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Ninja

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  1. Like
    Ninja got a reaction from Omercix in PvE Rogue Build (Full Damage Burst) By: Kelvzs US-Sapphire   
    I'm pretty sure flurry 4/4 and extermination 4/4 gives max dps (but u'll need mana pots)
    Also Lavalier or Fear (with pene) and Iceq rings better and cheaper
    And full BR set, less hp but more accu and speed
  2. Like
    Ninja got a reaction from whjm17 in Irselnort PvP Rules?   
    There is no rule, lvl or pk-limit (but no bonus/loot too)
    Indeed later u get quests "enforcing" 10-15 kills (lvl 18+)
    But most wars/pvp happens near Nadir, just few bored rogues adventure further
  3. Like
    Ninja reacted to Higgings in Charmer - Analysis and Suggestions   
    Welcome ladies and gentlemen to this topic! 
     
    As many of you obviously know, the update 7.0.0 gave us something totally new in game; I am talking about ( of course ) of the new classes! 1 each clan, 4 characters, now, per clan. However, I am here today to talk about one class in particular, the hardest ( In my modest opinion  ) to build, in equip and skill wise; The Charmer. 
     
    Among all, the charmer is the only class in game who is able to:
    -Wear Cloth and/or Heavy armors
    -Wear a staff or 1h Mace + Shield 
    -Summoning Creatures 
     
    Basic Skills ( lv1-17 )
     
    At low levels, this class can be built in a totally different way. We know that charmer requires Magic Damage in order to be competitive in places like arenas, however, some players forget about it sometimes ( that might be a reason of why there are many low level players atm of such class. Or maybe because only 2 weeks have passed from the latest update, lel ). 
     
    Let's take now its skills in Exams:
     
    Dark Prism:  The common attack skill that everybody has. Deals a nice ammount of damage if the main build of the charmer is the Magic Damage. Nice thing of this skill is that is a ranged skill, so it will work as a ranged attack even while using a mace and a shield. Keep this in mind ^^
    Warrior Healing: A weird skill, quite unique among all the skills healers have ( even though we can't really consider the charmer as a healer, just for this skill ). The skill itself is useful, but can ABSOLUTELY NOT be replaced to a necro heal or a shaman heal, for now at least. The skill's ammount of healing is quite low, even at high damage, and shall be used as an emergency skill in case another member in the party is in danger, except the tank. Let's say a necro who overused his skills, or a rogue who has got damaged by some mobs. Curious thing is that the Cooldown of the skill is egual to the time the healing buff lasts, so It will not be a bad idea adding some CoolDown items in a Charmer's equip. 
    Weakness: A useful skill, very appreciated by people who are used to go in Dungeons or Questing. I would avoid anyway to use points on this skill if your target are arenas. 
    Call: Overstimated skill, in my opinion. It's more likely the players have chosen to create a charmer just because "It is cool to summon a pet". This skill works depending on the physical damage of the charmer, and this is where the players fall. If a charmer uses a full physical dmg set up, just to maximize this skill, it will make as a conseguence the rest of the charmer's skills totally useless. Besides, in high levels the skill itself reveals to be quite useless, since mobs around the new maps insta kill them, or players in arena take 1-2 hits to kill the beast; the system sees the pet as a player,thus makes him not immune to the Opponent's Ferocity and Resilience. On the other hand, in low levels arena this skill reveals to be pretty op in certain situations. An arena charmer lv14, for example, reveals to be tricky to fight, cause his minions have got op statistics ( 1.5k hps and 150 damage for a mob is quite too op, for a player lv10-14 ). He is your best friend in Norlant Swamps, since it will be your loyal and cute Demon-dog that every Forsaken Child would love to have ( Do not even dare to cast Warrior Healing while you are trying to use the dog as bait in swamps! The Dark Showman reserves the right to say "Hah I warned you!" If you do it ). Note that, atm, the Minion summoned does NOT disappear once the summoner dies. I'm not sure if developpers did it on purpose or it is a bug.
    Oppression: . Useful skill to take some advantage if the enemy reveals to be quite too much strong. It is a ranged attack, and it works pretty much like Sharp Shadows, with the difference(s) that Oppression deals way less damage, and the stun can be Dodged/Parried/Blocked. As well as Sharp Shadows, it is a ranged attack, so make sure to use it at your advantage in case the situation becomes dangerous. 
     
