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Waheed

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Posts posted by Waheed

  1. 12 minutes ago, Ragonir said:

    Yeaa.... Now you see how Barb, and healers are op at arena.
    Now give back Critical to Jump skill:not_okay:

    Yes i 100% agree 

    Give rogue back jump critical and dk exhalation of darkness critical. 

    :i_am_determined1:

    9 hours ago, Lyzoic said:

    not just the castle potions, castle scrolls, normal pots and scrolls.. u can have either all of them or nothing, you cant say its not a big deal to have 30% increased def as well with 20% extra resist, either all or nothing

    Yes it's also unfair the other way around. 

    Totally agreed

  2. 9 hours ago, Gladiator said:

    Yeah you did, I guess I can be allergic to low IQs sometimes.

    Pala has a heal skill, barb has a regeneration skill that depends on maximum HP. Palas new heal skill also doesn't get buffed by heal pot because it also depends on maximum hp. So if you wanna heal more from that you should get HP buff.

    Heal pot buffs only heal skills that depend on magic, that's what heal skills are. Other hp regeneration skills aren't technically healing skills, and won't be buffed by healing buffs like pots or Palas aura.

    Yes most internet warriors are depressive and easily triggered but that's off topic. 

    The pot doesn't mention any heal skills which require magic it just says healing skills.

    That's why it doesn't make sense. 

    Either change the description so that it's clear or change the mechanism of the pot. 

     

  3. 20 minutes ago, Gladiator said:

    Are you dumb or pretending to be dumb? I said get a healer in your party and let him use that pot.

    Have I triggered you? 

    I mean barbs fury won't work with the heal pot and yes I know other heal skills like shamans and necro do work. 

    But let me ask you why it doesn't work with barb skill itself but palas do work Mr smart boy

     

  4. 10 minutes ago, Gladiator said:

     

    You just answered yourself. Get a healer and let him use 60% pot, maybe 2 barbs isn't the answer against healers?

    You can use heal pot too, don't say heal pot. 😉

    No barb can't use it, there won't be a difference in healing with that pot as a barb. 

    14 hours ago, Biest said:

    2 barbs (with their 7 yard jump stun) have the huge advantage to stun their opponents 1st in the arena battle (every time if there is no human caused failure). Only thing u got to do is to time your stuns with ur mate and u can kill anyone since i can't heal myself while beeing stunned. There is noone who can survive such a combo (except warden) but if u and your partner give me the chance to heal because u failed to time your stuns ... it's not the fault of the 60% heal pots.

    BTW I don't even have 60% pots 😉 but i'm using the magic relic of resilience

    If you use scroll resistance + pot 60% then he hasn't got any chances. 

    Same as bd using both pot and scroll resistance vs a lock. It's impossible to win 

     

  5. 14 hours ago, Kamisama said:

     

    i have all classes at max lvl , as the dk you said rangers hit them 800-1k dmg its not really like that bcoz max Ferocity is 50% and max Resilence is 60% 

    so ranger with 1400 dmg with 50% fero will deal 2100 dmg on DK 

    but as you know dk have Blood Protection which is decrease dmg by 50% 

    so 2100 - 50% = 1050 and 1050 - 60%(Resilence) = 420 + +10 armors which will give 40% Dmg decrease (Physical) 

    420 - 40% = 252 and this 252 will blocked by Dark Shield skill XD so you are actually hit dk 0 during 8 sec of Blood Protection 

    but if dk have even only 10% Reflection it will Reflect 200 dmg and that ranger wont Steal any health ....

    You know you are forgetting penetration? They will hit around 400-600 with protection and added with dark shield around 200-400 for 8 seconds

  6. On 7/31/2019 at 11:38 AM, Arebel said:

    Castle pots actually a problem

     

    Yes i think they shouldn't be used at arena. 

    On 7/31/2019 at 11:29 AM, vla-wot said:

    Arena need remove Greater Potion of Lifeforce 60% all mcs and elfs class healers wins more ranks or add new Greater Potion of Physical Damage 10%

    Arena need charge Potion of Lifeforce 30% and new add Potion of Physical Damage 5% or Potion of Lifeforce 60% Warspear online players many quit.

    Screen Shot 2019-07-31 at 12.17.51.png

    @Reivenorik @Peony @Peter_Munk 

    60% is really much 🤔

  7. 21 hours ago, Kamisama said:

    i dont think it will be good idea , think about a hunter with 1400 dmg hit warden 

    warden will receive about 300-400 but if that warden have  lot Reflection like 30% it will reflect 390 dmg to that poor hunter for each hit 

    its also same for DK , ranger with 1000 dmg will hit him 0 (if ranger use pve and dk use full pvp) and ranger will receive 300 dmm , not fair isnt it ?

