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Ogull

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  1. Haha
    Ogull got a reaction from Hoodwin in Petition for the rebalancing of DK skills!   
    meh, who cares about our ideas for dk at this point, i sure know devs don't. the only thing that could redeem this shitshow of a class is a new defensive tanking skill whenever that happens but i am 90% sure we would get a magic damage skill, but don't worry! i will tank mermen dg and raid bosses with my magic damage!!
  2. Haha
    Ogull got a reaction from Khrone in Petition for the rebalancing of DK skills!   
    meh, who cares about our ideas for dk at this point, i sure know devs don't. the only thing that could redeem this shitshow of a class is a new defensive tanking skill whenever that happens but i am 90% sure we would get a magic damage skill, but don't worry! i will tank mermen dg and raid bosses with my magic damage!!
  3. Speechless
  4. Like
    Ogull reacted to Khrone in Charmer Build Idea for 9.3: Zoo Build   
    Zoo Build
    (Also known as "Who Let the Dogs Out build")
     
    Basic Skills:
     
     Dark Prism or Weakness: 3/5
     Warrior Healing: 5/5
     Call: 5/5
     
    Expert Skills:
     
     Help of Chaos: 4/4
     Demonic Pact: 4/4
     Summoner Skill: 4/4
     
     
    Explanation:
     
     Dark Prism for direct magical damage or  Weakness to increase all types of damage, from you, from your party and even from your pets (in my opinion, you should use it instead of Dark Prism since you're going to use your pets very often. You can use Weakness + Summoner Skill to give a huge amount of damage to a single target).  Warrior Healing for healing. That's it. If you're fully focused into dealing damage, you can use Dark Prism or Weakness 5/5 instead of it, but i don't think it's good.  Call is the main skill of this build. In 5/5 with Demonic Pact 4/4 it will live for 48 seconds instead of 30 (since the attack speed of the wolf is 2 seconds, it will do 9 more attacks than the normal), and using the right relic, you can double its lifetime (60 seconds). Also, to maximize its potential, you should use Summoner Skill 4/4 to have more control on the wolf and to deal increased damage in area.  Help of Chaos is the skill that every Charmer uses. It deals damage to the enemy and heals the chosen character. It will also live longer using Demonic Pact.  Demonic Pact is the reworked version of "Energy Manipulation". Now it increases the lifetime of the pets and decrease the damage that they receive. If you're going to focus on using the pets, it's perfect. But remember, it is a constant mana comsuption skill. You'll probably need to have a high amount of Mana Regeneration to keep it.  Summoner Skill got a rework. Now, it makes the wolves attack the chosen target and increases the damage of the first attack of them, and also deals damage in area. It's perfect. I can't see a reason to not use it.  
    Final Comments: Basically, you trade the defensive skills to use offensive skills (maybe you can consider Demonic Pact as a defensive skill). However, you still have Warrior Healing and Help of Chaos to heal yourself. I think it is a good build, give your opinions about it. 
    It is not certain though, since there are still the tests servers coming.
  5. Like
    Ogull got a reaction from Lucius in Petition for the rebalancing of DK skills!   
    for some reason they are so content on keeping the 10% health lose as if its a key feature for saturation
  6. Haha
    Ogull got a reaction from TheCaster in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    dont talk to me or my son ever again?
  7. Like
    Ogull got a reaction from Hoodwin in Petition for the rebalancing of DK skills!   
    for some reason they are so content on keeping the 10% health lose as if its a key feature for saturation
  8. Like
    Ogull got a reaction from Fortuno in Petition for the rebalancing of DK skills!   
    the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class
    but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  9. Haha
    Ogull got a reaction from Nolan in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    dont talk to me or my son ever again?
  10. Haha
    Ogull got a reaction from Drakoslayd in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    dont talk to me or my son ever again?
  11. Like
    Ogull got a reaction from Filipe Ramon in Petition for the rebalancing of DK skills!   
    for some reason they are so content on keeping the 10% health lose as if its a key feature for saturation
  12. Like
    Ogull got a reaction from Hoodwin in Petition for the rebalancing of DK skills!   
    the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class
    but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  13. Thanks
    Ogull got a reaction from Filipe Ramon in Petition for the rebalancing of DK skills!   
    the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class
    but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  14. Like
    Ogull reacted to Higgings in Petition for the rebalancing of DK skills!   
    If maxed.
     
    And at this point, make of it a passive skill... 
     
