Without an initial effect, this skill only good in mass fights. In pvp the first who stun has the advantage, Something the reaper can't avoid.
Imagine Disadvantage a skill on purpose, then adding a workaround only to justify a talent...
I would agree on nerfing this skill If only that disadvantage were removed altogether.
I have to disagree, The survival that this skill provides is pathetic. Its just a lesser version of paladin's prayer and shamans power of the earth.
Even bladedancers heal skill is way higher.
Considering the cd is too long and everyone nowaday have a lot of resistance, a single stun It should be the least of the problems
This is false, with a player with 60% resi, is impossible deal that amount with a critical damage, specially with the fact that critical and critical strength doesnt work on pvp..
Now, if you have less resilence is not the class fault is YOUR fault.
If you rely solely on what you see like 90% of elf players... I suggest you try it yourself, and tell us about your experience
U will see, how "cool" is be able to beat everyone in 1 hit, tank x3 players at same time, healing all your health to full, permastun another player, and resist every control skill..
bd have 3 resist stack on demand, reaper have 2 resist only when can transform, otherwise will mostly die to cc
delayed death doesnt work with dot like bleed, poison etc which is a massive flaw when compare to bd shield, can easily absorb 5-6k dmg of all kind with relatively short cd and long duration
25% basic hp heal when transform and need a very long time to reactive, compare to bd with 35% heal total and non-stop healing as long as u hitting something
most class have resist skill nowaday, the only reliable stun reaper have and if it resisted, u have nothing left to fight, dmg from the skill isnt that good and the cd is too long
best i can do on a cloth player with 60% resil is 3k+. If u complaint about losing becuz having low resil, i dont even know why u bother play pvp
try build a reaper and figure out how to make it strong
For the rest of the topic, I've seen more tremendous numbers coming from classes which are not supposed to deal such damage (first of all because they're not damagers) and guess what: they are all from the elf side.
Fairy winter celebrations are nigh! In just a little while, the whole of Arinar is to see the festive magic taking its jolly foothold at every near and distant reach. As ever before, the majestic Snowy Bound will soon open its grand doors for every warrior from across Arinar, its beauty lying sparking in the winter sunlight. Yet while the icy valleys and fluffy snowbanks of the Snowy Bound remain undisturbed as the snow elves are all wrapped up in their festive preparations, we seize a chance to announce the upcoming skills’ rebalance.
Arinar is home to 20 different classes, so we strive to make sure that each hero can enjoy their adventure across the unique and diverse world of Warspear Online. That is why we try to take a fresh perspective at existing features to revamp them over time, as we pay our mind to the current statistics, along with your feedback and suggestions.
We’re looking forward to rebalancing the skills in a way that will redefine specific mechanics and provide for a smoother experience, yet our ultimate goal is to unleash new ways of gameplay. This year, though, we’ve also focused on redesigning class talents to quite an extent. Please note, though, that any changes you’ll see at the test server may still be revised in the update.
Shield Damage Calculation
The mechanics of calculating the amount of damage absorbed by the shield have been changed: now the damage amount depends on the attack and defense stats of a target that reduce incoming damage, as well as on any effects and influences affecting the incoming damage.
Previously, shield damage did not take into account character parameters or effects that increase or decrease damage. Since the overall effectiveness of shields has increased, the durability values of all shields have been reworked. The application of the new calculation mechanics (now shield damage is calculated similarly to character health) has increased the total amount of damage that shields can absorb. The new mechanics apply to effects obtained from all sources: character skills, guild skills, talents, and items.
Rework of Stun parameter
Now, the effects of skills, talents, and items that influence control, affect Stun parameter. The new mechanic applies to skills, talents, and items:
Redemption (Priest)
Unwavering Will (Reaper)
Spirit of Resistance (Blade Dancer)
Thirst for Life basic set skill
Stunning Deliverance event talent
items with Resistance bonus
items with Subjugation bonus
Invisibility detection
Adjusted the mechanics of detecting invisibility: now, invisibility is deactivated when the target receives a control effect or damage (previously, it was deactivated upon receiving any negative effect or damage).
Chosen
Paladin
Purifying
Now when the skill deals DOT-damage, it interrupts a target.
Fetters of Justice
Adjusted the skill area: now the skill is applied to all enemies within a radius of 2 yards around the character.
Fixed a bug due to which the skill applies on one PvP target beyond the fixed limit.
Heavenly Light
Skill cooldown decreased from 13 sec. to 12 sec.
Now the chance of critical healing from the skill is increased by 3 \ 6 \ 9 \ 12 \ 15%.
Adjusted the amount of healing from the character's magical power: from 105 \ 110 \ 115 \ 120 \ 130%, to 110 \ 115 \ 120 \ 130 \ 140%.
