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f4348357

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  1. Like
    f4348357 got a reaction from Khrone in Unpopular Opinion: Ability to self-cast Sacred Shield   
    i think it more efficient by post topic in Russian forums.there r even child-forums in their paladin class.and there r also lots of ppls show same opinions with us.
    however i dont know Russian,only read by translate software
  2. Haha
    f4348357 got a reaction from Khrone in Unpopular Opinion: Ability to self-cast Sacred Shield   
    or other way,make a new expert skill for pala that summon a unit😫
  3. Like
    f4348357 got a reaction from Speedom in Unpopular Opinion: Ability to self-cast Sacred Shield   
    or other way,make a new expert skill for pala that summon a unit😫
  4. Thanks
    f4348357 reacted to Gladiator in How many accurate needed for pala?   
    Yes the bow, sorry.
    Yeah high def is everywhere now, but you would rather hit low than get dodged all the time.
  5. Thanks
    f4348357 reacted to Gladiator in How many accurate needed for pala?   
    Depends on which build you have. If you have magic 2 handed then around 20% is enough, since most damage comes from Illumination and that skill doesn't miss at all. The accuracy is necessary for Banner and Harad Call though.
    If you're using 1 handed or physical damage builds, then try to get 30%+
    The crit can still be above 30% with that much accuracy. Don't worry much about penetration since there is a buff that gives you 20% pene in the underwater part of the dungeon. So focus first on getting as much accuracy as you can and then crit.
  6. Haha
    f4348357 reacted to Ogull in how accuracy and dodge parameter work?   
    come on @Akasha grace us with your presence
  7. Haha
    f4348357 reacted to Jcbref in how accuracy and dodge parameter work?   
  8. Thanks
    f4348357 reacted to HeartsBane in How to do myth sea?   
    Hope will be helpful 
  9. Like
    f4348357 reacted to TheCaster in Mermen Sanctuary - guide   
    I noticed from the video that; for each 5k hp mob that you kill, the 60k Elite enemy gets a Defense buff like those in STL easy dg. So maybe skipping on killing the small ones might help if the party is not all sufficiently high amped.

    Also, Amazing work @Jolga. This will help all of us a lot ! Thank you for this man.
    Very organized too.

    Cheers!🍻💙

     
  10. Like
    f4348357 reacted to mightyajax in Mermen Sanctuary - guide   
    First things first: this dg is not for any player. Considering entry requerements (win in both Mermen Tournament stages) this should go without saying, but a lot of whining occured (especially on russian forum) showing there are a lot of noobs in top guild.
     My view on entry requirements:
    Skilled tank who knows his class, knows what is he doing and has a right build (aggro pots are necessary for warden) Healer who doesn't sit afk or gets distracted — they should watch out for party and buff uptimes for tank DPS classes have lower requirements — they dont recieve much damage but tend to get instakilled by random crits from mobs. You can really make your healer's life easier if put solidity runes wherever possible, including armor head piece. For every class except warlock and mage you can even ditch lifesteal rune from your cape piece and also put a solidity rune there.(this one is optional, if you have Survivability 1-4 degree talents) Please note I didn't say anything about amp level yet. A fully +7 ampet party can easily close this dg in 1 stam. Considering you got skills of course
     
    I've divided dg in two parts, second is located under water.
    Part 1 — Room 1
    Looks like this:
     

     

     
    Population: 60k hp elite enemy, 5k hp mob enemies
    Room clearing condition: Kill all 60k hp enemies
    Room clearing tactics: We clear first room this way: tank & 2 DPS go to lower-right corner, healer & 1 DPS go to top-left corner (1st screenshot). Everybody kill their corresponding enemy and then kill top-right enemy. Nothing too hard
     
    Part 1 — Room 2
    Looks like this:
     

     
    Population: spider cocoon, 10k hp smaller spiders (hatch from cocoons if you step on them),  90k hp big spider
    Room clearing condition: kill big spooky spooder
    Room clearing tactics: Let your tank go first and let them open up all cocoons on the way (hatching spiders are all single enemies so wait for tank to cast mass aggro skill). For weaker parties try to clear all smaller spiders firs. For stronger parties just ignore them and go for the big cheese right away. If you got necromancer in your party the fastes way is to clear the small spiders, then rise the skeletons w/ new totem skill.
     