    P.S.: although I find noble your effort to give DKs some voice with a petition, Forum Rules won't let me leave non forum-related links or foreign links in general (aside trustworty ones e.g. YouTube) on a topic. My apologies for that.
  15. Wow
    Ogull got a reaction from Drakoslayd in Petition for the rebalancing of DK skills!   
    the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class
    but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  16. Like
    Ogull got a reaction from Lucius in Petition for the rebalancing of DK skills!   
    the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class
    but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  17. Like
    Ogull reacted to Peony in [2021.03.11] Warspear Online Update 9.3: Preview. Part I   
    Friends!
     
    The first signs of spring are already showing in Arinar, and they hint at nothing more than the upcoming Warspear Online 9.3 update! We will publish detailed information about what will happen on the Blissful Isle very soon, in the second part of the announcement, and now we will tell you about the changes to skills that will be included in the new version of the game.
     
    In addition to constantly working on updates and innovations, we spend a huge part of our efforts on improving content, expanding and changing existing mechanics. At the same time, building a balance in the game is one of the most difficult tasks. However, our team is trying step by step to get closer to an exemplary balance of power so that the game is fun for everyone. And now we are ready to present a new list of important and necessary edits. So while preparations for the spring holiday are underway on the Blissful Isle, you have the opportunity to carefully study the information on the changes that will enter the game with version 9.3.
     
    Please note that after testing the update, some features could be subject to further change.
     
    Forsaken
     
    Charmer
     
     Otherworldly Blessing:
    Now the skill increases the maximum health and energy of the character, as well as the "Block" parameter, if a shield is equipped, or the "Power critical damage" and "Power critical healing" parameters by 9-13-16-20% if a staff is equipped, for 15-20-25-30 seconds. Upon using it on an ally, both the character and the ally receive a part of the effect.  Otherworldly Fire:
    Increased the chance of applying the “Stun” negative effect on enemies: from 35-40-45-55% to 45-50-55-65%.  Demonic Pact (used to be Energy Manipulation):
    Full rework of the skill: now the skill increases the duration of the monsters summoned by skills "Call" and "Chaos’ Help",  by 40-50-60-70% and lowers damage received by them by 12-16-22-28% for the duration of the skill. Skill with a constant energy consumption.  Summoner Skill:
    Full rework of the skill: now the skill makes all monsters on the location, summoned by the skill "Call'' attack the chosen target and also increases the damage of their next 2-2-3-3 autoattacks by 25-35-45-55% and allows it to deal damage to enemies in the radius of 1-1-2-2 yards. Maximum number of player targets — 2-3-4-5 depending on the skill development level. There is no limitation on the number of monster targets.   Call:
    Now the pet inherits such parameters as "Depths' Fury", "Solidity", "Resistance". Reduced the cooldown time: from 30 seconds to 22 seconds.  Changed the lifespan of the summoned monster: from 12-15-18-24-30 seconds, to  12-15-18-22-26 seconds. Reduced the skill’s cost: from 24-26-28-30-32 energy to 18-20-22-24-26 energy.  Chaos’ Help:
    Now the pet inherits such parameters as "Depths' Fury", "Solidity", "Resistance".  Goading:
    Partial change of the skill’s mechanics. Applies the “Aggression” effect onto all targets within 2 yards of the character, and reduces their movement speed for some time. Increased the number of points of aggression received: from 15000-25000-40000-70000 to 15000-35000-70000-150000. Added a new animation of using the skill. The developers’ commentary:
     
    A distinctive feature of this class is the summoned pets, but it is not always possible to fully use them in battle for a number of reasons. The changes in skills presented should simplify the build implementation and improve its efficiency. In addition, we are not forgetting about the second popular build - the caster with a staff, which also received a number of improvements.
     
    Warlock
     
     Life Exhaust:
    Now the skill can be dodged or blocked only at the moment of application of the effect onto the target.  Shadow Sphere:
    Now the amount of damage depends on the maximum amount of energy of the character, not its current amount, at the same time the damage gain was increased. Upon using the skill, the character restores 10-14-16-20% of their energy. Changed the cost of using the skill, from 0-0-0-0 energy, to 10-13-16-20 energy.  Grimoire:
    Now, during the effect of the skill, the amount of health restored by the character, when using the skill "Life Exhaust" by 50-100-150-250%.  Dark Seal:
    Moved the effect of bonus health restoration by "Life Exhaust" moved to the "Grimoire" skill. Additionally reduces the damage the target deals to the warlock by 10-15-20-25% if it is under the silence effect of the "Hex" skill. The developers’ commentary:
     
    The high dependence on the current energy level gave the class significant inconveniences in the implementation of key attack skills. The presented changes are intended to make life easier for players. As an addition, the unpopular expert skills have been reworked, which should increase the relevance of various builds and tactics on the battlefield. 
     