Illumination
The skill no longer deals magical damage to targets.
Adjusted the skill area: now the skill is applied to all targets within a radius of 3 yards around the character.
Additionally the skill now moves all enemies 1 yard closer to the character.
The skill now also casts Scorch debuff for 6 \ 7 \ 8 \ 9 sec., which reduces healing received by targets by 5 \ 12 \ 20 \ 30%.
Fixed a bug that prevented the PvP-target limit on Aggression debuff from working.
Light Aura
Adjusted the skill area: from 3 \ 4 \ 5 \ 6 \ 7 yards to 7 yards.
Harad's Banner
The basic period for Banner dealing damage has been adjusted: it was every 2 sec., now every 1 sec.
Now the damage period of the Banner increases for each attack by 15% for each unique skill target, but not more than 6 times. The more targets, the slower the Banner attacks.
The skill no longer deals increased damage to targets under Sun Seal debuff.
Fixed a bug due to which the animation was not displayed at the moment of dealing damage to the target.
Now the skill damage does not stop PvP targets.
Paladin's Prayer
Skill cooldown decreased from 32 sec. to 16 sec.
Reduced energy cost: was 20 \ 24 \ 28 \ 30 units, now is 12 \ 16 \ 20 \ 24 units.
Changed the type of skill from active with target selection to active without target selection.
Change in skill mechanics: now the skill casts Paladin's Prayer buff to the character and group members within a radius of 9 yards for 8 \ 10 \ 12 \ 14 sec., or with a chance of the Critical Hit, a Paladin's Retribution buff for 8 \ 10 \ 12 \ 14 sec. The next successful auto-attack with instant damage under Paladin's Prayer buff will deal additional magical damage equal to 100 \ 110 \ 125 \ 140% of the character's magical power. The next successful auto-attack with instant damage under Paladin's Retribution buff will deal additional magical damage equal to 120 \ 140 \ 160 \ 180% of the character's magical power. The cooldown time of the skill increases by 1.5 sec. for each group member.
Sacred Shield
Adjusted shield durability: was 40 \ 55 \ 65 \ 80%, now is 10 \ 15 \ 20 \ 30% of the character's maximum health.
Sun Seal
Adjusted the amount of damage from the character's magical power: from 130 \ 135 \ 145 \ 160%, to 135 \ 145 \ 160 \ 180%.
Adjusted the amount of damage from the character's physical power: from 115 \ 120 \ 130 \ 140%, to 120 \ 130 \ 140 \ 155%.
Adjusted skill debuff duration: was 10 \ 15 \ 20 \ 25 sec., now is 8 \ 10 \ 12 \ 15 sec.
Inner Forces
Adjusted the amount of missing health from the maximum for the skill effect to trigger: was every 12 \ 10 \ 8 \ 6%, now is every 10 \ 8,5 \ 6,5 \ 4,5%.
Adjusted the strength of the effect that reduces the damage received from monsters: was 3%, now it is 2.5%, depending on the missing health.
“Paladin's Prayer+” replaced with “Sacred Shield+” (2nd branch “Holy Warrior”)
Increases the strength of buff by 1 \ 1,5 \ 2%.
Adjusted the bonus to the effect strength of the skill: it was 2 \ 4 \ 6%, now it is 1 \ 1.5 \ 2%.
Patronage of Light
Now the buff from Light Defense skill additionally increases the maximum health by 5% (previously, it increased the maximum energy by 15%).
Everburning Candle
Adjusted the amount of transferred healing: was 8%, now 30%.
Now the amount of transferred healing is reduced by 4% for each group member.
Focused Anger
Adjusted the bonus to the damage of Harad's Banner skill: was 15%, now 10%.
Fixed a bug due to which the interaction of the talent with Harad's Banner skill changed the radius of the skill.
Faith Reckoning
Now the talent increases the character's magical power by 15%.
Adjusted the size of periodic damage: was 20% of the character's magical power, now 25% of the character's magical power.
Adjusted the chance of applying the talent effect that deals periodic damage: was 15%, now 20%.
Intercession
Adjusted the healing activation period from the talent: was every 1 sec., now every 2 sec.
Divine Lightbringer
Adjusted the amount of healing transferred to allies: was 10%, now 15%.
Mage
Illusory Chains
Now Illusory Chains debuff additionally reduces Skill Cooldown of targets by 10 \ 15 \ 20 \ 25 \ 30%.
Sun Armor
Solar Armor buff no longer increases the character's physical defense.
Change in skill mechanics: now the skill increases the character’s magical defense by 20 \ 25 \ 35 \ 40 \ 50% and reduces the physical damage received by 8 \ 12 \ 16 \ 20 \25% of the character’s magical defense.
Aura of Fire
Now the damage dealing period increases for each attack by 20% for each unique skill target, but no more than 6 times.
