    Dungeons
     
    Oh, what a difficult walk awaits you! The gloomy estate of Orlandina, the beloved of Puppeteer, is fraught with many dangers. You need to clear rooms from the whole pack of Orlandina's puppet servants and fight the owner of the mansion.
     
    Each of  Puppeteer's creations is a real work of art, but the master put a part of his soul into Orlandina. Unable to resist the beauty of his own creation, Puppeteer, who never loved anyone, was inflamed with passion for Orlandina, and wished to hide her from prying eyes forever. Surrounding the most perfect of his creations with loyal servants and graceful objects, Puppeteer locked Orlandina in a mansion built according to his own design.
     

     
    Be careful, because Orlandina, the eternal prisoner of the doll's estate, will try to confuse the uninvited guests! There are so many rooms in the mansion of the beloved theatrical master, that every time you have to go through a new route and face new monsters. Carefully switch the levers in one of the rooms and keep in mind that not all inhabitants in the estate are hostile!
     
    World event “Shadow Play”
     
    Well, it looks like you managed to anger Puppeteer! The theatrical master's sophistication and ruthlessness know no bounds, and his servants are strong and cruel. Frustrate insidious plans of the Puppeteer's henchmen and help Sam Hein defeat the most dangerous servants of the theatrical master! 
     
    The first stage “Light and Shadow”
    Theaters of Silence and Shadows are rightfully considered the most mysterious troupes on the island. No one knows what they are preparing for the upcoming competition. Puppeteer considered that such a strong competitor should be eliminated, and sent his supporters to these theaters - the Shadow Maestro brothers. The brothers decided to remove the heads of the theaters and take their place. then remove the troupes of Silence and Shadows from participating in the competition. The appearance of these villains is accompanied by attacks on the townspeople of creatures woven from shadows. They must be sent back to where they came from! Bring the monsters to the light and smite them! 
     
    The second stage “Stealing the Light”
    Maestro's minions have stolen all the oil from streetlights! Vinetta's lamplighters had already left for the light to shine again. Shadow creatures do not sleep - stop them and help the lamplighters complete their dangerous work! 
     
    The third stage “Rescuing the Drowning”
    Maestro's henchmen have pushed the townspeople into the сanal! Help them get out of the water and get to the stretcher of the city medical orderlies. However, be careful, the Maestro has scattered mines in the channel, they are extremely dangerous! 
     

     
    The fourth stage “Harlequin's Shadow”
    The head of the Harlequin troupe is a well-known good-natured person, but his shadow ... His shadow has absorbed all the worst features of a real theatergoer. The maestros lured shadow to their side, and now it is threatening the inhabitants of the island! 
     
    The fifth stage “Battle of the Masters”
    Sam Hein hasn't personally entered the battle for a long time, but the Puppeteer's servants managed to make him angry! He decided to get even with the Shadow Maestros! Help the prince of the Median night and fight the shadow creatures. The enemy is insidious, he distributed part of his power to his closest followers - werewolves, try to destroy them as early as possible! 
     
    The sixth stage “Shadow Maestro”
    Sam Hein failed to win, but Maestro's henchmen were significantly weakened! The maestro is hiding in the shadows - light the fires, gain the power of light and defeat the villain! The Puppeteer's servants will have to compete honestly! 
     

     
    Restart time: on schedule
     
    Tournament guild event on the GvG territory “Carnival of Drachmas”
     
    The time has come for fierce battles! Boldly leave your camps and fight other players and new PvP-monsters! The path to the main stage is difficult and thorny, and only the strongest guild can go through it to the end! 
     
    On the most mystical night on Vinetta, it is customary to hold the Carnival of Drachmas. For every inhabitant of the island, this is a chance to prove themselves in battle with the strongest guilds of Arinar. Vinetta's most renowned warriors will await the heroes at the Center Stage of the Four Channels. However, the right to get on stage still needs to be earned! Collect drachma coins by overcoming defenders and taking coins from rivals from other guilds. Everyone who collects the required amount will receive a ticket for the crossing, where they will face even more dangerous opponents. Then the severe gondoliers will require you to prove yourself once again, and after that they will let you enter the stage. Only the guild that crushed Vinetta's greatest warriors will receive the highest reward!
     

     
    The main task of your guild is to score as many points as possible, dealing with monsters, as well as other players. Just keep in mind that the combat zone is divided into three parts by water barriers. When you leave the camp, you will immediately be taken to the first zone, where you will have the opportunity to prove yourself in battle!
     