    Part 1 — Rooms 3 & 4
    Two rooms containing a small labyrinth and everybody's beloved bugs (be wary of Sea Hard flashbacks haha)
     

     

     
    Population: Small bug 1000 hp, Big bug 10k hp, Fat snail 40k hp
    Room clearing condition: —
    Room clearing tactics: Quite dangerous room. Big bugs leave slimy trail behind them which deal around 1500 dmg. Snails deal 1500 dmg and aslo cast "Big hit" dealing 2500 dmg. We always kill all mobs in these rooms but it's not necessary if you got warden or warrior as tank. (P.S. all dmg numbers include 13000 phys def and 8000 magic def)
     
    Part 1 — Room 5
     

     
    Population: Big crab 140k hp, 9 snails 10k hp each
    Room clearing condition: Kill Big crab
    Room clearing tactics: All snails are located in their respected corner of the room and if you let the crab near them it gets healed for moderate amount (no numbers sry. just don't let this happen). Crab starts walking towards the snails on recieving damage so dont hit it yet. All snails are neutral to player initially and also are single enemies. Easy enough - tank holds the crab in place while others kill every snail, then proceed to kill the crab
     
    Boss
    (don't know name of the boss sryy, something about him being mad) — 460k hp
    Boss is under water so switch to sea weapons and gear before entering this room

     
    Abilities:
    Purple lightning — 2 random party members except tank get this debuff. If they stay close enough a lighting will start bounce between them doing around 900dmg each bounce            
     
    Mobs spawn — calls for help and 3 10k hp mobs spawn near the boss. This happens approx. every 25 seconds which means you can put it in your favor if you have "Bodycheck" talent  
    Kinda weak boss, hits for 500—600 dmg and casts a 1300 dmh "Big hit". Can drop bars, amp spheres and castle resource (June 3rd castle resource was removed). After killing him you will be offered to "get your reward" from fake chest and get teleported into 2nd part.
     
     
     
    Part 2 — Room 1
     
    Everything is under water here with corresponding bonuses and dangers. After June 3rd patch mobs here have huge chance to cast Hydrophobia so stock up on resitance pots. Lets take a look on first room here:
     

     
    We got 4 weapon racs which give real good buffs and each class can find something thar suits them most:
     Shield gives approx. 15% hp buff and also block (unconfirmed)  Spear gives +25% Depths fury and also life steal (unconfirmed)  Staff gives +25% cooldown reduction  Bow gives +20% pierce For tank & healer staff is recommended (also my personal choice) - 25% cdr have huge impact here. For DPS classes simply pick what you lack the most.
     
    Population: Mermen warrior 35k hp, Guard hound 15k hp, Mermen warden 80k hp, Sorceress 40k hp
    Room clearing condition: kill 3 mob waves
    Room clearing tactics: After a single buff is taken from any rack 2 Mermen Warriors spawn in lower part of the room and start moving upwards while being already aggroed on party. Group up. pick up buffs then tank engages the mobs.Shortly after that 2 hounds spawn with short delay. After dealing with first wave the second is immedeatly spawned near the room exit — Mermen Warrior х2 + Mermen Warden. While in combat hounds may rapidly spawn/despawn. Third wave contains Mermen Warden х2 + Sorceress (also with hounds). Kill all waves and proceed to next room. Be careful as all mobs can cast Hydrophobia and Stun. Mermen Wardens additionly have "Lightning shield" spell.
     
    Part 2 — Room 2
     

     
    Population: Guard Hounds 15 to 35 k hp, King's Guard 125k hp
    Room clearing condition: kill King's Guard
    Room clearing tactics: Initially there are 4 different Hound mobs with King's Guard endlessly spawning more while standing near the exit (you have to aggro him in order to stop Hound spawning). Simply engage the hound while rogue/seeker rushes the King's Guard then proceed to clear the room. Hounds can spawn/despawn as usually.  King's Guard has "Blow of the Silence" spell
     
    Part 2 — Room 2¾
     
    After clearing Room 2 a secret entrance opens up leading to "additional reward" promised by devs.
     

    I don't have screenshots from inside the room, just don't go there. There's 300k hp Mini Boss enemy which can drop spheres, bars, craft resources etc. Don't waste your time there.
     
    Part 2 — Room 3
    Easiest room in Part 2:

     
    Population: Guard Hound 15 to 45 k hp
    Room clearing condition: —
    Room clearing tactics: The exit is already open so just kill everything standing in your way
     
    Part 2 — Room 4
    The finale
     

     
    Population: Mermen Warrior 35k hp, Guard Hounds 15k hp, Mermen Warden 90k hp, friendly NPC Kreneida
    Room clearing condition: kill all enemies
    Room clearing tactics: Everyting is already familiar from other rooms, just kill everything. Talk to the NPC and  vois la — dg complete. Kreneida opens a portal which will teleport you to the very first room from Part 1.
     
