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Drakoslayd

Lord of Knowledge
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Posts posted by Drakoslayd

  1. 6 hours ago, Speedom said:

    Yea due to the needs of high lifesteal gear and being at least +9 to be sustainable when taking dmg for aoe dmg bosses. Chances that Warlocks might need 2 set gear in pve for solidity and lifesteal.

    Can warlocks survive with mixed lifesteal and solidity? 

  2. 54 minutes ago, Speedom said:

    Agree, Warlocks are underrated in pve. Their  aoe debuffs and stun plays a key role for aggressive mobs. They can nullified enemies defensive and mana. However, it's an expensive class to mastered.

    I think that's the real problem. How expensive they are

  3. 1 hour ago, Shurick said:

    and I think it is necessary to introduce something to stick insects and archers with crossbows. Stickmen need a book in their second hand, and archers need a quiver of arrows. and also some kind of boost or unboost

    What?

     

    1 hour ago, Jcbreff said:

    Yeah call of duty weapons can go from unusable to overpowered with one slight tweak or then they are overpiweres in certain situations but absolute garbage in other

    Exactly. 

  4. 4 hours ago, Jcbreff said:

    I dont know if warspear online and call of duty can really be compared because they are in different genres entirely, only same genre is muliplayer

    I was mentioning Call of Duty regarding weapon balance. If you look on YouTube you can see people talking about what weapon is good and what is bad. It helps show how fragile the weapon balance is. Although on here weapons have their own places. Daggers are fast but weak, although the crits are very high. Swords hit well and is fast although they mostly have parry. Axes are slower than swords but tends to have armor pen and crit chance. Maces are slow and hits very hard Often having magic dmg and various different perks

  5. 3 hours ago, Drakoknight said:

    This is what I'm talking about when I said strategy. I'm on US Sapphire and the legion is literally in the dirt compared to elf

    Well except for tonight. It seems like almost everyone woke up just to fight except for the fact it wasn't a big one like last Friday when it could have been useful 

  6. 25 minutes ago, Speedom said:

    Just imagine Barbs with almost infinite 80% dmg reduction with every block lol.

    I can only block projectiles and mobs 

  7. 26 minutes ago, Speedom said:

    Every class have a counter part. In GVG or war, Templar is the the showcase in that situation. You have to explore different skills and strategies that will counter other classes. In US Sapphire server during war, Sentinels will use the guild summon with their push. This will aggro the Legion's dog attention for a secondary push. Idk about the other server, but US Sapphire players are very skillful in any scenario on both Legion and Sentinel. Plus Sentinel always win war.

    This is what I'm talking about when I said strategy. I'm on US Sapphire and the legion is literally in the dirt compared to elf

  8. 2 hours ago, Jcbreff said:

    Maces are supposed to be powerful but slow weapons while swords and daggers are weaker but faster, lets not disturb that balance 

     

    If you can reach 50+% attack speed already do you really need any extra

    Exactly. We don't need speed maces in the game because of the current weapon balance. 

  9. 1 hour ago, Zedeght said:

    I think need to implement new maces with speed, many chieftains can get 50-60% speed only, if have speed maces maybe can get 58%(for poor people) or easy 68%(for rich people), im freeplayer, but we really want maces speed and too much people don't think is bad idea xd

    Dude. Maces hit hard already. If they were to do that they might as well let Chieftains use Axes and Swords Maybe daggers. Maces are heavy weapons. Historically maces are used to combat chainmail and plate armor so there is no reason for speed maces.

  10. 10 minutes ago, Fabr said:

     

    I agree. 1 charmer leaves many dogs in place and it is very difficult for someone to survive them even more buffed with "summoner skill" that increases damage and makes them do damage in area. Same thing with necro, 1 only necro leaves many skeletons in place, and they are not weak.

    In wars the only point that will have AoE damage is near the flag. Anywhere further away can make the dogs safe, and they can still withstand some damage. Skeletons have a short lifespan but last long enough to defend the flag from attack.

    So your complaining about strategies used during wars? Most of the time the Legion losses wars because of how strong the Sentinels are

  11. On 5/7/2021 at 5:39 AM, Zucchero said:

    Make a new improvement about blocks to 40% atleast .

    If you haven't noticed. It takes 5 mc players to kill a single warden in average time. The warden doesn't need any changes as it's literally the single best tank in the game. The other tank classes would need considerable buffs to put them on par with wardens

  12. In Wars the legion is outnumbered (this ratio is an estimate) 3:1 so what if there are a few dogs that is often killed by aoe attacks or timer running out. The skeletons are a different issue because of the number of players killed but I think they have a short lifespan

  13. 1 hour ago, Sai Chandra said:


    There is no talent to evitate critical hit. However, you can take following tips to evitate critical hit.