    Death Knight
     
     Exhalation of Darkness:
    Now the skill doesn’t disappear if the attack was not successful.  Threads of Darkness:
    Reduced the recharge time from 22 to 18 seconds.  Provocation:
    Increased the number of points of aggression received: from 7500-12500-20000-25000-30000, to 7500-15000-25000-45000-75000.  Death Call:
    Increased the number of points of aggression received: from 10000-20000-40000-80000, to 15000-35000-80000-140000.  Steel Hurricane:
    Now the amount and type of damage depend on the prevailing physical or magical power of the character. Increased magical damage of the skill.  Saturation:
    Now if the current health level of the character is below 15-25-40-50%, the skill does not cost health to use.  Knight's Curse:
    Reduced the amount of damage dealt over time. The developers’ commentary:
     
    The Magic build of the class is gaining in popularity, but it relies heavily on one key expert skill. We have reduced the overly high potential of this skill, but redistributed its power to some things else. This will add variability to the magic build.
     
    Necromancer
     
     Dark Power:
    Increased the buff to physical and magical power: from 5-7-10-15%, to 9-12-15-18%.  Infection:
    Now instead of lowering defense, the skill increases the damage received by the target by 10-12-15-18%. Chosen
     
    Mage
     
     Fire Ball:
    Increased the chance to affect the target with “Fear”.  Frostbolt:
    The stunning effect was moved to the "Blinding Fire" skill.  Blinding Fire:
    Now if during the effect of the skill, the target is struck with the “Frostbolt” skill, they are additionally affected with the “Stun” negative effect for 2,5-3-3,5-4 seconds. Now the skill can deal critical damage. Seeker
     
     Inspiration:
    Now the animation is only played upon use, moving between locations no longer triggers it playing.  Solar Power:
    Reduced the incoming damage during the effect of the skill: from 30-25-20-10% to 25-20-15-5%. Reduced the damage from critical strikes: from 10-15-20-25%, to 8-13-17-20%. Reduced the amount of energy necessary to maintain the skill: from 5-6-7-8, to 3-4-5-6 energy per 2 seconds.   Attraction:
    Now the skill can apply the target with the silence effect with a chance of 45-53-65-75%. Increased the duration of silence and root: from 1.5 to 2 seconds.  Exhaustive Blow:
    The skill’s mechanics have been changed: now instead of reducing skill recharge speed, the skill stuns the target by 1.5-2-2.5-3 seconds. The developers’ commentary:
     
    One of the few classes in the game that does not have full-fledged control skills in its arsenal, which makes it too difficult to deal damage. Changing that!
     
    Paladin
     
     Persuasion:
    Increased the number of points of aggression received: from 7500-12500-20000-25000-30000, to 7500-15000-25000-45000-75000.  Illumination:
    Increased the number of points of aggression received: from 10000-20000-40000-80000, to 15000-35000-80000-140000.  Harad's Call:
    Increased the chance of stunning monsters: from 45-55-65-75%, to 75-85-95-100%. The chance to stun players remains the same. The developers’ commentary:
     
    The paladin feels great in battles with other players, but due to the high resistance value of monsters, some skills become useless and cannot be used in both situations. The following changes should improve this.
     
    Priest
     
     Elusive Threat:
    Now the skill has a threshold of health loss upon which the effect vanishes: 40-50-60-70% of maximum health of the target.  Redemption:
    Now is limited by the number of player targets: 6-7-8-9. Increased the amount of healing.  Gods’ Assistance:
    No longer takes players out of invisibility.  Mystic Mark:
    Reduced the time of skill cooldown from 7 seconds to 5. The developers’ commentary:
     
    This class remained almost the last class in whose arsenal there are skills without a limit of effectiveness, which is why in some game situations the priest was too strong.
     