    Expert Skills ( lv18+ )
     
    There is actually little to be said here. Charmer's expert skills consist in a range of AoE Damage Skills, Control and Support. They reveal to be pretty strong even at a low level, giving a good chance to lv18 arena players to be dangerous against their opponent. 
     
    Let's have a quick look to its skills:
     
    Stone Curse: this skill works like Warlock's Stone Body, the only difference is, it is the enemy who's being Petrified. This skill removes the Fight Mode, allowing the charmer to either change equips or become Usain Bolt and running all around the arena and Healing himself in the meanwhile ( and why not, summoning also some dogs to slow down the enemy  )
    Otherworldly Blessing: Hybrid skill; Can be extremely useful for a tank ( raising his "Block" statistic ), and good enough for a charmer as well, although building a charmer with "Block" means sacrificing a caster equip to a tank one. Can be a good choice if you plan to make a physical damage build for your charmer, instead of a magic damage one.
    Knowledge of the Dead Man: Passive skill. Stunning skill. For a charmer is easy to spam skills against a player. I can't see such a powerful use in PvE, and can be very useful in PvP. Actually, in PvP is a must having it maxed. 
    Overworldly Fire:  An AoE damage skill, 3x3 large ( I might be wrong on this ). Deals a very nice ammount of damage even being at 1/4 ( of course if you use a Magic Damage set up ), can crit and stun as well. Levelling it up will increase the damage and the stun chance. 
    Eye of the Darkness: Here another hybrid skill, although many might see it good in PvP only. It allows to see camouflaged enemies ( Rogues/Seekers/Funny people under Ink buff in war ) and raise the def of the character. Nice thing of this skill is that can be casted on allies too, increasing the defence and making it useful in PvE too. Maybe one of the skills a Charmer should not lack of, either if it is PvP or PvE built.
    Help of Chaos: . This skill allows the charmer to summon another creature ( Bird of the Night ) which will help him, or an ally, healing his wounds and fighting an enemy. The more this skill is upgraded, the more the bird stays onto the battlefield. Moreover, this skill finally gives the charmer a reason to choose a staff, since the bird's attack and its healing exclusively depend on the charmer's magic damage. 
    Energy Manipulation: This skill allows the charmer to steal some energy from the opponent, recharging, as a result, the charmer's mana by the specific ammount stolen. Can be very good in case the charmer lacks suddenly of mana or simply want his enemy to burn reserves of energy faster. 
     