Adjusted the basic attack period of the skill: was every 2.3 sec., now every 1 sec.
Roaring Flame
Adjusted the amount of damage from the character's magical power: from 110 \ 120 \ 135 \ 150%, to 100 \ 110 \ 120 \ 135%.
Magic Ban
Adjusted the strength of the skill effect that reduces the duration of buffs on a target: was 20 \ 35 \ 50 \ 65%, now 20 \ 30 \ 40 \ 50%.
Witchcraft Flow
Now every 1 sec. the effectiveness of Ennoblement skill decreases by 10%, to a minimum of 20%.
Adjusted the rate of reduction for the bonus to Resistance from the skill: was every 2 sec., now every 1 sec.
Excess Energy
Adjusted the effect strength that increases damage from skills: was 15%, now 12%.
Now Dragon Eye skill, when the talent is active, does not increase the cost of the skills used.
Fixed a bug due to which the talent effect did not increase DOT-damage from skills.
Sheaf of Lightning
Change in talent mechanics: now there is no longer an explosion around the character during auto-attack. Now Overload skill additionally restores the character's health by 65% of the damage dealt. The number of effects required to activate Overload buff on the character has been reduced by 1.
Priest
Harad's Tears
Fixed a bug with searching for targets for an additional attack: now the search for targets will occur around the main target of the skill, not around the character or allies.
Holy Shield
Now the shield absorbs damage to the skill's target in the amount of 30 \ 60 \ 90 \ 120 \ 150 units and 50 \ 60 \ 85 \ 100 \ 120% of the character's magical power.
Truce
Now under Truce debuff an enemy can attack the character, but with reduced damage by 50 \ 55 \ 65 \ 75 \ 85%, and the character can attack an enemy, but with reduced damage by 50%.
Now, when using a skill, an enemy loses a target of the attack, but Priest does not lose a target of the attack.
Exhausting Burden
Skill cooldown increased from 12 sec. to 14 sec.
Word of Power
Adjusted the effect strength that increases the target's energy costs for using skills: was 45 \ 55 \ 65 \ 80 \ 100%, now 55 \ 65 \ 80 \ 100 \ 125%.
Elusive Threat
Adjusted the amount of damage from the character's magical power: from 20 \ 25 \ 30 \ 40%, to 25 \ 30 \ 40 \ 65%.
Gods' Help
Adjusted the bonus to Critical Hit: was 4 \ 7 \ 10 \ 15%, now 4 \ 6 \ 8 \ 10%.
Adjusted the bonus to Attack Speed: was 4 \ 7 \ 10 \ 15%, now 5 \ 7 \ 9 \ 12%.
Payback
Skill cooldown decreased from 30 sec. to 26 sec.
Illusion of Salvation
Change in talent mechanics: now if a target under Elusive Threat skill does not move for 1.5 sec., the talent casts Stun debuff for 2 sec.
Punishment by Pain
Adjusted the amount of damage from the character's magical power: from 20%, to 30%.
Seeker
Inspiration
Now the skill increases Attack Speed for the character for each equipped dagger by 2.5 \ 3.5 \ 4.5 \ 6 \ 7.5%, and Skill Cooldown if the character is equipped with a two-handed weapon by 15 \ 22 \ 28 \ 32 \ 40%.
Harad's Shield
Now the shield absorbs damage to the skill's target in the amount of 50 \ 80 \ 120 \ 150 \ 200 units and 8 \ 10 \ 12 \ 16 \ 20% of the character's maximum health.
Exacerbation
Now the skill effect that reduces movement speed will be casted to a target only if it don't already have this effect.
Disappearance
Now using Attraction skill from invisibility additionally casts Stun debuff on a target for 1.5 \ 1.7 \ 2 \ 2.5 \ 3 sec.
Dangerous Blow
Skill cooldown increased from 16 sec. to 22 sec.
Now the skill's attack guaranteed casts Bleeding debuff to a target.
Now the damage of Bleeding debuff increases by 10 \ 13 \ 16 \ 20% with the chance of the character's Critical Hit.
Now when the skill deals DOT-damage, it interrupts a target.
Adjusted the DOT damage of the skill: it was 55 \ 60 \ 70 \ 80%, now it is 45 \ 50 \ 60 \ 70% of the character’s physical power.
Fixed a bug due to which the skill would not apply DOT damage if the attack deals zero damage (for example, when attacking a shield).
Splitting Blow
Skill cooldown decreased from 14 sec. to 12 sec.
Adjusted all skill effects duration: was 12 sec., now 8 sec.
Adjusted the period of inflicting DOT-damage from the skill: was every 3 sec., now every 2 sec.