    Templar
     
     Reverse Flow:
    Now the targets affected by immobilization are ignored.  Grace:
    Increased the strength of the effect on some development levels: from 10-12-15-17-22%, to 10-13-15-18-22% of increasing physical and magical power.  Combat Support:
    Increased the amount of absorbed damage: from 100-140-180-210-230%, to 120-160-210-245-275% of the sum of physical and magical power of the character.  Increased the duration of the effect: from 4-5-6-7-8 seconds, to 5-6-7-9-11 seconds.   Particle of Life:
    Now the pet inherits such parameters as "Depths' Fury", "Solidity", "Resistance". Changed the skill’s damage: from 120-130-150-170%, to 100-110-130-150% of physical power of the character. Increased the lifespan of the summoned monster: from 8-10-14-18 seconds to 10-13-16-23 seconds.  Mantra of Healing:
    Changed the recharge time: from 40 seconds to 46 seconds. Changed the slow percentage: from 50-40-30-20%, to 65-50-40-30%.  Branded by the Sun:
    Increased the number of points of aggression received: from 12000-22000-45000-85000, to  15000-35000-80000-140000. Mountain clans
     
    Hunter
     
     Poisoned Arrow:
    Changed the damage formula. The enemy receives physical damage of 35-50-60-70-80% of the character’s physical power every 3 seconds. Changed the cost of using the skill: from 18-20-22-24-26 to 14-16-18-20-22. Changed the cooldown time: from 9 seconds to 13 seconds. Removed the limit on the amount of effects on the target.  Hunter’s Mark:
    Now instead of lowering the enemy defense, the mark increases the damage received by the opponent by 2-3-4-5% for 10-14-18-22 seconds, when they’re attacked by the hunter. Several effects can be applied to one opponent.  Mountain Instincts:
    Now in addition to attack speed of the character increases the “Penetration” parameter by 4-5-6-8% for 15-18-22-26 seconds.  Arrow of Silence:
    Now the skill cannot be blocked or dodged.  Arrow of Confusion:
    Now the skill cannot be blocked or dodged. The developers’ commentary:
     
    The increase in the attack interval for bows and crossbows significantly affected the attack potential of the class, in this regard, we improved the hunter's abilities to deal damage, as well as revised the work of control skills.
     
    Shaman
     
     Lightning Blast:
    The skill no longer increases dodge chance of the target.  Lightning Shield:
    The skill’s mechanics have been changed: now applying lightning shield no longer removes other shield skills or vice versa. The skill is now able of dealing critical damage.  Fire Totem:
    The skill’s mechanics have been changed: now a target can be chosen not only with an autoattack, but also with the "Ball Lightning" skill. Additionally, with multiple totems, it is now possible to apply the target with up to 5 effects dealing periodic damage, but at the same time one shaman can only apply one such effect.  Tribe's Ritual:
    The skill no longer reduces the skill cooldown time, now it increases attack speed by 5-8-12-14% and critical damage power by 14-16-19-22%.  Increased the duration of the effect: from 12-16-20-25 seconds to 14-18-22-26 seconds.  Energy Field:
    Now the skill also increases the "Skills Cooldown" parameter by 15-20-25-30%. Increased the range of the skill: from 2-2-2-2 yards to 3-3-3-4 yards. The developers’ commentary:
     
    The shaman really lacked support potential. We have changed key buffing skills in favor of strong offensive stats. This should help the class get to the same level of utility next to the necromancer and reduce the difference between the attack buffs of the Guardians and the Legion alliances. 
     
    Barbarian
     
     Taunt:
    Increased the number of points of aggression received: from 7500-12500-20000-25000-30000, to 7500-15000-25000-45000-75000.  Warcry:
    Increased the number of points of aggression received: from 10000-20000-40000-80000, to 15000-35000-80000-140000. Rogue
     
     Ricochet:
    Increased the radius of ricocheting between targets: from 2-2-2-2 yards, to 3-3-4-4 yards.  Flurry of Steel:
    Increased the amount of damage: from 40-55-70-90% of the character’s physical power, to 85-110-125-145%. Increased the stun chance: from 20-25-30-35%, to 35-45-60-80%. Increased the cooldown time of the skill from 4 to 14 seconds. The developers’ commentary:
     
    Some of the Rogue's skills could not boast of high efficiency compared to others. The changes presented should improve the situation and make it possible to choose different skills, and not play only with generally accepted builds.
     