     Available Relics for a Charmer 
     
    This part is maybe the thing that disappoints me on a charmer. Although it is designed as a support class, the charmer lacks of Useful relics which defend himself in a PvP . (Relic of immunity - Great relic of Curse Removal ). Does not lack of Relics which can increase the Resistence and the Endurance of the character ( Relic of Unprecedent Health - 
    Great Relic of Energy Efficiency ). 
    Nice thought giving the possibility to the Great Relic of Inacessibility to be added in Oppression. . For this skill, the rare relic can be added depending on your way of playing. My Personal advice is: Relic of Inefficiency -> PvP/ Relic of Magic Weakness -> PvE
    What to say about Dark Prism? Empowering relics like Great Relic of High Mastery or Great Relic of Punishing Ablity or again Great Relic of Indomitable Blow are fo sure the most liked and used in game. But please do not forget that there are a lot of possibilities and combos who might reveal to be op on a charmer, however you can absolutely feel free to use any relic of the Up mentioned ones. In PvP, i might take in consideration to purchase a Relic of Overwhelming Ability if I were you, in order to give this skill a stunning ability ( since Charmers haven't got many, ah?  ). My Personal advice here depends on levels: Great Relic of Sudden Strenght + Relic of Overwhelming Ability -> PvP ( Useful in level 6-16, not advised for higher level brackets ) or Great Relic of High Mastery + Relic of Overwhelming Ability -> ( Works pretty fine on high Levels ) / Any Empowering relic + Relic of Magic Weakness -> PvE
    Although I rate it as a Overstimated skill, Relics which can be added to Call are pretty nice for this skill lovers. Consider to use Great Relic of Continuous Effect Here, since it will be funny to see people being annoyed by dogs for a quite long time ( would be hypocrit not to admit it  ) or i would not dislike a Great Relic of Punishing Ablity either. I am not sure, however, how rare relics should work on these dogs. The most plausible idea is Dogs with a chance of triggering relics every time they hit the enemy... please, correct me here If I am wrong. Here my idea of this skill Relic-build: Great Relic of Continuous Effect + Relic of Slowing -> PvP / Any relic you like + Relic of Physical/Magical Exhaustion -> PvE
    Relics available for Weakness are not so bad either. In fact, we can choose a good combo or even 2 different builds who can be useful either in PvP or PvE. The skill itself is not that bad either in Dungeon vs bosses or in Hunts or quests. My idea here is: Great Relic of Concentration + Relic of Wild Thrill -> PvP /Great Relic of Continuous Effect + Relic of Awkwardness -> PvE
    Last but not least, Warrior Healing Is the only healing skill of a charmer ( for now at least ), and that allows him to have a one of the best relics for healers, Great Relic of Refreshing. Please, avoid using Great Relic of Salutary Healing because it depends on the ammount healed to your ally, and since the heal of a charmer is not very high, you might not get the best from it. My advice for this skill is: Relic of Unprecedent Health ->  PvP /  Relic of Dexterity -> PvE 
     
    There are also many other relics which can be used to create a nice build for your charmer, I've only told you the ones I'd use. There isn't "The best Build". Just customize your character and have fun with it. 
     
    Charmer's PvE Equipment/Skill build
     
     
    As a Forsaken, the charmer burns a lot of Mana ( this is why the +3 more energy regen is not a passive skill to understimate ), Thus the Mana and the Energy Regen is something I would focus on. Once you decide your Charmer must Support in PvE, you'd better make sure it  is ready for every kind of challenge your team mates want to face! 
    So, what would I use to make sure my charmer is ready? Here is my personal idea. I will post Several Versions of PvE build, keeping in Mind that some players would love to stay "low level" in order to get drops from a certain type of Mini Bosses ( lab for example ).
     
    Charmer lv18, PvE Build
    (NOTE: The charmer class has not been implemented yet, unfortunatly, so you won't be able to see the result of the statistics. I hope this is not a too big problem for you guys. Besides, all the builds made are for a guildless charmer; if we were in a very high lv guild, we should have created the charmer on a different way, as a conseguence, to make it as more balanced as possible. If for some weird reason links do not send you to the site directly, just copy and paste them to your Browser: It should work!)
     
    Staff build: http://ws-db.ru/calculator#22961
    Mace Build: http://ws-db.ru/calculator#23940
     
    -There are obviously way better items for a charmer than the ones I put here, but this is maybe one of the best ( and cheap ) sets available in game. Some of these items can be obtained in Swamps or Normal Tower. The ammount of Mana and Energy Regen should Grant you to carry on spamming skills, without dodging them too much, thanks to the balanced ammount of Accuracy given by this set up. The staff I've used was actually chosen for the statistics it has; you can feel free to use any you like there, but in my modest opinion, I'd choose something with Accuracy and CoolDown.
    For the 1h Mace lovers, instead, I rather for now using a Physical damage mace, since the current skills do not let a 1h magic damage mace to be utilised at his 100% of its strenght. A physical damage mace also allows to empower our doggies, which will reveal to be good allies in damage matters. I've used a heavy belt in the Mace build, cause both the mace and the shield add nice defensive statistics, so i thought, why not adding more?
    Of course, If you have a particular love for lv18 characters and you have no financial problems, then here my personal Idea for a Lv18 maxed PvE charmer: http://ws-db.ru/calculator#23935 . ( Staff ) http://ws-db.ru/calculator#23933 ( Mace )
     