Adjusted the amount of DOT-damage from the character's physical power: from 35 \ 40 \ 45 \ 55%, to 30 \ 35 \ 40 \ 50%.
Now when the skill deals DOT-damage, it interrupts a target.
Bloodthirst
Now if the enemy is under Bleeding debuff, the character additionally restores 2 \ 2.5 \ 3.5 \ 4% of their maximum health for each applied debuff, but no more than 10 \ 12 \ 16 \ 20% for one application.
Exhaustive Blow
The attack no longer reduces the Dodge of the enemy.
Adjusted the amount of damage from the character's physical power: from 95 \ 100 \ 105 \ 115%, to 110 \ 115 \ 120 \ 125%.
Attack Instinct
Now if the skill is active, Bloodlust skill is additionally applied to all targets within a 1 yard radius of the target with damage reduced by 80 \ 75 \ 65 \ 50%.
Adjusted the duration of Attack Instinct buff: was 16 \ 18 \ 20 \ 22 sec., now 12 \ 14 \ 16 \ 18 sec.
Adjusted the effect strength inflicting additional damage from auto-attacks: was 20 \ 25 \ 35 \ 50%, now 15 \ 20 \ 30 \ 40%.
Adjusted the effect strength inflicting additional damage from skills: was 80 \ 75 \ 65 \ 50%, now 80 \ 75 \ 65 \ 50%.
Attraction
Skill cooldown decreased from 20 sec. to 16 sec.
Inspiration+ (1st branch “Steel Storm”)
Adjusted the bonus to Attack Speed: was 1 \ 1.5 \ 2%, now 0.5 \ 0.75 \ 1%.
Bloodthirst+ (2nd branch “Ruthlessness”)
Now the talent increases the skill damage by 9% of the character's physical power.
Scarlet Blade
Adjusted the chance of applying DOT-effect: was 20%, now 25%.
Bloody Rampage
Change in talent mechanics: now the damage of Bloodlust skill is additionally increased by 5% for each Bleeding debuff applied to a target, but no more than 25%. The skill cooldown is reduced by 0.5 sec. for each Bleeding debuff on a target, up to a maximum of 2.5 sec.
Reverse Gravity
Now the talent additionally increases the range of Attraction skill by 1 yard.
Battle Potential
Adjusted the number of non-critical attacks required for the effect to trigger on players: was 6, now 7.
Now every 7 non-critical auto-attack deals double damage when attacking PvP targets.
Now every 5 non-critical auto-attack deals double damage when attacking PvE targets.
Harad's Support
Now the talent increases the duration of the effect from Harad's Shield skill, reducing incoming damage to the character, by 1 sec., when the character loses 15% of maximum health, but no more than 4 sec.
Stupefying Pain
Change in talent mechanics: now if the character has Inner Rage skill, the talent reduces the character's maximum health by 70%. At the same time, the character receives 55% less damage from all attacks, and also receives 50% less healing from skills and Health Steal parameter. The talent now reduces the size of all received shields by 55%. The effect of Inner Rage skill works regardless of the character's health level.
Inner Harmony
Now the talent guaranteed reduces the energy costs for using skills and guaranteed casts Inner Harmony buff to the character when using a skill.
Adjusted the bonus strength that reduces energy costs when using skills: was 100%, now 65%.
Adjusted the talent effects duration: was 8 sec., now 10 sec.
Adjusted the maximum bonus to Skill Cooldown: was 30%, now 40%.
Templar
Blame
Now the monster summoned by Particle of Life skill in priority attacking a target enemy on which Blame skill has been applied.
Fixed a bug due to which Stun debuff was not casted to a target if a target was under Touch of Truth skill effect, applied by another Templar.
Combat Support
Adjusted the size of the shield based on the sum of the character's physical and magical power: it was 120 \ 160 \ 210 \ 245 \ 275%, now 100 \ 120 \ 135 \ 155 \ 180%.
Whirlwind of Repentance
Adjusted the chance of triggering Quicksand debuff: was 40 \ 50 \ 60 \ 70 \ 80%, now 60 \ 70 \ 80 \ 90 \ 100%.
Harad's Teachings
Adjusted the amount of healing for the character from the skill: was 50 \ 60 \ 70 \ 80%, now 40 \ 45 \ 55 \ 65%.
Adjusted the amount of healing for the ally from the skill: was 25 \ 35 \ 45 \ 55%, now 20 \ 25 \ 35 \ 45%.
Deity Statue
Now the statue first absorbs a portion of the damage dealt by group members, then by guild members, and finally by other players.
If an enemy deals instant damage to the statue, the statue now applies Divine Retribution debuff for 4 \ 5 \ 6 \ 7 sec. The effect reduces Attack Speed by 10 \ 15 \ 20 \ 30%.