    Chieftain
     
     Thrashing:
    Increased the range of the skill: from 3 yards to 4 yards.  Eagle Eye:
    Reduced duration of the effect: from 4-4-6-6-8 seconds to 3-3-4.5-4.5-6 seconds. Increased the speed of dealing damage: from every 2 seconds to every 1.5 seconds.  Reduced duration of bleeding: from 12 seconds to 8 seconds. Increased the speed of dealing damage: from every 3 seconds to every 2 seconds.   Swooping Army:
    Reduced the duration of the effect: from 3-4-5-6 seconds to 3-3-4-5 seconds. Increased damage of the skill: from 30-35-40-45% per tick to 35-45-50-55% per tick.   Support of the Pack:
    Increased the base duration of the “Resistance” effect: from 2-2-3-4, to 3-4-5-6 seconds. Firstborn
     
    Druid
     
     Entangling Roots:
    If the skill is resisted, the root animation on the target no longer plays.  Tornado:
    Changed the skill's mechanics: now instead of reducing skill cooldown speed, the skill now reduces movement speed of the target by 15-30-40-50%.  Secret Link:
    Full rework of the skill: now the skill applies a positive effect “Secret Link” on the character or a group member in a sequence in the radius of 3-3-4-5 yards of the target for 20 seconds. The effect restores health in the amount of 60-70-80-100% of the character’s magical power and increases the “Penetration” parameter by 6-8-10-12%. The health restoration effect is reduced with each subsequent target by 10%, and the “Penetration” parameter — by 2%. Maximum number of targets - 2-3-4-5.  Power of Water:
    The skill’s mechanics have been changed: now every skill that received damage can be stunned with the "Lightning Bolt" skill. Increased the skill’s damage on 3 and 4 levels of development.  Punitive Roots:
    If the skill is resisted, the root animation on the target no longer plays. Increased the skill’s damage on 3 and 4 levels of development.  Elemental Backing:
    Now the pet inherits such parameters as "Depths' Fury", "Solidity", "Resistance". Now the summoned monsters attacks targets affected "Insect Swarm" with more initiative. The developers’ commentary:
     
    The druid had a hard time due to the lack of adequate support capacity. The resulting improvements should help the class catch up and start feeling more confident.
     
    Blade Dancer
     
     Hamstring:
    Applying bleeding can no longer be resisted.  Rush:
    Increased the stun chance of monsters to 100% on all levels of the skill’s development. Resistance granted by this skill now has a lesser priority than the effect of the skill "Spirit of Resistance". Increased the number of points of aggression received: from 10000-20000-40000-80000, to 15000-35000-80000-140000.  Magic Transformation:
    Increased the durability of the shield on all levels of the skill’s development.  Counterattack:
    Increased the skill duration: from 4-5-6-7 seconds to 8-10-12-14 seconds. Reduced the damage of the skill: from 40-50-60-75%, to 25-32-36-40%.  Spirit of Resistance:
    Resistance granted by this skill now has a greater priority than the effect of the skill "Rush".  Aggression:
    Increased the number of points of aggression received: from 7500-12500-20000-25000-30000, to 7500-15000-25000-45000-75000. The developers’ commentary:
     
    Ignoring control is a strong point of this class, and in some places even too much. Now it will be necessary to carefully choose the moment for the attack.
     
    Warden
     
     Wave of Aggression:
    Increased the number of points of aggression received: from 7500-12500-20000-25000-30000, to 7500-15000-25000-45000-75000.  Shocking Blow:
    Increased the duration of the “Stun” effect: from 2-2,5-3-3,5-4, to 3-3,5-4-4,5-5 seconds.  Guard's Fury:
    Increased the number of points of aggression received: from 10000-20000-40000-80000, to 15000-35000-80000-140000.  Fortification:
    Increased the amount of damage reduction: from 6-12-18-25%, to 10-18-25-30%.  Shield Throw:
    Increased the stun chance: from 25-35-45-55%, to 30-45-60-75%.  Guard’s Protection:
    Now the player character receives only 80-70-60-50% of the redirected damage.
    Ranger
     
     Bitterness:
    Increased the amount of the “Critical strike” parameter: from 0.5-0.7-1-1.5% to 0.7-1-1.5-2% per 1 effect of the skill. Changed the amount of the “Dodge” parameter: from 0.5-0.7-1-1.5%, to 0,3-0,5-0,7-1% per 1 effect of the skill.  
    We would also like to draw your attention to some changes that are relevant to several classes at once, and provide some developers’ explanations about those.
     
    About the aggression:
    Over time, classes with a specialization in dealing damage have multiplied their combat potential, so it was decided to increase the values of aggression in the skills of tanks, so that they can more easily fulfill their role, especially in battles with multiple targets.
     
    About the support classes:
    In addition to healing, support classes should provide useful bonuses to the group, so the current changes are aimed at improving these skills. Plus, it will close the gap between Guardians' and Legion's “buffing potential” when it comes to world bosses.
     