     
    Average dmg numbers:

    (Necro is amped +9, everybody else is +10 and aslo rogue has all talents fully upgraded)
     
     
     
    Here's an unedited video
     
     
    And thats about it!
  11. Thanks
    f4348357 reacted to SymbX in my app often reset without sign   
    Yeah, it's known bug. Currently has no workaround without fix from developers.
  12. Like
    f4348357 reacted to Peony in [2020.06.10] Game servers restart. Welcome update 8.4.1!   
    A little patience! A release will be published soon 
  13. Like
    f4348357 reacted to GOD in Unpopular Opinion: Ability to self-cast Sacred Shield   
    Thank you for this very well explanation, i dont know how they cannt really see how bad paladins are alone.
    I also use sacred shield, on arena its very effective and as everyone i also like PVP then i keep use always book cause like you said, i cannt use sacred shield on myself.
    I really hope THEY!!!!!! are going to fix it, i really dont get what thought when THEY were !!! made paladins (the most incomprehensible classes)
    The first and only one Tank class that cannt even tank themself and always need to rush at others players to use a skill of their own.
    We should be as good as barbarian or Death Knight in tank then i want to Devs to do something about that.

    If others paladins that are as much as frustrated than me can also tell how they feel, its would be also nice.
    Always keep acting as every is well wont help us.
  14. Like
    f4348357 reacted to Gladiator in Unpopular Opinion: Ability to self-cast Sacred Shield   
    I know it's gonna be a bit of a controversial opinion, but I don't think it's unreasonable to consider so I'll put it out there with the explanation:
     
    Paladin should be able to use Sacred Shield on himself now.
    And since Devs are not planning to fix the new passive Inner Force, I think it would be only fair for Paladin to be able to use shield on himself, even if it's a bit weaker version (If used on himself) or for some sort of penalty, maybe only being able to use shield on himself if using shield + 1handed, since 2handed builds have a good amount of support and heal, and the shield build is more about tanking.
     
    Explanation:
    With all these debuffs and buffs Like Druid's and Shaman's new skills, and Warlock's/Necromancer's increased crowd control, the ability of Mage to remove and reduce duration of all buffs (Including Sacred Shield BTW), and increased damage for many classes like Barbarians with high attack speed, and now ability of Rogue to stun with already insane dodge, not to mention the ability of Barbarians, Mages, and Bladedancers to completely ignore debuffs. I think that the meta will shift towards pure damage vs defense/heal, Paladin's control skills will less effective than ever, and don't forget that Paladin's only advantage over all of these aforementioned classes is crowd controls and support, which is becoming less and less effective as explained.
     
    Truth of the matter is: In Arena and Team situations, it would be obviously disadvantageous for Paladins to use shield only for them, so it would only be helpful in 1v1 situations, but 1v1 situations are a big part of Arena, and in most situations, if a class is bad in 1v1, then it's also not great in Arena. In many Arena fights there will be a 1v1 battle at the end, and if the devs don't see that, they clearly don't play the game. And when the Paladin's allies are dead, there is nothing that the Paladin can do but eat up all the damage and die. On the other hand you have classes that have the potential to kill 2 players 1v2.
     
    What this change will do is instead of the Paladin dying in 10 seconds, he will die in 30 seconds, which to me it sounds like it goes towards balance. Like, Paladin will never be able to kill ranged characters that have insane damage, heal or control just because of this change, but it will at least give a chance, it will make it more balanced against melees (but still not overpowering, considering the other advantages other classes have).
     
    If I see comments about this game is not about 1v1, you clearly don't understand the game. 1v1 is a huge part of the game especially Arena whether you like it or not. And I don't think there should be 100% balance between classes in 1v1. Like I'm not saying that every classes needs the same amount of stuns, heals, and damage. But there should be some way to make 1v1 encounters more reasonable for all classes.
    Also if the game isn't about 1v1 and if making this change would make Paladin OP in 1v1, then what's your problem? By that logic, there should be also no reason not to give Paladins the abilty to use the shield on themselves. Checkmate 🙂
     
  15. Thanks
    f4348357 reacted to goldpala in Inner Force pala new skill discussion   
    i guess it's op in gvg or 3v3 vs legion.
    but i hope they change it back or improve it.
     
     
  16. Like
    f4348357 reacted to Gladiator in Inner Force pala new skill discussion   
    So they already nerfed the skill that didn't need a nerf.
     
    What's the logic behind this? The skill was already underwhelming compared to most of the newly added skills. You might think activating at 70% HP is too much, but if you look at the added bonuses, it's really not game changing at all. Now I think 15% Cooldown has to be increased.
     
    Paladin will fall out of the meta in Arena very quickly, now that you have characters that remove debuffs (fetters and stuns) and characters that remove buffs (sacred shield), and characters that completely ignore debuffs (BD) I don't know what's left for Paladin to compete in Arena.
     
