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Ogull

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  1. Haha
    Ogull got a reaction from Drakoknight in the memes / funnies   
  2. Thanks
    Ogull got a reaction from Filipe Ramon in Knight's Curse - Adjustment   
    seems like a reasonable change
    its really a problem that curse debuff does not stack and if 2 dks used curse one will cancel the other without it even placing the fire
    i get it... if 4 dk used maxed curse it will give 100% damage increase if they stack, but at least skip the debuff and place the fire immediately 
  3. Haha
    Ogull got a reaction from Khrone in the memes / funnies   
  4. Super Like
    Ogull reacted to Nolan in Suggest a topic for a guide!   
    Friends! 


    In this thread, you can suggest a topic for a guide or overview material, as well as draw attention to outdated guides that would be nice to update.

    Thus, this will help not only those wishing to contribute to the development of gaming "education", but also the project administration, which will gladly take part in this. 

    Reminder! To better understand how everything works here, the  "Guides" section (FAQ) is required to read. 

    And remember: knowledge is power!

    The game does not stand still, with each update we try to delight you with new content, modernize old ones and introduce new mechanics into the game. In this regard, it becomes necessary to maintain the relevance of existing training materials, as well as to create new guides. 
  5. Super Like
    Ogull got a reaction from Drakoknight in Knight's Curse - Adjustment   
    seems like a reasonable change
    its really a problem that curse debuff does not stack and if 2 dks used curse one will cancel the other without it even placing the fire
    i get it... if 4 dk used maxed curse it will give 100% damage increase if they stack, but at least skip the debuff and place the fire immediately 
  6. Thanks
    Ogull got a reaction from Khrone in Knight's Curse - Adjustment   
    seems like a reasonable change
    its really a problem that curse debuff does not stack and if 2 dks used curse one will cancel the other without it even placing the fire
    i get it... if 4 dk used maxed curse it will give 100% damage increase if they stack, but at least skip the debuff and place the fire immediately 
  7. Super Like
    Ogull got a reaction from Khrone in Death Knight - Complete Skill Analysis and Mechanics (v9.3.0)   
    Important
    Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.  
     
    Description
    Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
     
    Offense: 3.5 / 5
    Defense: 4.5 / 5
    Support: 1.5 / 5
     
    Base Skills
     Devotion
    Type: Passive
    Increase character's Energy regeneration by 3
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 9 seconds
     
    Blow that deal increased physical damage.
    Physical damage increase: 103% / 105% / 107% / 109% / 111%  
    Extra Information:
    the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
     
     Exhalation of Darkness
    Type: Active
    Usage Range: melee
    Energy Cost: 13 / 14 / 15 / 16 / 17 units
    Cooldown: 10 seconds
     
    Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
    Magical damage increase: 150% / 160% / 170% / 180% / 190% Weapon Bewitching duration: 4 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
    Extra Information:
    similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
    the bewitching effect won't wear off with failed attack, but until the duration of the skill expires
     
     Provocation 
    Type: Active
    Usage Range: 5 yards
    Energy Cost: 7 / 8 / 9 / 10 / 11 units
    Cooldown: 8 seconds
     
    Attract the target's attention and makes the hostile monster attack you.
    Aggression amount: 7500 / 15000 / 25000 / 45000 / 75000 Aggression Duration: 6 / 7 / 8 / 8 / 9 seconds  
    Extra Information:
    Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
     
     Threads of Darkness
    Type: Active
    Usage Range: 5 yards
    Energy Cost: 16 / 17 / 18 / 19 / 20 units
    Cooldown: 18 seconds
     
    Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds root duration: 2 seconds  
    Extra Information
    Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
    for the duration of the debuff.
    the enemy is rooted in place momentary during the effect
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 30 seconds
     
    With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 30 / 40 / 50 / 60 / 70 seconds amount of damage ignored: 1 point of damage for every 37 armor  
    Extra Information
    Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
    Magical damage dealt: 50% / 60% / 70% / 80% aggression amount: 15000 / 35000 / 80000 / 140000 Effect Duration: 6 seconds Area of Effect: 7x7 all levels (shape of a square, see spoiler below) 1.5 seconds interval between damage pulses (equal 4 pulses of damage)  
     
    Extra Information
    The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward do not get aggression
     
     Steel Hurricane
    Type: Active
    Usage type: Instant
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    A strike that deal damage to all enemies within 1 yard radius, the type of damage depends on the prevailing physical or magical power of the character
    increased damage: 70% / 80% / 100% / 120% max number of players: 3 / 4 / 5 / 6 max number of monsters: unlimited  
    Extra information
    The damage from this ability cannot be blocked, parried or dodged.
     