    A gondolier will help you get into the next battle zones, but think over your tactics well, because you can only return back in case of death! With each crossing, the battlefield becomes smaller, the monsters are more dangerous, and the enemies are more sophisticated. And the gondoliers do not work for nothing... 
     
    For every kill of a monster, your character will receive one coin. Five ringing coins will be replaced with a special “One Way Ticket”. After getting your ticket, hurry to the gondolier that will ferry you across the river. The crossing to the third zone will cost 10 coins, moreover there you will meet elite monsters with a very fast spawn time. Battle with monsters and other players and try to stay alive as long as possible in the central zone  to earn valuable points!
     
    Absolutely all monsters in the GvG territory will have a new PvP-status: they will take into consideration PvP-characteristics of a player! Killing this kind of a monster - normal, strong and elite - will bring your guild from 10 to 100 points, and their respawn time will be from 15 to 45 seconds.
     
    Be extremely careful, because in the PvP territory killing another player not only brings 10 points, but also gives the winner the opportunity to take away the earned coins. Only the strongest will survive!
     
    Restart time: on schedule
     
    Guild event in the open world “Mannequin Tent”
     
    It seems that Puppeteer is still confident in his power and even continues rehearsals of his theater! Step in now and destroy the theatrical master's creepy creations!
     
    Puppeteer will need actors to win. He gathered a troupe of his most successful creations and sent them to rehearse in the Mask Den. The actors from Mannequin Tent tirelessly prepare for the competition and perfect their fighting skills! They must be stopped in order to deprive the Puppeteer of any hope of victory!
     
    Conditions of activation: gather 5,000 Guild points.
    Restart time: 12 hours after the event ends.
     

     
    Scary Mannequin
    Scary Mannequin used to be a dancer and no one could repeat the sword dance. Now there is no trace of the ease of his dance, but his sabers are still perfectly sharpened.
     
    Creepy Mannequin
    One day Creepy Mannequin was a skilled blacksmith who was ashamed of his ugliness. Now a way for his accumulated anger has been found - under the blow of a hammer heads burst like ripe pumpkins!
     
    Terrifying Mannequin
    Terrifying Mannequin was well-known as an alchemist who for many years sought the secret of eternal life. Desperate, he would his body to the Puppeteer troupe...
     
    Frightening Mannequin
    Frightening Mannequin was a poacher. In the forest he was ambushed by Puppeteer like a wild beast, and now his disfigured face is forever hidden under the mask of a lion.
     
    Forsaken Mannequin
    Many years ago Forsaken Mannequin was Vinetta's best artist - he changed roles like gloves. They said that three personalities coexist in it at once. Is that why Puppeteer put a three-faced mask on the head of his creation?
     
    Hurry down to the dungeons, where you will find the best actors of Puppeteer on four levels! Just remember: the deeper you descend into the catacombs, the more dangers await you. In addition to meeting grim monsters, you run the risk of running into threatening traps that can not only scare, but also cripple! In addition, you can “rip off the masks” from the mannequins outside the event, because dangerous bosses are always ready to take on the battle! 
     
    Rides
     
    What a Horror Circus without fun rides! This year, Sam Hein has some special entertainment for you, and this is not some trivial roller coaster! Transform into sinister monsters with a set of unique skills and destroy dolls on your own battlefield, amuse yourself with monstrous cooking, build your own attacking fortresses! Chilling experiences and an incredible amount of tokens guaranteed! Have fun all out, and exchange the Good Luck Tokens for excellent prizes!
     
    Nightmare Hunters (solo, for all levels)
    The Horror Circus has always been a haven for a variety of creepy creatures from all worlds. Everyone here can tickle their nerves looking at the collection of Sam Hein, and the most daring can try on the role of one of the hunters and take part in the events of their past! Crush everyone wholesale, chase the fugitives and finish off! For each sacrifice the showman will generously donate tokens!
     

     
    Nobody leaves hungry (solo, for all levels)
    Cooking food for the whole crowd of Horror Circus visitors is not an easy task. However, Sam Hein has managed to turn it into an exciting pastime and promises a generous reward for the luckiest chefs. Carry the ingredients into the pots, but beware of the Subterranean Soupeater! This cunning villain made his way into the kitchen to feast on something delicious. Hurry up, each  correct ingredient and each ready meal will earn you Tokens! 
     