    I originally thought the skill was OK, but now you just made it worse for no reason. 
  17. Thanks
    f4348357 reacted to Gladiator in Inner Force pala new skill discussion   
    The skill in itself is not bad, however if compared to some of the new skills other classes got, like Druid, BD, Shaman, and Mage, this skill seems terrible, or more accurately, the other skills are broken.
    But my first impressions of it is:
    I like it since I'm a main 1h+shield player. Also was very pleased that it activates at 70%, I was afraid of having it activate at like 30% hp or something, so in Arena and PvP it will be active most of the time when needed. Also the block bonus is nice, I didn't expect more than 8%, so fair enough. But the cooldown bonus seems weak to me. I mean you would need to survive a very long time under 70% hp to gain the advantage from the cd buff. For example if your Sacred Shield has 30 seconds cd, with 15% addition it becomes something like 28 secs, so you need to stay in under 70% HP for 28 seconds to actually gain the advantage of the cd buff. So on that side it was kinda disappointing. That would be my only problem with the skill, I think the cd buff could be bigger..
     
    In terms of where I can see this skill being used is definitely mace/shield Arena and PvP. Especially if you already have a good base block, you can get it up to 20%+ with very minimal gear, without ruining other stats.
    In Arena, you can utilize the skill for support, maybe using 1h magic mace with magic accessories. It would heal less than 2handed but 2h Palas would be a relatively easy target to kill first, so with that passive, it would be harder to kill the Paladin first, and thus the Pala can effectively support more than with 2 handed builds.
     
    But will have to test it out well in real server in real fights. But generally, if you're a shield user, I think it might be worth it to build it. Will have to see.
     
     
  18. Like
    f4348357 got a reaction from deathcure in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    now  new and most important question,when update?
  19. Like
    f4348357 reacted to Paritus in where can i see award of the reputation of mermen   
    Reputation bonuses
     
    Please keep in mind that the bonuses for improving reputation with the Mermen slightly changed:
     
    0 – 4999 reputation points – neutral:
    - maximum amount of oxygen: 15 units
    - movement speed underwater: 60% of base speed
     
    5000 – 14999 reputation points – friendly:
    - maximum amount of oxygen: 17 units
    - movement speed underwater: 70% of base speed
     
    15000 – 34999 reputation points – respected:
    - maximum amount of oxygen: 19 units
    - movement speed underwater: 80% of base speed
     
    35000 reputation points – venerated:
    - maximum amount of oxygen: 22 units
    - movement speed underwater: base speed
    Hope that will help you 
  20. Thanks
    f4348357 reacted to Akasha in [2019.12.18] Game servers restart. Welcome to the Snow Boundary!   
    all significant changes are announced in the official posts, if anything has changed since Preview II, it will be written tomorrow.
  21. Thanks
    f4348357 got a reaction from lore in [2019.12.13] Warspear Online Update 8.2: Preview. Part I.   
    i dont want discuss about class balance,but remove all HP consumption of necro's skill would lost its'  feature,make its totally priest at elf side and the classes homogenous.
  22. Thanks
    f4348357 reacted to Gladiator in is illuminate awkward?   
    Depends on many factors.
    Your defensive stats and life steal, damage, which dungeon, and if you do only PvE or you also do PvP a lot.
    If you can afford to try it out, don't save up on spending your gold for an oblivion book. It's not only fun to experiment with some new skill builds, but also you can learn about your class first-hand. Especially that what could apply to one Paladin, might not apply for the other, because of different gears, stats, and playstyle.
    For me, I don't find it worth it do deal a bit more damage for the risk of dying. If I wanna go for a max damage build, I'd go for levelling call instead, since stun chance increases, not only damage. I assume, I'd be fine with maxed Illumination, but I would rather have a higher chance to stun since I play more PvP than PvE from time to time.
    So I'd say try it out for yourself, if you see yourself dying too much, then it's not for you.
  23. Thanks
    f4348357 reacted to Fortuno in is illuminate awkward?   
    Indeed, Illumination does aggro and at lvl 4 it's aggro effect becomes strong.
    At least I know I've had some problems in Bg mythical dungeon when we had one paladin in there.
    I healed warden, sometimes other playeres but always had to keep a third eye on paladin in case he decides to use illumination.
    And when he did, the mobs could pretty much kill him in 6-12seconds, but he never died though, I reacted fast lol.
    So to answer your question like I said, Illumination is an aggro skill but it does really good magic damage.
  24. Thanks
    f4348357 reacted to Daria in [2018.04.20] Update 7.5: Bastions of Ayvondil. Preview.   
    Well, yeah, the description looks very complicated (even for myself). But I guess, we'll understand everything at once when we see it in the game.
     
    Previously, these effects could work with some bugs and not on all skills. Now we decided to set in order the whole system.
  25. Haha
    f4348357 reacted to Godless in sometimes ill be seen by enemy,why   
    U walked too loudly
     
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