     Saturation
    Type: Active
    Usage type: Instant
    Energy Cost: 18 units
    Health Consumption: 10% of max health
    Cooldown: 30 seconds
     
    Increase death knight "steal health" parameter for sometime, if the character current heath level is less than maximum by % the skill will not require health
    steal health increase: 10% / 15% / 20% / 25% buff duration: 8 / 10 / 12 / 15 seconds current health threshold: 15% / 25% / 40% / 50%  
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
    Magical damage dealt: 200% / 250% / 300% / 350% Stun chance: 35% / 45% / 55% / 80% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds health restored: 20% / 30% / 40% / 50%  
     Blow of Silence
    Type: Active
    Usage Range: melee
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
    damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 6 / 7 / 8 / 9 seconds Silence Duration: 3.5 / 4 / 4.5 / 5 seconds  
    Extra Information
    Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
    the bewitching effect won't wear off with failed attack, but until the duration of the skill expires
     
     Secret Reserve
    Type: Passive
    Cooldown: 120 seconds
     
    When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 12 seconds health threshold to activate: 20% / 25% / 30% / 35%  
     Aura of Hatred
    Type: Active
    Usage type: Instant
    Energy Cost: 26 units
    Cooldown: 60 seconds
     
    Increase physical and magical power of the character as well as his physical and magical defense.
    damage/defense increase: 5% / 7% / 10% / 15% Buff Duration: 15 / 20 / 30 / 45 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character for a period of time.
    damage decreased: 20% / 30% / 40% / 50% Buff Duration: 5 / 6 / 7 / 8 seconds  
     Knight's Curse
    Type: Active
    Usage Range: 4 yards
    Energy Cost: 24 units
    Cooldown: 30 seconds
     
    Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
    "Kiss of Death" debuff duration: 3 / 4 / 5 / 6 seconds "Kiss of Death" damage increase: 10% / 15% / 20% / 25% Curse Zone Duration: 8 / 10 / 12 / 14 seconds Curse Zone Damage Increased: 140% / 160% / 180% / 220% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds  
  8. Super Like
    Ogull reacted to Filipe Ramon in Sugestão de melhoria: Cavaleiro da Morte   
    Importante
    Alguns dos números mencionados na postagem são o resultado de muitos testes e podem não representar o número real da habilidade. Números coloridos em roxo são altamente duvidosos e precisam de mais testes para descobrir melhor. Todos os créditos ao criador do post original @Ogull que foi utilizado como base para coleta das informações das habilidades. Créditos pela tradução e adaptação @Splendor  
            Link para o post original ~~~>  https://forum.warspear-online.com/index.php?/topic/234732-death-knight-complete-skill-analysis-and-mechanics-v920/
            Link para o post traduzido ~~~> https://forum.warspear-online.com/index.php?/topic/234878-cavaleiro-da-morte-análise-completa-das-habilidades-e-mecânicas-v930/&tab=comments#comment-1756044
     
     
    Descrição
    A ideia original para a criação do Cavaleiro da Morte e o seu desenvolvimento foi sempre voltado para a criação de um tanque de dano magico, com foco em grupo de inimigos ou monstros. Porém diversos fatores tornaram tal especialização inviável, principalmente quando levamos em conta a falta de compatibilidade da própria classe com tal proposta, defasagem de itens com atributos mágicos para tanques e falta de atualização das habilidades para acompanhar o desenvolvimento do próprio jogo.
     