    1. Try hitting the mushrooms regularly around the map to get buffs and survive in the boss area.
    2. Increase dodge stat to increase your dodginess to evitate critical hit.
    3. Use Solidity runes and increase your defence to reach highest solidity possible to avoid critical hit.

    The talent Survivability IV talent reduces the critical hit dmg taken.
     

    item 1.JPG

    I have done all of the ST dungeon levels with friends. It's a pain and just don't hit the roaches, they will ruin the run

  14. I have another idea. Maybe even use some current trash items, like horns and fur, as construction materials for guild structures. Maybe even some new ore veins or trees that are able to be cut down for construction mats 

  15. 31 minutes ago, Jcbreff said:

    Opt in to attack or be attacked

    It would turn into: who can put most high amped heroic gear into defense :D

     

    i do like the idea to make something for guilds other than those 5 that have castle at any time 

    First question is actually both, to attack and to get attacked

     

    The second thing is actually inspired by Overlord anime as I thought it was actually a good idea and I don't see anything like it except in Skyrim 

  16. 57 minutes ago, Fortuno said:

    Okay, well in my opinion a 15% hp buff on every shield that was crafted using ethereal catalysts would be a good idea.(Just the default shields of course, not spring or any other event) It would not make the shield overpowered and it would make it a more popular choice among the players that just can't get their hands on a double block spring shield, or people seeking alternatives.

    In my opinion, 15% increase may make it a popular choice in pvp aswell. Although I can see it become a issue with classes like Warden due to the fact they have INSANE health pools 

  17. Castles are desired by many guilds for their buffs, potions, scrolls, and relics. Yet very few has the strength to even take them. So I thought about what about guild Islands? 

     

    What would they being to the game? Guild Islands would bring new items that can be used to level up certain structures and even the citadel and even new consumable items like pots and scrolls, though they will still be weaker than the castle versions. The islands can even have unique decorations, defenses, and even npcs. 

     

    But why did I mention defenses? Every once in a while the islands can be raided but only by guilds around your own level but this is only opt in. Raids will only be rewarded with unclaimed gold, materials, scrolls, and potions. Maybe even unique crafted costumes and gear. There are multiple different types of defensive structures. one is Arcane Pillars, these are similar to the ones seen in Demonologists dungeon but has a variety of types from debuffing to pure damage. Another structure is Barracks, it summons warriors of various levels to hinder the enemy, although the classes depends on the guilds alliance. Barricades are set on the field to prevent attackers from passing, although it can be broken if enough damage is done. 

     

    Guild NPC are the most unique of the features as they are limited in numbers but are intended for defense of the guild as, in a sense, bosses to allow the defenders to prepare for the enemy. They are the only npcs to be able to wear armor and have it's stats and use in game classes, including experts that is set by the creators. The guild leader can set who creates the npcs or do it himself. If the creator leaves said guild the npc will be deleted, gear put back into the guild storage, and the slot will be returned. 

     

    Guild islands "skins" 

    The Island can receive textures by either buying from npc, earning in dungeons, crafting at the island itself, and so Aigrind can be happy, buy from Mcoin shop or obtained via event chests, or dropped from raid bosses

  18. 15 hours ago, Kazuma909 said:

    I just checked the forum because I was bored and found this hahaha. I started to play Warspear in 2011, people may know some of my characters like Yushiko, NotYushiko, Pachacutec, Baskentli, Mexiicano, Reapersex, Metalknight, Weezyart and ttthrashx.

     

    25 minutes ago, Avamanyar said:

    I haven't heard about you for 5 years.

     

    It's been 5 years since the last time you terrorized this forum. 😂

    Let's hope you return and bring back the forums

  19. The only song I think I heard that's new is the one that plays if you don't revive when your dead but still. I would love to hear new music. I would personally love to see something like CoD's song selection screen or Runescape's song selection menu

  20. 4 hours ago, Jcbreff said:

    Apparenty skills that come with mermen set turn off when you leave arena fight and get removed from skill bar alltogether if you take off enough if your mermen gear

    And he is suggesting that instead of that they should just darken to look "unusable" just like potions and other items do when you run out of them

     

    Which I think sound like a reasonable suggestion but at the same time i wonder that if you take off mermen gear that means youre most likely equipping pvp gear and perhaps you dont want 2 skill slots to be taken by unusable skills by default 

    Oh. That does make sense. Even though the lvl 32 merman gear is very good as dedicated arena gear by default

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