Branded by the Sun
Now the skill healing triggers with each successful auto-attack or attack by skill of instant damage on a target with Stigma debuff.
Grace
Now using the skill will not break the character's invisibility.
Particle of Life
Now the damage type of the skill is determined by the prevailing physical or magical power of the character: 90 \ 100 \ 115 \ 130% of the character's magical power if magical power prevails, and 120 \ 125 \ 135 \ 150% of the character's physical power if physical power prevails.
Combat Support+
Adjusted the bonus to the strength of the skill effect: was 25%, now 15%.
Insight into the Truth
Now the talent does not reduce the duration of the skill effect.
Power Inversion
Now Reverse Flow skill activates less frequently by 60%, but with an increased duration of Stun effect by 10%.
Firstborn
Blade Dancer
Hamstring
Now when the skill deals DOT-damage, it interrupts a target.
Sap
Skill cooldown increased from 15 sec. to 18 sec.
Adjusted debuff duration: was 7 \ 8 \ 9 \ 10 \ 13 sec., now 6 \ 8 \ 10 \ 12 \ 14 sec.
Adjusted the effect strength that reduces the physical and magical power of a target: was 15 \ 20 \ 25 \ 30 \ 40%, now 20 \ 25 \ 30 \ 40 \ 50%.
Vortex Blade
Skill cooldown increased from 14 sec. to 15 sec.
Adjusted the skill damage: was 105 \ 110 \ 115 \ 125 \ 135% of the character's physical power, now 90 \ 95 \ 100 \ 110 \ 120%.
Rush
Skill cooldown increased from 14 sec. to 18 sec.
The skill no longer casts Aggression debuff to enemies.
Now, the skill teleports the character to the specified area if the character fails to move there within 0.5 sec. after receiving increased movement speed.
Fixed a bug due to which the skill's effect to be canceled if a new destination point was specified for the character.
Sonic Boom
Now when the skill deals DOT-damage, it interrupts a target.
Counterattack
The skill type has been changed from active to passive. Upon receiving instant damage, it deals physical damage to an enemy equal to 25 \ 32 \ 40 \ 50% of its physical power with a chance equal to Parry or guaranteed upon parrying an attack if an enemy is within a radius of 4 yards around the character. The skill works no more often than once every 1 sec. from player attacks. There are no restrictions for monster attacks. Now, when parrying an attack, the character receives Concentration buff for 5 \ 6 \ 8 \ 10 sec. The effect increases the counterattack chance by 4 \ 6 \ 8 \ 10%.
Magic Transformation
Changed the formula for calculating the shield size: now the shield absorbs damage equal to 80 \ 90 \ 105 \ 120% of the character's physical power.
Now the shield size increases by 0.5 \ 1 \ 1.5 \ 2% for every 5% of missing health from the maximum health of the character.
Blades' Power
Adjusted the bonus to physical power from the skill: it was 3 \ 6 \ 10 \12.5%, now it is 3 \ 6 \ 9 \ 11% for each equipped axe.
Enlightenment
Now the skill increases Attack Speed by 3.5 \ 4.5 \ 6 \ 7.5% and Accuracy by 3 \ 4 \ 5 \ 6% for each equipped dagger, Attack Speed by 3.5 \ 4.5 \ 6 \ 7.5% and Skill Cooldown by 4.5 \ 7.5 \ 11 \ 15% for each equipped sword, Skill Cooldown by 4.5 \ 7.5 \ 11 \ 15% and Accuracy by 3 \ 4 \ 5 \ 6% for each equipped ax.
The bonus to the Penetration remains unchanged.
Strike Hurricane
Skill cooldown decreased from 30 sec. to 22 sec.
Change in skill mechanics: now the skill is applied to a specified target. The skill allows performing a series of 3 \ 3 \ 4 \ 5 attacks on an enemy, each attack deals physical damage equal to 40 \ 40 \ 45 \ 45% of the character's physical strength. Additionally, it applies Slowdown debuff to the enemy for 3 \ 3 \ 4 \ 5 sec. upon a successful attack. The effect reduces movement speed by 10 \ 15 \ 20 \ 25%. For each successful attack in the series, the effect strength is additionally increased by 5%.
Magic Transformation+
Adjusted the bonus to the effect strength: was 2 \ 4 \ 6%, now 2.5 \ 5 \ 7.5%.
Enlightenment+ (1st branch “Dancer on the Wind”)
Now the talent increases the effect strength of a skill, that increases the character’s Attack Speed by 0.5%.
Strike Hurricane+ changed to Counterattack+ (1st branch “Dancer on the Wind”)
Now the talent increases the skill strength gain from the character's physical damage by 1.5 \ 2 \ 2.5%.
Bastion of Ancestors
Adjusted the strength of the talent effect from the character's maximum health: was 20%, now 10%.