    Além disso se torna nítida a preocupação da empresa em conseguir atingir a proposta da classe sem torná-la "Over power" no quesito PvP (Algo engraçado pois a classe desenvolve um bom papel, porem não como um tanque magico de fato), repetindo o que acontecia com a classe anteriormente. Porém o mesmo medo tornou a classe extremamente nerfada no sentido de tankar o conteúdo final e batalhas de grupo. De certa forma a comunidade que utiliza a classe diariamente não é ouvida, ou por medo ou talvez falta de conhecimento dos próprios desenvolvedores da real situação da classe. Isso já foi citado diversas vezes tanto pelos players mais fortes com a classe, que possuem diversos itens e Livros de Habilidades fortes, quanto pelos players novos que encontram dificuldade em ate mesmo entender a real função da classe. Isso sem mesmo comentar o certo abandono em conteúdos de  grupo pois um  Bárbaro por exemplo, cumpre o mesmo papel de forma mil vezes mais eficiente com um investimento infinitamente menor tanto em PvE quanto PvP.
     
    Por isso tomei a liberdade de sugerir algumas melhorias na classe que podem ajudar a cumprir este papel sem de fato torna-la desbalanceada.
     
    Habilidades iniciantes
     Devoção
    Tipo: Passivo
    Aumenta a regeneração de energia do personagem em 3.
     
    Comentário: Sim, eu sei que isso foge um pouco do assunto, mas creio que todos concordam que entre todas as habilidades passivas de Facção essa é a mais irrelevante. Se o diferencial dos proscritos é a utilização de habilidades, esta mais do que na hora de atualizar isso.
     
     
     
     Escudo Sombrio
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 18/19/20/21/22 unidades
    Tempo de Recarga: 30 segundos
     
    Com alguma chance, permite que o cavaleiro da morte ignore alguns dos danos recebidos de acordo com sua armadura.
    Chance de acionar: 30% / 45% / 50% / 60% / 75% Duração do efeito: 30 / 40 / 50 / 60 / 70 segundos Quantidade de dano ignorado: 1 ponto de dano para cada 37 de defesa física e magica.  
    Formula:
     
    DEF F. / 2 = X
    DEF M./ 2 = Y
     
    (X + Y) / 37 = REDUÇÃO
     
    Comentário: Dois pontos referente a esta habilidade, primeiramente eu acredito que essa seja uma das melhores habilidades iniciais para classes tanque. Porém, ela não se desenvolve de fato com o desenvolvimento do próprio personagem pelo simples fato de não haver ganhos investindo em Livros de Habilidade, Relíquias, Runas, coisas que o próprio Cavaleiro pode utilizar, usa apenas a Armadura Bruta do Cavaleiro (É isso ai, Aura de Ódio não stacka com o Escudo Sombrio). Para equilibrar essa habilidade precisa de uma coisa extremamente simples e fácil de ser implementado, contabilizar as estatísticas defensivas gerais vindas do próprio Cavaleiro da Morte. As mudanças sugeridas incluem também a contabilização da defesa física e magica ao invés de apenas a maior defesa, 50% de cada defesa para que de fato se busque investir nas duas defesas ao invés de apenas defesa física como e feito por muitos.
     
     
     
     Emanar da Escuridão
    Tipo: Ativo
    Tipo de uso: corpo a corpo
    Custo de energia: 13/14/15/16/17 unidades
    Tempo de Recarga: 10 segundos
     
    Enfeitiça sua arma para causar dano mágico aumentado durante o próximo ataque automático e atordoar o inimigo por algum tempo. Ao desenvolver a habilidade 5/5 ativa a passiva Cria da Escuridão. 
     
    Cria da Escuridão: caso esteja utilizando escudo, os ataques básicos aplicam 100% do dano magico.
    Aumento de dano mágico: 150% / 160% / 170% / 180% / 190% Duração do encantamento da arma: 4 segundos Duração do atordoamento: 2 / 2,5 / 3 / 3,5 / 4 segundos  
    Comentário: Um ponto interessante sobre o Cavaleiro da Morte é que caso invista em Dano Magico, os ataques básicos causam pouquíssimo dano, isso é o motivo de muitos optarem por uma construção física, pois além de ser mais barata, e mais viável para o conteúdo PvE. Aplicar dano magico nos ataques básicos caso esteja usando escudo tornaria a construção de um tanque Magico mais viável em conteúdo PvE e PvP.
     
     
    Todas as demais Habilidades Básicas do Cavaleiro da Morte atendem perfeitamente a proposta do mesmo.
     
