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Lord of Knowledge
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  1. Like
    Zurp reacted to Unlive in Warden - monster or cheater?   
    I'm sorry, but I do not know much English. I taught him in the USSR and apart from the phrase "where did you hide the nuclear missiles" I do not know anything.
    God bless the Google translator
  2. Like
    Zurp got a reaction from Omercix in Heal aggro   
    Yup, doesnt bother me anyomore. Gives tanks something to do now.
  3. Like
    Zurp got a reaction from nabnecro in [2017.06.01] Update Warspear Online 7.0: New Heroes. Release   
    Umm, it can.. Those are expert skills in this announcement.
  4. Like
    Zurp reacted to Urscrewed in Heal aggro   
    4k physical defence and 2k magical defence, and you can tank even kronus lab if you know what you are doing.
    amp doesnt matter as much as skill in pve.
  5. Like
    Zurp got a reaction from Speedom in Seeker Next Skills?   
    Stun or immunity would be nice. Seeker cant get full use of its basic skills now because it cant stun anyone. Or just more dmg, I don't see how seeker is supposed to do more dmg than bd atm.
  6. Like
    Zurp reacted to Peter_Munk in Warspear Discord Channel   
    But the rest of it is actually good, no worries
  7. Like
    Zurp got a reaction from Morgana in Warspear Discord Channel   
    Couldnt find one so I made one instead. (just started idk if all works) 
  8. Like
    Zurp reacted to Lazylion in [2017.05.29] Update Warspear Online 7.0: New Heroes. Preview   
    When did trap and cage work. Caster i understand they can reach us when we use those 2 skills, but barbs charge shouldn`t work, rogue`s elusive jump, mage`s time warp. Thought a trap would trap someone. Not let them reach us when affected by trap or cage... 
  9. Like
  10. Like
    Zurp got a reaction from Pecleb in Old player comming back, is it worth it?   
    I would pick pala or dk if I was you. Maybe dk since mc side is generally more friendly on eu imo. I havent spent a coin in this game and I can still manage with the fully amped players in pvp. Takes some time tho to get good if you decide to go for the f2p route.
  11. Like
    Zurp reacted to Higgings in Why not fair that game?   
    You are basically asking to delete the Deathknight class in PvP. 
    Bd is not a dk. It is a rogue wearing heavy armours, ergo, it shouldn't have stuns at all, since rogues haven't got even 1 ( even priests have got a combo-stun skill, lol ). But since every class is "Unique", let it be. 
     Dark shield absorbs max 120~ and strictly depends on the ammount of def of the deathknight. If you see your damage "Nerfed" vs a Dk, it's mainly because he has got a lot of def. 
    A class being hard to kill is kinda more a personal opinion ( allow me to say it please ). Warlocks are untouchable ( In my opinion ) Druids almost as well( in my opinion ) . Deathknight still allows you to touch him. And Bladedancers have got even a buff for their auto attack damage; no other class has got it. 
    Sharp shadow 5 secs of stuns... It would be a dream but no, bro. Sharp Shadow at 4/4 stuns for 3 seconds only. It just has an HIGH PROBABILITY* of success. Exhalation of Darkness can be parried/dodged/blocked and ergo denied the stun effect ( which is 1.6 seconds ) 
    (* which is not 100% ) 
    Besides, I don't know what kind of fun would have a dk who sees his stuns strictly nerfed against an opponent, forgive me for this point .
    Reading all of this again, I am basically getting that it's not really the stun annoying but the heal. Then I go on on the reading, and you say the reverse; it is not a Healing problem, but more a stun matter. In conclusion you're basically saying "Delete everything on that class and make it as strong as a Dummy in Cliff/Gasphel" 
  12. Like
    Zurp 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.      
    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.
  13. Like
    Zurp got a reaction from Pecleb in Zurp, Eu-Emerald   
    Maps goal is to have more strategy when taking capturing seals. And also give the losing team a bit help so they can make a comeback. With the current map the game usually just ends after first fight.

    Theme of the area would be similar to snow event dungeons which were one year ago.(Old screenshot from Cave's of the Raven)

  14. Like
    Zurp got a reaction from Mercurry in Secret link or invigorating stream?   
    Link is way better, it heals you or your ally fully if used correctly. It's a must when killing harder bosses. Stream heals just couple hundreds and the energy restore isn't that big either.
  15. Like
    Zurp reacted to Zurp in SCREENSHOTS FROM THE GAME   
    They still do in some dgs. Full atk speed ranger can do over 600k dmg in kronus.
  16. Like
    Zurp reacted to Dieinpeace in Warspear Test-Server   
    I would like to make this topic, so everyone can try out the Test-Server when it is online.
    31st May 2017 (Wednesday )
    FOR PC: 
  17. Like
    Zurp reacted to Ninja in Guild Wars   
    Guild vs Guild war system:
    - Guild leader can declare war to other guilds (via Tour list)
    - Opponent leader can accept or decline war
    - During war, PvP points from killing opponents will count for own guild score
    - First guild to reach 1000 points (about 50 kills) wins war
    - World Chat INFO: Guild XXX won war vs guild YYY
    - Guild Chat INFO: Member X killed Y for 22 points (War score 282/211)
    - War opponents will be marked with orange names
    - If guilds in same faction, disable war in Towns and special zones/islands
  18. Like
    Zurp got a reaction from nabnecro in [2016.04.27] Update Warspear Online 5.7 “Temple of Seals”. Release   
    Nice one, nerfing healers and giving more power to others.
  19. Like
    Zurp got a reaction from TheCabbage in [2016.04.26] Update Warspear Online 5.7: Temple of Seals. Preview   
    Also the people with only arena weapons are going to have a hard time before getting a new one.
  20. Like
    Zurp got a reaction from nabnecro in [2016.04.26] Update Warspear Online 5.7: Temple of Seals. Preview   
    This ferocity honestly does nothing good for healers. Their heal doesn't change at all, while rogues and bd's become even more powerful. There's already a lack of healers in the game and I don't think this will make people choose healers over chars with high atk. Imo ferocity sucks, everything other seems cool.
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