Sweeping Blow
Now the talent also triggers from skills with instant damage (Flash Strike, Counterattack, Strike Hurricane, Vortex Blade skills).
Sharpened Blades
Now the talent interacts with Enlightenment skill (formerly Strike Hurricane skill). Enlightenment skill additionally increases Critical Hit by 6% and Critical Damage by 15%.
Strike Onslaught
Fixed a bug due to which the effect of the talent worked from classless and special skills that were on cooldown.
Ranger
Scatter Shot
Skill cooldown decreased from 17 sec. to 16 sec.
Adjusted debuff duration: was 1.5 \ 2 \ 2.5 \ 3 \ 4 sec., now 1.5 \ 2 \ 2.5 \ 3 \ 3.5 sec.
Fixed a bug due to which the skill effect was not applied to a target if it was under immobilization effects.
Ranger's Blessing
Adjusted the skill damage: was 25 \ 30 \ 35 \ 40 \ 45% of the character's physical power, now 15 \ 20 \ 25 \ 30 \ 40%.
Beast Trap
The skill now places an invisible trap in a 1 yard radius area.
Adjusted debuff duration: was 3 \ 4 \ 5 \ 6 \ 7 sec., now 3 \ 3 \ 4 \ 5 \ 6 sec.
Adjusted the maximum number of traps that can be installed: was 1 \ 1 \ 2 \ 2 \ 3, now 1 \ 2 \ 2 \ 3 \ 3.
Fire Arrows
Adjusted the skill range: was 5 yards, now 6 yards.
Adjusted the periodic damage of the skill: was 45 \ 50 \ 55 \ 65% of the character's physical power, now 35 \ 40 \ 50 \ 60%.
Adjusted the instant damage of the skill: was 55 \ 60 \ 65 \ 70% of the character's physical power, now 35 \ 40 \ 50 \ 60%.
Bow Strike
Adjusted the skill damage: was 115 \ 120 \ 130 \ 140% of the character's physical power, now 80 \ 90 \ 105 \ 120%.
Adjusted skill effect duration: was 2 \ 2.5 \ 3 \ 4 sec., now 2 \ 3 \ 4 \ 5 sec.
Hail of Arrows
Adjusted the skill range: was 4 yards, now 6 yards.
Now it is possible to dodge the skill's attack.
Adjusted the amount of physical damage dealt to all enemies within a radius of 1 yard: was 50% of the physical damage to the main target, now 45 \ 50 \ 60 \ 70%.
Hunter's Cage
Adjusted the skill range: was 5 yards, now 4 yards.
Now, if an enemy loses 30 \ 25 \ 20 \ 15% of their maximum health during Hunter's Cage debuff, an additional Stun debuff is applied to them for 2.5 \ 3 \ 3.5 \ 4.5 sec. The effect prevents movement, attacks, and the use of skills.
Piercing Anger
Now Curbed Rage buff additionally increases the character's Critical Strike by 1 \ 2 \ 3 \ 4%.
Vengeful Shot
Adjusted the skill range: was 5 yards, now 6 yards.
Adjusted the duration of periodic damage from the skill: was 12 sec., now 10 sec.
The skill no longer applies Stun debuff to a target for 2 \ 2.5 \ 3 \ 4 sec. if it is under the effect of Hunter's Cage skill.
Bitterness
Now Bitterness buff will not be reset upon taking damage.
The effect of the skill no longer increases the character's Critical Hit.
Ranger's Blessing+
Adjusted the effect strength of the skill: was 2 \ 4 \ 6%, now 1.5 \ 3 \ 4.5%.
Spearhead Onslaught
Now, a critical attack doubles the talent bonus to the character's Attack Strength.
Instead of removing Spearhead Onslaught effect when using the skills Powerful Shot, Fire Arrows, Hail of Arrows, Bow Strike or Vengeful Shot the bonus to tAttack Strength from the talent will decrease by 6%.
Elusiveness
The character no longer receives an additional effect from Bitterness skill when dodging enemy attacks.
Now, the talent reduces the cooldown of Evasion skill by 1 sec. when dodging enemy attacks, but no more frequently than once every 2 sec.
Fire Volley
Change in talent mechanics: now Hail of Arrows skill does not deal damage to nearby targets. The damage of the skill increases by 10% for each yard of distance between the character and a target of the skill.
Heavy Artillery
Adjusted the amount of the reduced Attack Speed: was 50%, now 30%.
Adjusted the amount of Skills Cooldown, which increases in place of the reduced Attack Speed: was 1.5%, now 2%.
Now skill damage increases by 2% for every 3% loss of Attack Speed (previously, it was 3% for every 5% loss of Attack Speed).