     
    Habilidades de Especialista
     Sopro do silêncio
    Tipo: Ativo
    Tipo de uso: instantaneo
    Custo de energia: 18 unidades
    Recarga: 14 segundos
     
    Enfeitiça a arma do personagem para causar mais dano e silenciar os alvos por algum tempo.
    Aumento de dano: 5% / 15% 20% / 25% Duração do encantamento da arma: 6/7/8/9 Duração do silêncio: 3,5 / 4 / 4,5 / 5 segundos  
    Comentário: Simplesmente uma das melhores habilidades no quesito PvP da classe. A única coisa que fica a desejar e se tratar de apenas um alvo, algo interessante de se ver para batalhas em grupo seria a possibilidade de Silenciar mais de um alvo caso utilize alguma habilidade em área que atinja mais de um alvo ao mesmo tempo.
     
     
     Reserva Secreta
    Tipo: Passivo
    Recarga: 120 segundos
     
    Quando a saúde atinge um nível crítico, o cavaleiro da morte recebe um grande aumento na regeneração de saúde e na taxa de regeneração.
    Aumento de regeneração de saúde: 200% / 300% / 400% / 500% Taxa de regeneração: 2,8 / 2,5 / 2 / 1,7 Duração do Buff: 12 segundos Quantidade mínima de vida necessária para ativar: 20% / 25% / 30% / 35%  
    Comentário: Dentre todas as habilidades, tenho certeza de que essa custou muitas noites de sono dos desenvolvedores para equilibrar, porém, acabou sendo morta e enterrada de vez. Além de ter um tempo de recarga alta, não escala com a recarga coletada. Além disso outra coisa frustrante e o fato da mesma não reiniciar ao por exemplo sair de uma batalha de arena. Regeneração de Vida é um atributo defensivo que para ser coletado e necessário sacrificar outros atributos. A junção de todos estes fatores tornam a habilidade extremamente nerfada e não utilizada. Sem contar o fato de que quando em batalha regeneração de vida e reduzida em 50%. Essa habilidade precisa urgentemente de redução do tempo de recarga e escalonamento com a Recarga coletada.
     
     
     Proteção Sanguínea
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 20 unidades
    Recarga:  18 segundos
     
    Diminui todo o dano causado ao personagem por um período de tempo.
    Dano reduzido: 20% / 30% / 40% / 50% Duração do Buff: 7/8/9/10 segundos   
    Comentário: Uma habilidade com  um ótimo potencial, com um baixo custo-benefício, e ate mesmo compreensível o fato de ser uma habilidade ativa, pois afinal de contas é uma redução extremamente alta de dano. Porem há dois problemas com essa habilidade: Recarga e Duração. Apenas um pequeno buff na duração ou redução do tempo de recarga, já tornaria a habilidade viável.
     
     
     
     Maldição do Cavaleiro
    Tipo: Ativo
    Alcance de uso: 4 metros
    Custo de energia: 24 unidades
    Recarga: 30 segundos
     
    Aplica o debuff "beijo da morte" ao inimigo por algum tempo. Este efeito aumenta qualquer dano causado ao inimigo. Quando o efeito expira, uma zona de maldição é formada perto do inimigo por algum tempo. Todos os inimigos na zona recebem dano mágico periódico.
    Duração do debuff "Beijo da Morte": 3/4/5/6 segundos Aumento de dano do "Beijo da Morte": 10% / 15% / 20% / 25% Duração da Zona de maldição: 8/10/12/14 segundos Dano da Zona de maldição: 150% / 200% / 250% / 300% Número máximo de jogadores na Zona de maldição: 3/4/5/6 Número máximo de monstros na Zona de maldição: ilimitado Intervalos de dano da Zona de maldição: 2 segundos  
    Comentário: Esta é a habilidade que tornou possivel a construção de um "Magic Tank" para o Cavaleiro da Morte, algo que os próprios desenvolvedores já se mostraram interessados porém há algo que torna a habilidade extremamente difícil de ser utilizada. O fato de ser uma área fixa e como se não bastasse, a possibilidade de Resistir ao Debuff. Manter o inimigo na área do dano deveria ser algo compensador, pois é muito comum a habilidade ser resistida e trazer grandes dores de cabeça já que o dano do ataque básico de uma construção mágica é baixo. Esta habilidade não deveria ser resistida, pois e extremamente fácil de sair da Zona da Maldição, principalmente com as diversas skills de resistir que as facções inimigas possuem para evitar os stuns e puxões. Outra coisa que não fez sentido foi a redução do dano magico da habilidade se a habilidade é feita pra dar dano. Mesmo com a possibilidade do Furacão de Aço aplicar dano magico, é um dano extremamente baixo já que é difícil coletar dano magico em um tanque. 
     