    Skill build here requires a good balance as well. Make sure you choose wisely here! Here what I thought:
     
    Basic Skills:
    Warrior Healing 5/5
    Weakness 5/5
    2 points left*
    Expert skill:
    Eye of the Darkness 1/4
     
    * Now depends on what kind of charmer you want to have: if you rely on physical damage, then Call skill is the right option! 
     
    Charmer lv22, PvE Build
     
    Staff Build: http://ws-db.ru/calculator#22964
    Mace Build: http://ws-db.ru/calculator#23939
     
    -I found a charmer lv22 way easier to build than a charmer lv18. All the equipments I've put there have been chosen mainly for the Mana and the Accuracy they give. Skyfire rings cost around 40k each, and are very useful even at high levels. Also they will compensate the lack of Hps of the amulet and gloves, so that all the mix will result Balanced. The story for the staff is the same even for lv22 characters: use the one you like the most. The one I've put there is just for the statistics it has. Same story for the mace, I liked its statistics and found it cheap enough for this build. But if you have something better, feel free, as always, to use something different! Only quite expensive item present here, is "Golden Dawn Boots". In EU-Emerald, they worth around 200k atm. Thus, feel free to change them with any item you like the most. Here as well, if you have enough currencies, I will post another nice enough set I thought: http://wsdb.ru/calculator#23936   (Staff)  http://ws-db.ru/calculator#23937 (Mace)
    Gears, mostly, change here. And, of course, the amp level .
     
    Basic Skills:
    Warrior Healing 5/5
    Weakness 5/5
    2 Points left
    Expert Skills:
    Eye of the Darkness 2/4
    Otherwordly Blessing ?/4
    OR:
    Help of Chaos ?/4
     
    2 points left* 
     
    *Depending on your build. Choose wisely!
     
    Charmer lv26+, PvE Build
     
    Once you plan your charmer must be high levelled, it is hard to talk about "Making a cheap but good Build for Dungeons, Solo Hunts or Questing with mates". After having clarified this, let's go ahead, Ladies and Gentlemen! 
     
    Staff Build: http://ws-db.ru/calculator#22967
    Mace Build: http://ws-db.ru/calculator#23941
    -As you can see by yourself, I tried to keep as many items as possible, so that you will be able to spare some gold for gears. The technocrats staff has got many nice statistics there, as well as a bit of Penetration. Also I've put a lv24 Sky Sorcerer's baldric, available by hunting Pteriks ( you might drop it, if you are lucky enough ), or another good choice is the lv24 belt from the Xmas event, the one with Accuracy which replaces Hps. Maces in lv 26+ are either with magic damage as first statistic, or without magic damage at all. So I took the one which looked like good enough for now ( i know, there is the crafted one.... don't worry! )
    Here what you could do with some currencies! 
     http://ws-db.ru/calculator#23927 . (Staff)  http://ws-db.ru/calculator#23942 (Mace)
    This time I have chosen caster set more than heavy, for the good statistics' sake xD. There is also a little change on expert skills. May it be clear, that these builds are only ideas you might use . Assuming we are lv28, this is the build I would make
     
    Basic Skills:
    Warrior Healing 5/5
    Weakness 5/5
    2 points left
    Expert Skills:
    Eye of the Darkness 3/4
    Otherwordly Blessing 3/4
     
    1/2 points left *
     
    *Depending still on your build!
     