    Why you comparing a pve ranger with pvp dk, it doesn't make sense. 

    Rangers can already hit 800-1k dmg to a death knight same as bd. 

     

    Yes it would be a great buff for wardens but life steal will nullify the dmg reflection because like you said, 30% dmg reflection = low resilience which means you can use a life steal + dmg critical set. 

     

    Do you still think it's bad? Just want to hear your opinion 

     

    Ps: what class are you playing

     

  8. 14 minutes ago, Higgings said:

     

    My knowledge is at your disposal, my yet-unsure fellow!

     

    Let's start with one simple but useful thing to know: on PvE, if maxed, almost any class can solo anything on MC side.

     

    If you love to deal Massive damage and to hear the lonely mob scream "what did just hit me?": I recommend Hunter, Rogue, Warlock.

     

    - Hunter is the best one, and the build that people usually handle is the Speed/Crit. They can reach an incredible ammount of damage if maxed and a high DPS even with a crossbow. They can solo with a Life Steal build and a high amp weapon (+9 is enough). They have many AoE skills at their disposal and can buff themselves through several skills, among them, Combat Stance, maybe their best offensive skill. On PvP, they have plenty of CC abilities and they can shoot from the distance: this almost makes of them Physical Damage Warlocks. 

     

    - Rogue is kinda the same story of the hunter. It has no damage buff though but relies a lot on Critical Hit, Speed, Accuracy and his Dodge statistic. They can reach a good ammount of damage and critical hit even with +9 weapons. They lack of some very strong AoE damaging skills and some of their skills are completely useless for now: they definitely need a rework on this side. They can solo with a correct life steal/crit/speed build. 

     

    - Warlock can count on several damage skills combined with the possibility to deal several negative effects to the opponent: from stunning to reducing his movement, from DoT to Silence. It is the only class for now which can reach the highest ammount of magic damage in the game for a caster (we speak of even 1k magic dmg with arena accessories) due to his passive skill which buffs his attack and his critical hit. Relies on the ammount of mana for certain damage skills, CoolDown and Energy regen. It can be a nice alternative to rogues, when it comes to AoE damage or to slow down mobs. Not very good on soloing. 

     

    If you love to take massive damage and at the same time taking a coffee, watching TV and listening to music while you laugh at a 2k damage enemy that hits you 800 or 500: Deathknight, Barbarian, 

     

    - Barbarians are pretty understimated as PvE class, imo. Their lack of defensive basic skills is compensated by the presence of strong offensive and debuffing skills, which hit even more enemies at once. It can stun, deal a lot of damage and reduce incredibly the attack of his enemies. It is a moving fortress in PvP and his expert skills can pretty much take care of very strong bosses on 1v1. Most of barbarians use a high def set up, penetration, accuracy. They are perfect when it comes to face 1v1 a very strong enemy, but his weakness is maybe represented by 1vsMany scenarios... which, tbh, it is not really a big deal nowadays.

     

    - Deathknight is my class... ehe... Once not even invited on Normal Tower cause it would've been a 2 stam run and now able to solo that tower and on 1 stam, Deathknight is a class which is able to reach a incredibly high endurance through several paths: Very High defence, ability to buffs both attack and defence, survivability in case he is near to death, stunning and muting abilities and last but not for importance, his bound with the Life Steal statistic. The only class which can reach incredibly high ammounts of such statistic without using potions or scrolls, and loves 1vsMany scenarios since he can heal from mobs who seize him. It Is able to ignore a lot of damage received (my own dk receives like 300 dmg from Nomarch-4 without scrolls or pots of any kind) and is very strong on PvP. A Life Steal dk is not cheap to build... at all... but don't fret, since there is a cheaper version and almost as strong as the first option: in fact, Dks get along with the HP-Regeneration statistic too! High defence, Accuracy (very important for this class) and if you desire, a good ammount of damage too. Extremely suitable for solo scenarios too. 

     

    If you love to heal and take care of your Zombie team mate or your favourite Viking: Necromancer, Shaman, Charmer

     

    - Necromancer is the primary healer of the Legion side. Particularity of the class is the use of some of his hps to cast almost every supportive skill. Able to heal through different ways, to litterally resurrect the fallen ally and to debuff significantly the opponent. Supports the party with healing and shielding skills, can count on some AoE damage skills and can cure one ally through them. Understimated in PvP, this class will make the journey in dungeon or through a quest more comfortable and safe. Since he loses HPs to cast some of his skills, having a high ammount of these points is not recommended: the higher HPs he has, the Higher is the cost to cast a skill, which is dangerous in critical moments. Critical Hit and Cooldown are the best option for this class, and with some Life Steal it can solo some bosses too.  