     
    Todas as demais Habilidades de Especialista do Cavaleiro da Morte atendem perfeitamente a proposta do mesmo.
     
     
    Conclusão
     
    Em resumo, da para ver que a classe possui ótimas habilidades, porem, não acompanhou o avanço do jogo ou da própria classe. São mudanças extremamente simples que não são aplicadas por medo. Espero que se possivel seja encaminhado para os desenvolvedores essa sugestão, pois estamos extremamente decepcionados com o que vem sendo feito com a classe. 
     
    Mantenham-se firmes Zelotes!!!

    By: Rollo
  9. Super Like
    Ogull got a reaction from yinglun in About the skill Dark Shield   
    my suggestion is to make the wings appear covering the dk for a flash like 0.25 second when the dk get hit and the skill get triggered
  10. Thanks
    Ogull reacted to Raislin in SCREENSHOTS FROM THE GAME   
    2/10 not enough resist but the ls is nice
  11. Super Like
    Ogull got a reaction from Higgings in SCREENSHOTS FROM THE GAME   
    how far would a death knight go to be good?

     
     
    @Higgings i came back to fulfill my promise
  12. Super Like
    Ogull got a reaction from Drakoknight in About the skill Dark Shield   
    my suggestion is to make the wings appear covering the dk for a flash like 0.25 second when the dk get hit and the skill get triggered
  13. Like
    Ogull reacted to Khrone in About the skill Dark Shield   
    I know that's a simple suggestion, but i would like this skill to have a animation while it's active
    Not something so shiny, just something you can look at your character like Paladin's basic skill that increases healing, or Templar's Grace, etc or even Exhalation of Darkness
  14. Haha
    Ogull got a reaction from Khrone in Heroforge Characters   
    that's really nice🤩 i always wondered about the actual size of shields in ws, because looking at character wielding them shields span from the character shoulder to its knees
  15. Super Like
    Ogull reacted to Akasha in [2021.04.21] Contest "Mystery of Wisdom - 2021". Results!   
    Friends!

    The contest "Mystery of Wisdom - 2021" has ended, which means it is time to take stock and choose the winners. As always, there were more worthy guides than prizes, for every participant will receive at least our incentive award! But now, it is time to announce the winners:

    5th place: 5.000 Miracle Coins and 20 Seeker's Stamina Elixirs sent straight to @PhoenixFire... for providing this useful catalog about our best companions in-game, minions, now in English language. Gz!
     
     
    4th place:  6.000 Miracle Coins and 30 Seeker's Stamina Elixirs won by @Jcbreff ... for bringing a new experience to drop guides, by collecting images from all heroic sets available in our Dungeons! Bravo!
     
     
    3rd place:  7.000 Miracle Coins and 40 Seeker's Stamina Elixirs rightfully earned by @Leinra... for the such an useful and well presented guide about Crafting. Applauses! 
     
    2nd place:  8.000 Miracle Coins and 50 Seeker's Stamina Elixirs delivered to @Phosphatase ... for a fresh and very much needed guide, about the rare non-class skill books - a must read for everyone! Our most sincere congratulations! 
     
     
    1st place:  10.000 Miracle Coins and 1 any non-class skill book and the unanimous decision of the jury goes - as no surprise - to @lallouss ...for the mentor-made deep exploration and overview of the class "Paladin". The writer takes you by the hand and show you all the pro tips for succeeding while playing, including combo strategies. Yes, he did it again. Respect! 
     
    We also present an incentive prize of 10 Caches of the Great Magister to all participants in the competition, whose work did not violate the established rules. 

    All of the above guides will be transferred to the appropriate sections of the forum, after which they will become a guiding star in the universe of Arinar. I would like to say that every time there are people who strive to set the standard of quality in the preparation of the material, its systematization and design, and we are extremely glad that you are improving as authors and trying to convey information to those in need in as much detail as possible.