Druid
Tornado
Change in skill mechanics: now the skill creates a zone in the specified area with a radius of 2 \ 2 \ 2 \ 3 yards for 6 \ 6 \ 8 \ 10 sec. The zone deals magical damage equal to 30 \ 40 \ 50 \ 60% of the character's magical power every 2 sec. and reduces movement speed by 20 \ 25 \ 30 \ 40%. Maximum number of PvP targets: 3 \ 4 \ 5 \ 6, limit on the number of PvE targets: 8 \ 10 \ 12 \ 14.
Power of Water
Adjusted skill effect duration: was 3 \ 5 \ 6 \ 7 sec., now 3 \ 4 \ 5 \ 6 sec.
Now Water curse debuff reduces the enemy’s energy regeneration rate by 10 \ 20 \ 30 \ 40%.
Punitive Roots
The skill type has been changed from active to passive: now, with a 15 \ 20 \ 25 \ 35% chance, upon receiving instant damage, it casts Punitive Roots and Weakness debuffs to the enemy within a radius of 6 yards around the character for 1.5 \ 2 \ 2.5 \ 3.5 sec. The effect Punitive Roots immobilizes an enemy. The effect Weakness reduces physical and magical power by 35 \ 45 \ 55 \ 70% until the next attack or the effect's duration expires. The effect can trigger no more than once every 4 sec.
Healing Barrier
The shield size is now calculated at 115 \ 130 \ 150 \ 180% of the character's magical power.
Insect Swarm+
Adjusted the bonus to the effect duration that reduces an enemy’s attack speed: was 3 sec., now 2 sec.
Healing Barrier+ (1st branch “Forest Generosity”)
Adjusted the bonus to the effect strength of the skill: was 6%, now 9%.
Punitive Roots+
Now the talent increases the chance of the skill's effect triggering: 1 \ 2 \ 3%.
Thunder Roar
Additional attacks from Lightning Bolt skill now hit enemies affected by Power of Water skill with priority.
New talent Storm (instead of Angry deepness)
Tornado skill deals increased damage by 15% to all enemies in the whirlwind area every 2.5 sec. and casts Stun debuff for 1 sec. If an enemy is under Power of Water debuff, the duration of Stun debuff is increased by 0.4 sec.
Thorn Bush
Now the negative effect from the talent will not be applied again to a target if a target is already under the effect.
Insight
Adjusted the penalty to the duration of the effect of Secret Link skill: was 6 sec., now 4 sec.
Myriads of the Forest
Adjusted the bonus strength to physical and magical power for every 2 active positive effects applied by the character to group members: was 1.5%, now 2.5%.
Warden
Warden's Spirit
Now Protective Field buff absorbs 25 \ 30 \ 35 \ 40 \ 50% of the damage received by the character under Guardian Spirit buff.
Adjusted the maximum shield size: was 500% of the character's maximum health, now 75%.
Reduced the duration Guardian Spirit buff: it was 15 sec., now it is 10 sec.
Powerful Lunge
Adjusted the skill range: was 3 yards, now 2 yards.
Now, the skill deals physical damage to a target, amounting to 125 \ 145 \ 165 \ 190% of the character's physical power. The damage from the skill is evenly distributed among 3 \ 4 \ 5 \ 6 targets within a 1 yard radius around the main target. The skill damage increases by 20 \ 25 \ 30 \ 35% for each target.
Block Master
The skill has been changed from passive to active, with a cooldown time of 12 sec. Change in skill mechanics: now, if the character is under the effect of Fortification skill, each blocked attack will cast Battle Thrill buff to the character for 30 sec. The effect reduces all damage taken by the character from monsters by 2 \ 3 \ 4 \ 5% and from players by 1 \ 2 \ 3 \ 4%. The maximum number of effects is 5. Upon using the skill, the character restores health by 2 \ 4 \ 6 \ 8% of the maximum and additionally heals for 2 \ 2.5 \ 3 \ 4% of the maximum health for each Battle Thrill buff. The effects are then removed.
Guard's Fury
The skill now moves enemies within 3 yards of the character 1 yard closer to the character.
Fixed a bug due to which the PvP target limit for Aggression debuff did not work.
Shield Throw
Adjusted Stun debuff duration: was 2 \ 2.5 \ 3 \ 3.5 sec., now 2.5 \ 3 \ 3.5 \ 4 sec.
Switcheroo
Adjusted the slowdown duration: was 3 \ 4 \ 5 \ 6 sec., now 4 \ 5 \ 6 \ 8 sec.
Adjusted the slowdown strength: was 15 \ 30 \ 45 \ 60%, now 40 \ 50 \ 65 \ 80%.
Stealing Power
Adjusted the amount of the effect that reduces the physical and magical power of the target: was 15 \ 20 \ 25 \ 40%, now 15 \ 20 \ 25 \ 30%.