    All these advices come from me, directly. It is what I've experienced and I wanted to share. Everybody who wants to leave some advices too are more than welcome here! You know, I am always looking for people who love to conversate.
     
    See you all, and thank you for your attention! Ah, the post might be of course updated in the future, as soon as new
    stuff come, so stay tuned 
     
  4. Like
    Ninja reacted to Daria in [2017.04.14] In development: Guild Castles   
    Hello everyone!
     
    "In development" section is still alive (in case you doubted it), and today we would like to talk about castles on Ayvondil that have been bothering our minds for quite a time. They will be added to the game in the second part of the year, but we can already tell you some of the most fundamental information about this interesting mode.      
     
    ATTENTION! THE PROJECT IS STILL IN DEVELOPMENT, SO ALL ELEMENTS AND MECHANICS MAY ALTER BY THE TIME OF IMPLEMENTATION.
     
    Before getting to the details, let us speak a bit about the purpose of Guild Castles, what role they play in the game and how they will change Ayvondil.
     
    Castles on Ayvondil is the main game element of the island that will bring together the concept of the third key stage of the game.
     
    The starting island introduces the basic elements of the game, lets the player try the main game mechanics and choose the most comforting playing style. Irselnort sets a whole lot of more complicated missions like pushing the player towards socialization and creating a Guild to be able to go through hard in-game content (or entering one). Moreover, for the first time it throws players against the members of another Alliance in open world. Ayvondil should move the focus point from the chaotic battles between Alliances to the opposition between thoroughly organized Guilds. The existing group mechanics are not enough for this goal, thus Guild Castles will take it upon themselves.  
    Capture mechanics
     
    Those who have visited Ayvondil should know that there are Fort Wardens standing beside the entrances to closed locations. If you talk to them, you may learn that for now a castle is empty, but someday it will open the gates to welcome its new owner.
     

     
    A fort is not a castle, but only the entrance to the vast territory of the castle that is constructed similarly to the Dungeon (it is much bigger from the inside than it seems from the outside) and consists of the three parts that you will have to capture one by one:
     
    - Castle territories. About 25 locations with respawn points and the castle in the centre;
    - Courtyard. The inner territory with the Guard and defenders;
    - The very inner part consisting of several rooms with multiple passages and a throne.  
     
    The battles will be held according to the schedule, and there will be quite long periods of time between them because the whole point of this mode it not to capture the castle, but to hold and to develop it. Each castle will be unique, and the higher the Ayvondil zone is, the more profit a castle will bring.
    ___________________________________________________________________

    To participate in the capturing of a castle, you will need to have a Guild of the fifth level and higher and to pay a certain amount of Guild Points.
    ___________________________________________________________________
     
    The development of a castle will bring completely new mechanics to the game: constructing buildings, exploring new territories, obtaining new types of resources, protecting territories from enemy raids, organizing raids on enemy territories and much more. It will influence players from powerful guilds, as well as newbies (wait for more information about it in one of the following "In development" episodes). But all of it starts with the castle capturing, and this is what we are going to tell about now.
     
    Breaking the gates
     
    At some point, Guild members will be able to go through the fort gates to the castle they want to capture. After appearing on castle territories, they will have to reach one of the three gates and crash them, opening the path to the courtyard. Add to this fighting with other Guilds in the "Everyone vs everyone" mode and NPC-defenders of the castle. It is important to be among the first ones who enter the courtyard, because in this case your Guild will be able to start the second stage of the capturing faster, thus having more chance of success.
     

     
    Fighting the Guard
     
    — Let's assume this is the Guard
     
    The strength of every castle lays not in the firmness of its walls, but in the courage of its defenders. You may also add a giant Citadel Guard, in case something goes the wrong way. Only five members of each party (with one of them being the Guild leader) who went through the gates will be admitted to fighting him. At this point, the Guild leader plays the most important role, because it is only him who is able to damage the Guard. The main goal of his mates is to protect their leader and to prevent other Guild leaders from killing the Guard.
    ___________________________________________________________________

    Supposedly, the Guard won't be able to directly damage players, but he will be quite generous when it comes to casting negative effects.
    ___________________________________________________________________
     
    While the big five is fighting other Guild groups and the Guard, the rest of the Guild members will continue battling beside the castle gates protecting their fallen mates from the big five when they move from respawn point back into the courtyard.
     