     
    Tower Rush (solo and group, for all levels)
    Sam Hein always chooses the most dangerous corners of Arinar for the Horror Circus. That is why it is so important to take care of protection in good time. Sam Hein promised to reward the best tower builders and defenders of the Horror Circus with Good Luck Tokens. Skillfully combine different types of towers to achieve the best effect and kill as many monsters as possible - showmen pay for the head of each villain!
     

     
    Raid Boss Puppeteer
     
    Puppeteer - the self-confident and vain owner of the theater of living puppets has been called the King of Theaters for many years. Sam Hein's decision to take part in a theater competition hurt the pride of the puppet master. Gathering all his henchmen and obedient servants, Puppeteer ordered them to eliminate competitors, and he locked himself in his mansion. 
     
    The old people say that the Puppeteer's mansion grew up in the middle of a swampy forest many years ago and literally overnight. The mysterious maestro settled in such a strange place in order to have plenty of wood for his craft, but no one saw that the woodcutters cut wood there. However, the incredible splendor of the performances that Puppeteer soon began to arrange did not leave the audience in doubt - the owner of the mansion found a way to make more and more new dolls. A troupe of puppets, seemingly alive, immediately joined the theater competition during the Mystery of Long Nights, bringing the honorary title of King of Theaters to Puppeteer over and over again... to this day. 
     

     
    Be careful looking for the main villain in the labyrinths of his mansion, because his puppet world is full of real traps, ambushes and aggressive monsters that reliably guard the peace of their master. From the outside it seems as if the old theater master is peacefully dozing off in his chair, but do not be fooled by his imaginary calmness! Puppeteer is very cunning, and everywhere he placed his own copies, however, much less dangerous than the maestro himself. 
     
    Did you manage to find Puppeteer after all? Feel free to join the battle, but keep in mind that cornered theatrical master will summon many dangerous monsters to help. Try to deal with the Puppeteer's creations as soon as possible, because from their movements the earth is literally saturated with poison! Puppeteer is not going to give his life cheaply, and when weakened, he will restore his health due to your attacks. However, remember that even an experienced puppeteer can be turned into a rag doll, so prepare your weapons for battle! 
     
    Survival games "Mystery of the Long Nights"
     
    Here comes the turning-point of the Median Night! First in a long time, the title of the King of Theaters will be earned on the battlefield by the most worthy theatrical troupe! Absolutely all residents of Arinar will be able to witness the historic survival games, so don't miss this showy event!
     
    The Mystery of Long the Nights is an ancient tradition of Vinetta. The award for the title of King of Theaters is so great that every self-respecting theater considers it its duty to take part in the competition. All of Vinetta's theatrical troupes spent a long time preparing the props, improving their skills and rehearsing the best numbers in order to compete for this prestigious title at the appointed hour. Participating teams from the strongest guilds from each theater will battle each other on the Theater Atoll. So who will be the King of Theaters? 
     

     
    Next, you have to understand the rules, because never before has Arinar met such sophisticated challenges! Based on the results of the weekly qualifying tournament, the guilds that take the first, second and third places will receive the right to fight for survival as part of their team. In total, 6 teams will converge on the battlefield, one from each theatrical troupe. Teams will consist of 15 members, so each guild must choose an assault group of 5 people (Guild Commander and 4 strongest players). 
     
    Half an hour before the start of the games, the commanders and assault group will have the right to access the waiting area, and all other players will get into the spectator seats only at the beginning of the battles. Fans will be able to move freely around the battlefield and support their favorites with loud applause and mottos! 
     
    The teams will have to fight against each other in a small area for several rounds lasting 5 minutes each. The main goal of the survival games is to kill the players of other teams and remain the last survivors, or survive until the end of the round and have more living participants than other surviving teams. 
     
    Each team in a round will have 10 revivals, which are activated automatically in case of the death of the participants. Try not to waste them, because as soon as all the revivals are over, team members can no longer resurrect in case of death and will enter the battlefield only in the next round. Remember that on the territory of the event, active guild skills for both participants and spectators will be blocked! 
     
    Winning the round is awarded to the last surviving team. If, after the expiration of time, two or more teams remain on the battlefield, the winner is the team with the largest number of surviving participants and remaining revivals. 
     
    For the victory in each round, the team receives 1 point, and the theatrical troupe, which earns 3 points the first, is declared the winner of the survival games. The fight is not easy, but you will have time to catch your breath - 30 seconds before the start of each round will allow you to safely prepare for the next fight.
     
    The winning team will share the triumph with all their comrades, so an incredible reward from the inhabitants of Vinetta awaits all guilds that took part in the qualifying tournament as part of the troupe! 
     