    Thank you for your work,  and may wisdom be with you! 
    AIGRIND  
     
  16. Like
    Ogull got a reaction from Makyro in #1 Paladin Guide - Zeus - US-Sapphire   
    i am amazed at how this class preform well in PvE, its capabilities to recover damage, its skills to absorb/reduce damage while at the same time buff the team and be a support and a tank, really such a strong class... that or i am over evaluating it because i am a death knight
     
    this is interesting, i didn't think about the idea of damage reduction increasing scared shield longevity, with the 32 armor set... really this skill get more impressive the more i know about it
     
    oh i almost forgot, great guide
  17. Like
    Ogull got a reaction from Khrone in DeathKnight - From Zero to Hero! [Higgings - EU-EMERALD]   
    if you are looking for PvE damage then take steel hurricane since it now deal damage depending on your most prevailing damage type
  18. Super Like
    Ogull got a reaction from Khrone in DeathKnight - From Zero to Hero! [Higgings - EU-EMERALD]   
    if this gonna give better idea on what you want, this is a video with a 1500 magical damage death knight
     
     
     
  19. Like
    Ogull got a reaction from Khrone in DeathKnight - From Zero to Hero! [Higgings - EU-EMERALD]   
    actually now that i think about it, maybe getting aura of hatred would be the best option, its boost damage increasing your curse damage(or any other skill you get later) as well as boost your defense, all in all a great skill if you gonna max it
  20. Super Like
    Ogull reacted to Reymomo in Guide to have easy gold in Warspear Boliiivia US Sapphire   
    GUIDE TO HAVE EASY GOLD IN WARSPEAR
    MMOs and MMORPGs are often great games. And for newcomers to the genre it can be intimidating to start a lot more if you are someone who is 13 years old and you do not have the real money to buy everything you need.
     
    Here are a few tips to help you have gold.
     
    We are going to start by showing some places where we can get great loot depending on our level, regardless of the class of heroes we have.
     
    I will clarify that we will not take into account the dungeons since the chances of winning something good depends on the times you complete the dungeons after 5 free tickets you need to buy more. And for that we are going to make gold in other ways.
    I will also show the different rewards that you can obtain on each map and the different maps and the decision will be yours on how to negotiate them to obtain a lot of gold.
     
    The guide to earn easy gold to start from irslnort since in that map we will already have an acceptable level to be able to go through the different treasures.
    I once again clarify that all the places where we will see that we can earn gold are accessible to everyone (you don't need to be a +10 to have fun and win gold)
     
     
    MAPA 2 “IRSELNORT” (nivel 13 – 20)
     
    Here all the bosses where one can make a large amount of gold, through the prizes that they give us every time we kill the bosses. We have from Weapons of level 13 and 15 to armor of the different classes.
     
    From our first Sea tag to the great AA Hydra tag everyone will give us something worthwhile.


     
    BIG BOSS HYDRA I do this section because it is a story that will give us a lot of satisfaction. Although we will delay killing him and we need a band of friends to make it more fun.

     
    “NORLANT SWAMPS” MAP (level 15 - 32)
    I will describe it this way to this map.
    "Good luck is the twin sister of hard work."
     
    Astral Labyrinth: LAB is not synonymous with ease and it will cost a lot to make gold there, so I will not talk about this place. (If we have many who want information to make gold, I will do something to solve it)
     
    MAP “AYVONDIL” (level 18 - 32)
    I will show each of the places where one can make gold easily and difficult because we have bosses with a life that exceeds (1M hp)
     
    TERRITORY 1
     
    MOBS :This type of Objects are very good to be able to sell them, there is always a rush to finish their missions. It only takes us a little time but the end is very rewarding
    sell set 200g

     
    SATRAPAS a boss who will give you once every how much SOMETHING GOOD
     
    GREAT BOSS SPAWN Here we can have many joys once each of the bodyguards has been killed. I will leave each of the different rewards.