    Capturing the throne
     

     
    All members of the Guild, the leader of which defeats the Guard, get in the Citadel to fight its defenders. The goal of the attacking group is to destroy the throne and become a new owner of the castle. The goal of the defending Guild that owns the castle at the moment of the capturing is not to let it happen.
    ___________________________________________________________________
     
    In case if the castle is captured for the first time, it is defended only by NPC.
    ___________________________________________________________________
     
    There is a limited period of time given for completing each stage. If the stage goal is not reached within a certain time period then the capturing ends and the defending Guild wins.
     
    — It's just a picture
     
    After the castle is captured, it is time to start developing it. The owners of the castle will need to gather resources and construct buildings that will somehow profit them during the whole time when the castle belongs to them. And that is what we are going to talk about in another episode.
     
    AIGRIND
     
     
     
  5. Like
    Ninja got a reaction from Higgings in Higgings, EU-Emerald   
    Hire this guy as game designer!
  6. Like
    Ninja reacted to Higgings in Higgings, EU-Emerald   
    Ladies and Gentlemen, you are welcome in my thread, where I will explain my idea for the Incoming Arena Update!
     
     The Ice Temple of Seals!
     
    Not too Far ago, a warrior called Taurus adventured to the Grey Mountains with the hope to find some Crimson Corundums, which worth still a lot in Arinar. Alone, he walked for many days, through the snow storm, fighting and defeating every kind of creature who was standing in his way, but all he found was snow, and a empty Mine, once full of the precious red crystals. During the 7th day, hopeless, decided to go back in his Village, but, since it was late, he found a refuge near a cave and decided to take a rest. The next day, the sun brighted in the sky. He was pleased, because he almost forgot how the sun and heat could be so sweet. Full of Disappointment, he took what it remains of his stuff and started to walk back. At the middle of the path, he noticed  something shining in lontanance. Full of curiosity, the mighty warrior changed path and went straight to what is seemed to be a building made up of crystal. Amazed, he stood right in front of the crystal temple, and crossed in the threshold. The Temple had a great garden at the entrace, but suddenly the door behind him closed. "DAMN IT!"  - Said Taurus - "I need to find a way out!" - He thought, and suddenly a big ice wall appeared in front of him. He could read some words written on it. "Great glory you might have, if the Giant will be dead" it said. Suddenly the ice wall broke apart, and a giant Golem appeared in from of him. The fearless warrior got that the only way to go out from there was killing the Golem. An intense fight broke out, and only Harad knows what happened then...
     
    Many days have passed since Taurus travelled, and his companions in the village started to worry about the faith of their Leader. With the need to find out what happened, 3 of the best friends of Taurus decided to go and seek informations about him. Prints in the snow have been cancelled already due to the snow storm which was still present there. The warriors noticed many rotten corpses of some weird beasts, and realized that only 1 man was brave enough to fight against them alone. They follow the path who led to the cave where Taurus slept. "There's something wrong" - said 1 of the warriors - " all the prints and the corpses disappeared from Nowhere going on from the cave. It might mean that Taurus walked back from the cave". At this point, another warrior saw the same light Brighting in distance. "Hey, what's that?" - he asked. "Perhaps our Leader went there?" - Asked the 3rd warrior. "Well, there's only 1 way to find it out...". With the hope in their heart, they ran through the path and reached the Temple in few minutes. Once they stepped into the Temple, they noticed a garden. And the body of a giant golem, broken into pieces. At the foot of the golem, they saw a grey statue. "You guys should see that..." - said one of the warriors. The statue represented their Leader, Taurus, victorious from the deadly fight against the golem. The statue was shining of a precious material, which was not stone. The warriors were amazed at the presence of such statue here. "What could it mean?" - Asked one of the warriors. 
     