     

    - Shamans: Extremely versatile, they are close to be pretty much whatever you want them to be: shamans with 8k def aren't rare anymore as well as shamans which crit 2.5k healing* or Shamans able to deal 3k critical damage with an Earthquake which hits several enemies at once. There are several builds for this class: Tanky - focuses on HPs, Maxed equipment (staff even at +9) and some life steal rune/relic on your equipment - Solo - High critical hit, Accuracy and Penetration, maxed Fire Totem and last but not least a Decent Life Steal ammount; they heal through that even 800-1000 with 19% Life Steal, not to count healing skills - Healer - Maxed supporting skills, Cooldown set up and Critical hit, in order for your healing to be stronger. It is op on PvP as well, with the correct build. Can definitely solo. 

     

    - Charmers are tanks, are healers, are damagers: Charmer is one day tank, then if you get tired of it and you want a healer, you just change some skill points and here your healer. Same story for the damager role (very understimated on this, but simply because there are proper damagers around). Extremely versatile class even more than a Shaman, wears both a shield and mace or a staff (currently the only class able to switch from ranged to melee), a nice range of stunning and debuffing abilities, it can reach a very high ammount of defence and is constantly assisted by minions who help him on battle or heal his wounds. It can be extremely useful as supportive class and it is the terror of the Sentinel Side on PvP (Warlocks came on 2nd place... lel). It suits any build you want him to take and it is the perfect solution for who wants to have fun on his own sometimes: it can solo even with +5 equips and no Life Steal.

     

    Once you will select the perfect class for you, we may see them a bit more deeper than we did right. I really hope to have enlightened you through your decision, and if you have further questions, do not hesitate on asking! 

     

    I bid you a nice day! 😉

     

     

    *Take in consideration buffs and maxed characters. I am saying this since you stated to be able to invest on a class you rate perfect to you.

    Dude asks for advice

    Higgings writes a book

    :happy_yes1:

  9. Everyone knows that dmd reflection is the most useless attribute in warspear. 

    Even if you would have 100% it would still be nothing :happy_yes1:

     

    So I am asking for a change of the mechanism. 

    The attribute should work before the dmg is being cut down by other players. 

    Example : 10% dmg reflection

    Player with 1000 dmg hits other player with 600 dmg = 100 dmg reflection and not 60.

     

    Let me know what you think about this 

     

     

  10. @Reivenorik

    Very good update and nice ideas but gm i have a favor to ask. 

    Could you show us the % drop rates when we want to activate a dg? 

    Or if it's a guild event you could show us the rate at the description and show us what we can drop there. 

     

     

    I also have a question about the new abilities which we can learn from the new sector. Are those abilities only available at t5 or everywhere? 

     

     

  11. On 6/24/2019 at 2:49 AM, Rayotenper said:

    Greetings,i won't do a lot of strolls right here,so i will be direct of what i want to suggest

     

    Training Field to introduce PvP Battles

     

    Fighting againts mobs doesn't provide you experience to know how to deal with enemy players,most of mobs just use auto-attacks(except some event mobs that are only found in festive dungeons),so in order to help the new players and untrained players,i suggest the addition of a Training Field

     

    My idea consist in a Temple of Spirits,where warriors can learn to deal with all classes and practice their skills,in duels and team battles

     

    The Training Opponents will be spirits of fallen warriors of all strenghs,their stats can be equal,bit lower or higher than the player stats,this warriors know how to deal with other classes,this can help to know what to do when battling different opponents

     

    As well,Players can also practice with other players as well,the only difference is that they can choose their opponent,in order to have fair fights,however,players will NOT reiceive pvp points

     

    High Level Players and Low Level Players will be separated in order to prevent abusing the weak ones

     

    I would be happy to provide more ideas,but i also want to hear your suggestions,as well,i hope the developers read this suggestion,arena is not a good place to learn,the secret cave(known by community as "PvP Cave") is a bad place too,there's veteran gladiators and no fair matches,my only intention with this suggestion is improved the game

     

    Please let me also know if there's any issue with my suggestion,thanks for reading

    I like this idea 

    Good suggestion 

  12. 28 minutes ago, Kara Savaşçı said:

    An ignore list that you can add the player that you kicking and could able to add reason of it tho. So guild members would able to know aganist whom they have to be careful. Also could able to add someone in that list without inviting in guild.

    Yes so all can know the people who shouldn't join even if they changed names

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