     
    TERRITORY 2
     
    MOBS: This type of Objects are very good to be able to sell them, there is always a rush to finish their missions. It only takes us a little time but the end is very rewarding
    sell set 500g

     
     
    PONTIFICES a boss who will give you once every how much SOMETHING GOOD
     
    GREAT FACELESS
     
    TERRITORY 3
     
    In this territory we will already have very good rewards doing all the daily missions, and we have bosses who will give us weapons, armor, very important treasures to be more powerful every day, they will also give us rewards for the completed missions which will be your decision how to negotiate them.


     
    We will have weapons and armor of good levels to use or sell them so that everyone can improve and be more powerful

     
    You can sell the rewards for completing the missions and killing the bosses and make a lot of gold.
     

    TERRITORY 4
     
    Like territory 3 in this we can enjoy the same advantages, with the difference that we can make much more gold. And above all, we will be able to be more powerful by obtaining rewards of higher levels, since every day we will grow more and more.


     
    We will have weapons and armor  of good levels to use or sell them so that everyone can improve and be more powerful
     

     
    You can sell the rewards for completing the missions and killing the bosses and make a lot of gold. (the scrolls and pot will be of a higher level and you can sell them at a higher price)
     
     
     
    TERRITORY 5 in this territory and our experience will be put to the test, maybe we have a problem but with hard work and a lot of fun we can make great achievements to be able to sell them and use them in order to have much more gold
    we will also have a secret place to go gold super fast and be a tycoon lol.
     
    The bosses and missions, as in the 2 territories before this one, will give us rewards such as weapons with a higher level and with unique bonuses for this territory and much more, which we can convert into gold.




     
     
    You can sell the rewards for completing the missions and killing the bosses and make a lot of gold. (the scrolls and pot will be of a higher level and you can sell them at a higher price)
     
    And there will be a scroll that will help us who cannot do the events to obtain doubloons (the GM should review this for those of us who are not in a very active guild) do not sell it for anything in the world and if you sell it it will be very expensive .
     
    Among the rewards for killing the bosses with good luck we can obtain expert skills for ourselves or for others which can be sold at a price of 30k or more
     

    A place where we can all go (no need to be +10) with dedication and hard work you can earn a great reward in gold and other very good objects.
     

     
    event GvG
    I can't fail to mention the gvg chaos event where we get a chest that gives us many rewards, it all depends on your luck..
     
    We must also take into account the special bosses that when we kill them they will give us a chest where we can obtain many things, especially the costumes of each one of them.
     

     

     
     
    RAID BOSS
     
    You can also make a lot of gold doing the raid bosses, but this implies being very powerful and having the support of a very active guild, otherwise we have no chance. But in the case of doing them we can definitely consider ourselves lucky, it has a great level of rewards that you can use or sell them for a lot of gold.
    I will announce the reward..
     

     

     
     
    In addition to my guide, I will talk about this chest that has accompanied us since our inception, many of us do not usually give it the importance it deserves. in some cases we do not even claim it, but we must know that the rewards are great once it is opened. The rewards can be marketed in the store or among us and as an example I put runes of physical defenses depending on the level it can be sold from 500g to 1k so with the other rewards, do not lose sight of this good chest and give it the value it deserves

     
     
    The guide that I do will depend on the time you dedicate to the game, but I assure you that you will be able to make your first million gold, there will be days that you do not get much but the next day it will change, never forget that it is a game and The idea is to have fun every day should be the maximum, we have a great game and that we do not have money to invest in the game is not an impediment to being one of the best in WARSPEAR.
     
     
     
     
  21. Haha
    Ogull got a reaction from Reymomo in Guide to have easy gold in Warspear Boliiivia US Sapphire   
    i second that...
  22. Haha
    Ogull got a reaction from lallouss in Guide to have easy gold in Warspear Boliiivia US Sapphire   
    i second that...
  23. Haha
  24. Like
    Ogull reacted to Manthra in NEW SET - ETERNAL DREAM (FULL STUN)   
    I didn't focus on the armor because I haven't gotten my greatness set yet. but it can still be worn with the most convenient armor. 
  25. Super Like
    Ogull got a reaction from Khrone in NEW SET - ETERNAL DREAM (FULL STUN)   
    great build guide!
     
    i understand the use of spring accessories for cd, but why use golden dawn set instead of arena set? if this build is mana hungry a combination of both mana regen PvE set and arena would be better, or crafted snow set for some resistance
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