    Tired of  the researches, and demoralized due to the failure of the attempt to find their leader, the warriors, with the sadness in their heart, went back to the Village, but managed to gather the same materials the statue was made of from the temple, before going back. The centre of the Village now has got a magnificent statue of Taurus the Warrior, looking like the same statue they found in the Temple. Every young warrior was inspired of this story, and every child dreamt to be as strong as Taurus once they grow up.
    This is the legend of the Ice Temple of Seals, where only the strongest warriors are able to enter in, fighting their enemies like Taurus did with his enemy. 
     
    "Great glory you will have, if the giant will be dead" 
     
     
    The Plant of the Ice Temple of Seals

     
    The aim of my arena is to guarantee the dynamicity of the fight, giving everyone a chance to participate and win. 
     

     
    The area will be set in the snow lands of Arinar. The trees and the grey ground are fully covered in snow. The only way to walk is by following the Yellow Path in the arena. 
     
    The Strenght points of this arena.

     
    I studied this arena in order to give a chance to everyone, low amped/high amped as well as experienced and unexperienced players, to win. 
    I apologize in case you are not able to read what I wanted to clarify in the last screenshot, and, for this reason, I am going to sum up what I wanted to create.
     
    The Point of appearence of both the team are created in order to avoid the Istant K.O. of the character ( in the older arena, the enemy party could stand at the Point of Appearence of an ally and kill him isntantly ) or at least to make it harder.
     
    I've decided to insert in the project some decorative item in order to make the arena as similar as possible to an ice garden. The trees located in the arena have been put mainly as a decorative item, and secondly to create something like an Obstacle. The difference between the trees and the Ice Walls consist, in fact, that the walls are just used as walls surrounding the arena. They do not affect in any way the battle. 
     
    The Design of the arena makes sure that the focus of the fight is in the centre. I've put squares areas in some zones of the path ( mostly near the Capture Point n.1 - 2 )  to make the path itself larger in some points, so that it can allow to fight in other zones as well
     
    And last but not least, I made sure that every single capture point had at least 2 way of escape. That will slightly decrease the chances of being trapped by a hard enemy team or, at least,  to fight him 1vs1 and not 3vs1. 
     
    I apologize, again, if this thread is so damn long, but I really liked the idea of helping somehow the game to develop. Thank you Everybody for your time, and may the strenght of Taurus be with you all!  
  7. Like
    Ninja got a reaction from Pecleb in Secret reserve (minor buff)   
    Reserve should trigger earlier, at 30% hp
  8. Like
    Ninja got a reaction from Omercix in [2017.01.30] Game servers stop   
    IMO Halloween 2015 event was the worst: same gear of 2014, old cheap stun weapons, hard/ugly DG, very low drop rate...
  9. Like
    I think they count "enters", not "completed runs"
    If a pt of 5 enters, it counts as +5 "entered"
    And if u die/dc and enter again, u r counted again
  10. Like
    Ninja got a reaction from Morgana in [2016.12.14] Warspear Online 6.3. Volcano's awakening. Preview   
    I found fire exit
     

     

  11. Like
    Ninja got a reaction from Daria in [2016.12.14] Warspear Online 6.3. Volcano's awakening. Preview   
    I found fire exit
     

     

  12. Like
    Ninja got a reaction from TheCabbage in [2016.12.14] Warspear Online 6.3. Volcano's awakening. Preview   
    I found fire exit
     

     

  13. Like
    Ninja got a reaction from Higgings in [2016.12.14] Warspear Online 6.3. Volcano's awakening. Preview   
    I found fire exit
     

     

  14. Like
    Ninja got a reaction from Higgings in [2016.11.28] Week of thrilling bounty!   
    Ye, I had to buy extra pockets to hold all those drops
     