    So, this is it, but at the start of the next week you can expect news from the Blissful Isle!!
     
    See you in game!
    AIGRIND
     
  18. Wow
  19. Sad
    Ogull reacted to акм in Hi, How to make gold Faster for F2P player?   
    My mother told me to learn English, you moron. I didn't listen to her. That's a shame.
  20. Wow
    Ogull got a reaction from Higgings in Hi, How to make gold Faster for F2P player?   
    this is probably not what you are looking for but you won't find much income in the second map of irselnort, the best way that i know of is in ayvondil
     
    it would need you to finish story quests or "yellow quests" up to the 4th city in ayvondil of tom-lugu/pelion, upon finish the story quests you will be greeted with blue quests, these quest are the simplest most effective way of earning money for f2p players,
     
    Mini-bosses Quests:
    these quests just requires you to kill mini-bosses that have roughly 25k health, they spawn throughout the wastelands and gives reasonable gold
     
    Bait Quests:
    going from there, there are other blue quest that requires you to kill "baits", baits are traps or ambush that happen in specific areas of the map, once you step into the area, a group of monsters will attack you, the group have monsters with ~6k health with 1 monster having 15k health, your target is the monster with 15k health, once killed you will finish the quest and all other monsters will despair.
    a note to say about these type of quest is that they are quite hard to do since they have a group of 4 to 6 monsters attacking you at the same time and would bring bad time for poorly equipped players...
     
    Boss Quests:
    finally you have boss quests, boss quests requires you to kill the bosses of the wastelands, there are 3 bosses with 80k health, and 2 with 200k health, these quests gives you the most money, there is also petrik, which is a 200k boss but this boss is unique in the sense that it doesn't have a set location that it spawns in but rather once killed it will spawn anywhere in the wastelands and you have to find it
     
     
    Finally i would like to mention a few points
    Aside from the mini bosses quests, you can't finish the others alone, but usually you would find a party that is going to do all quest mentioned above, so going with them is the best the game won't display all quest that you can take at the same time, it would probably display 4 mini bosses quests 2-3 baits and 1-2 bosses, one way to do it is finishing these quest and new once will be available the next day, other way to do it and the way i like more, is to accept quest but not finish them, the next day accept more quest and the day after do the same until you have all quest of the region then starting doing them all at the same time, the game allow you to take up to 50 quests at once all the things mentioned above work with the 3rd city of anzu-lri and 5th city of underwater territory, aside from these taking the quests of the astral labyrinth is a good way to go about it too all these quests drop scrolls, potions, runs that you could sell for gold after finishing the 3rd city quests + 4th city quests + labyrinth quests and selling all the junk you get from them, you would end up with around 20 to 30k gold every week or so
  21. Confused
    Ogull reacted to nilozero in berserk power stay active   
    The main problem with this skill is that, u have to keep activating, i think that is why few people choose to use , so why not change to  stay active with enery consumpiton 😊  to be more atractive to develop.  

  22. Haha
    Ogull got a reaction from Zilvinas Zavis in Inspiration skill   
    seeker names themselves  "Rogue"

  23. Like
    Ogull got a reaction from Matbtereza in Calamity - Ogull / EU-Emerald   
    while creating this costume i wanted something that scream "evil" and what better thing to portray that than the color red
    the Calamity costume is made from the scales of an ancient red dragon, decorated with a ruby at it center, while ancient beast horns are attached to the helmet
    and a cape! who doesn't like capes, the cape is made of high quality dyed silk to project the wealth and status of its owner


  24. Wow
    Ogull got a reaction from Drakoslayd in Calamity - Ogull / EU-Emerald   
    while creating this costume i wanted something that scream "evil" and what better thing to portray that than the color red
    the Calamity costume is made from the scales of an ancient red dragon, decorated with a ruby at it center, while ancient beast horns are attached to the helmet
    and a cape! who doesn't like capes, the cape is made of high quality dyed silk to project the wealth and status of its owner


  25. Wow
    Ogull got a reaction from Higgings in Calamity - Ogull / EU-Emerald   
    while creating this costume i wanted something that scream "evil" and what better thing to portray that than the color red
    the Calamity costume is made from the scales of an ancient red dragon, decorated with a ruby at it center, while ancient beast horns are attached to the helmet
    and a cape! who doesn't like capes, the cape is made of high quality dyed silk to project the wealth and status of its owner


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