    Restart time: on schedule
     
    Holiday skills 
     
    Only during Median Night will you have access to holiday skills that will allow you to transform into unique monsters or call for help from puppet helpers! 
     
     Wooden Legionnaire's Help 
    Almost indistinguishable from humans, some puppets have chosen the path of helping the heroes of Arinar! Wooden warriors do not feel pain, but they are able to inflict it. The skill is issued for the entire duration of Median Night and is not used during Arena. 
     
     Crossbowman's help
    Puppets make excellent warriors - wooden crossbowmen help on the battlefield and do not feel fear even when fighting an entire army! The skill is issued for 6 days as a reward for the final PvP event and is valid only on the Horror Circus. 
     
     Help of a group of crossbowmen
    What could be better than a fearless combat assistant, ready to defend himself anytime, anywhere? Only three excellent crossbowmen! The skill is issued for 6 days as a reward for the final PvP event and is valid only on the Horror Circus.
     
     My Personal Fleet
    Allows you to navigate the water channels of Vinetta. The skill is issued for 7 hours as a reward for a world event and is valid only on the Horror Circus. 
     
     My Personal Epic Fleet
    Allows you to navigate the water channels of Vinette and do it in a unique style. The skill is issued for 7 days as a reward for a guild qualifier and is valid only at the Horror Circus.
     
    Season 4: Benefit of horror 
     
    Soon after the release of the update, a new Season of Activities will open for you, which means that your adventures on Vinetta will be even more fun! Check out the Activity Center, complete daily and weekly missions and get valuable prizes.
     
    Do you want to get special benefits and spend time on the holiday island in exceptional comfort? Then the Battle Pass will come useful, which will open an additional branch of unique rewards, and after completing all levels of the Season - an additional slot with a reward. Earn Season Points and unlock infinite rewards with the Battle Pass! 
    In addition, Battle Pass holders have access to:
    additional slots with daily and weekly missions; access to personal warehouse and guild warehouse from the quick access menu; a pleasant opportunity for a free hairstyle change at your Personal Barber.  Achievements
     
    In this update, 13 new individual achievements will be available for you, one of which will be Legendary. Challenge yourself on the battlefields and collect the entire holiday collection of feats! In addition, you can prove the strength and power of your alliance by obtaining all 4 Legendary Guild Achievements! 
     
    New section “Effects”
     
    In version 10.1 players will have the opportunity to track the impacts. The new section "Effects" can be found in the menu of the parameters of the hero.
     

     
    The new section is subdivided into 2 categories: impacts and items. The first includes all buffs received in the game world, such as guild skills, buffs for events and battles for territories, etc. The item section, in turn, will include all the effects received from elixirs, scrolls and food. Effects within each category will be sorted by time of action, and clicking on an effect will open information about the effect.
     
    Set up the display of impacts 
     
    In addition, in the settings menu it will be possible to enable or disable the display of influences not only for your character, but also for other heroes! 
     

     
    Other changes
    added a separator for gold orders when conducting trade operations and when using warehouses; added priority display of the most important actions in the group widget; the problem with sound playback and game freezes on Xiaomi devices (POCO X3 Pro, Redmi Note 10 and others) has been solved. That's all for now, and detailed information on rewards, gifts and holiday surprises will be available on the day the update is released.
     
    See you next week on the open testing!
    AIGRIND 
  25. Like
    Risc got a reaction from TheCaster in Warlock Skill Improvements Suggestions   
    Hi! All.
     
    In view of "[2021.10.15] Skill Rebalance. News", I wish to share my suggestions on improving the class overall from my perspective.
     
    I've not played warlock much after unlocking all experts at Lv 18. And I have yet to reach endgame with my char, as I am not finding it fun to play when comparing it with mage.
    So my suggestions will be around what the class needs to be comparable to its counterpart the 'Mage'.
     
    Suggestions
    The Warlock lacks good survivability overall. While "Grimoire + Draining Health" combo does generate reasonable Heal over time at higher levels...I find its not very reliable, if the skill gets dodged/resisted. As for Stone body, its more of an emergency skill and it does not last long. So hence, I suggest improving the Steal Health skill for a consistent heal over time. Again some may argue, that the control skills offset survival. But I feel control skills are not reliable especially at end game content when most of players or bosses have high resist stats. The Warlock needs some of its experts to be passives. Currently it has no passive expert skill (excluding Class Talents and Classless Skill books). There are just too many active skills. The AOE potential of the class needs to be improved.  
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