  15. Like
    Ninja got a reaction from Mercurry in [2016.11.28] Week of thrilling bounty!   
    Ye, I had to buy extra pockets to hold all those drops
     

  16. Like
    This is something which someone may have asked before but i dont know sir just need an answer about this from you. I have seen arena amulets with physical damage= 7% and rings= 6% and cape=7% and ice rings and amulets and cape has same damage but on the other hand something is wrong with casters accessories you give aquillons amulet with 7% magic and rings with 6% magic but casters arena amulet has 15% magic and rings with 10% magic and also cape with 15% magic please fix it. Melee classes still beats casters but if a arena gear shaman fights with aquillons gear shaman its no match. Please increase aquillons accessories magic % or decrease arena accessories magic % make game stable plz take this seriously plz!!!!!




  17. Like
    Ninja got a reaction from Suprememan in [2016.11.23] Game servers stop on 24.11   
    Simple solution: Increase bows sell value at npc (5k*lvl)
  18. Like
    Ninja reacted to mailliwdxb in 24+ magic maces and spears   
    As a person who bought the first magic dedicated spear last year and used...magic is not very significant when we're talking about dks..
    Death call dmg output reaches 150-200 dot when at 4/4 with high magic but loss of every survival skill and stun skill is not worth adding points to the aoe for just dmg.
    Now we go to exhale ...a skill that adds the magic dmg you have to the skill dmg almost exactly.. And bosses resist it making it only useful in PvP.. Where people have massive mdef or against mobs.. Which is a waste tbh.
     
    Shadow....I had high hopes for the skill with a magic build... If you want to make a full magic build just for this skill I wouldn't hate you... But this is just one skill ... Reaches damage outputs of 1k~ with max mdmg without considering mdef and resilience... But again... Your dmg output would generally be higher by just adding points to hurricane.
     
    I think I addressed everything magic related ...
    If you do go for a magic build I'd advice not to do so since dks have skills that focus on pdmg for most of the output... But then again no one has tried Max mdmg .. Only mid amp in Ru. If you want a link to their magic test page just reply.
  19. Like
    Ninja got a reaction from ColdFootedMole in Unrespectful, unacceptable   
    AoA was losing all tours/arenas
    So Hassn rege-quit, but before leaving he kicked all members and scammed gold/accs from who shared with him
    Including AoA co-founder Dieg
  20. Like
    Ninja got a reaction from ColdFootedMole in Irselnort PvP Rules?   
    There is no rule, lvl or pk-limit (but no bonus/loot too)
    Indeed later u get quests "enforcing" 10-15 kills (lvl 18+)
    But most wars/pvp happens near Nadir, just few bored rogues adventure further
  21. Like
    Ninja got a reaction from Higgings in Unrespectful, unacceptable   
    Don't be fooled by the gifts and nice face he shows in wc: that's how dictators buy popularity 

  22. Like
    Ninja reacted to ColdFootedMole in Aggression   
    Agreed, although tbh healers were doing a lot before, and now they have even more to worry about but I guess this is what separates the men from the boys
  23. Like
    Ninja reacted to Gladiator in SCREENSHOTS FROM THE GAME   
    I can buy character with money.
  24. Like
    Ninja reacted to Gladiator in Aggression   
    Fun fact #1: agroing/hitting one mob in a group applies agro bonus to the whole group.
    Same for healing, but if the tank's agro skill is 1/5 then it of course won't beat the healers agro.
     
    Fun fact #2: the healer can help the tanker run faster and safer by healing and being in the front 2 yards far away from the group of mobs. The healer doesn't have to be in the middle of them while healing.
  25. Like
    Ninja reacted to Omercix in Solo Kronus -Omercix Death Knight Master( in 10 Min)   
    Hi everyone. I tried to solo Raid Boss Kronus (2M hp) 2 days ago , here the video: 

     
    I hope you like it 

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