Adjusted the amount of the effect that increases Attack Strength for the character: was 10 \ 15 \ 25 \ 40%, now 15 \ 20 \ 25 \ 35%.
Warden’s Protection
Fixed a bug due to which DOT-effects and negative effects were transferred to Warden.
Block Master+ (1st branch “Unbridled Will”)
Now the talent increases the power of basic healing from the skill by 0.3%.
Block Master+ (3rd branch “Scorching Fury”)
Increases the power of additional healing from the skill by 2%.
Powerful Lunge+
Increased the effect strength of the talent depending on the character’s physical power: was 2 \ 4 \ 6%, now 3 \ 6 \ 9%.
Constriction
Now the talent will only immobilize enemies.
Adjusted immobilization duration: was 3 sec., now 4 sec.
Combat Healing
Adjusted the damage of the talent: was 25% of the healing received by the character, now 40%.
Adjusted the amount of the maximum damage: was 15% of the character’s maximum health, now 25%.
Crowd Inspiration
Now Protective Field buff absorbs 20% of the damage received by allies under the effect of Warden's Spirit skill.
Now the talent is first applied to group members, then to guild members, and then to other players.
Weakening Cover
Adjusted talent effect duration: was 3 sec., now 4.5 sec.
Adjusted the effect strength reducing enemy's Penetration: was 3.5%, now 4.5%.
Adjusted the effect strength reducing enemy's movement speed: was 10%, now 15%.
Now the negative effect from the talent will not be re-applied to a target if it’s already under the influence of the effect.
Beastmaster
Aura of the Forest
Adjusted the damage of the skill: it was 55 \ 65 \ 80 \100%, now it is 35 \ 45 \ 60 \80% of the character’s magical power.
Proximity to Nature
Adjusted the target limit: from 6 \ 7 \ 8 \ 9 to 3 \ 4 \ 5 \ 6 allied targets.
Adjusted the amount of healing: it was 30 \ 35 \ 40 \ 45%, now it is 25 \ 30 \ 35 \ 40%.
Proximity to Nature +
Adjusted the bonus to skill healing from talent: it was 2 \ 4 \ 6%, now it is 1 \ 1.5 \ 2%.
Symbiosis
Talent damage can't no longer stun an enemy from the Stun parameter.
Art of Healing
Fixed a bug due to which the talent effect was not casted to the character if he was under the effect of Proximity to Nature skill.
Mountain Clans
Barbarian
Chop
Now when the skill deals DOT-damage, it interrupts a target.
Scream of Fury
Change in skill mechanics: now the skill moves all targets within a 2 yard radius around the character to 1 yard closer and casts Slowdown debuff for 3 sec. and Burst Ears debuff for 6 \ 8 \ 10 \ 12 sec. Slowdown debuff reduces movement speed by 40 \ 55 \ 70 \ 85%. Burst Ears debuff decreases Penetration by 5 \ 10 \ 15 \ 20%. The maximum number of PvP targets is 3 \ 4 \ 5 \ 6.
Combat Fury
Skill cooldown decreased from 25 sec. to 20 sec.
Adjusted the effect duration, that increased Accuracy: was 24 \ 26 \ 28 \ 30 sec., now 12 \ 14 \ 16 \ 20 sec.
Warcry
Now the skill reduces the cooldown time of Last Wish skill by 0.5 \ 0.8 \ 1.2 \ 1.5 sec. for each target.
Adjusted the bonus to physical and magical defense: was 19 \ 26 \ 33 \ 40%, now 20 \ 30 \ 40 \ 55%.
Fixed a bug that prevented the PvP-target limit on Aggression debuff from working.
Last Wish
Now the skill additionally increases the healing received by the character by 10 \ 25 \ 35 \ 50% for the duration of the buff.
While the skill is on cooldown, the damage from monsters received by the character is reduced by 5 \ 10 \ 15 \ 20%.
Stone Skin
Change in skill mechanics: now upon receiving damage, the character gets Stone Skin buff for 8 sec. The buff reduces all incoming damage by 15 \ 20 \ 30 \ 40%. The buff cannot trigger more often than once every 14 sec.
When the character blocks an attack, the cooldown of the buff activation is reduced by 1 \ 1 \ 1.5 \ 1.5 sec.
Combat Fury+
Adjusted the bonus to instant healing: was 1 \ 2 \ 3%, now 1 \ 1.5 \ 2%.
Stone Skin+ (3rd branch “Reinforcement”)
Adjusted the bonus to skill strength: was 7%, now 3%.
Scream of Fury+ (3rd branch “Reinforcement”)
Now the talent increases the effect strength that reduces Penetration of enemies by 1 \ 1.5 \ 2%.
Persistent Resistance
The accumulation period of the buff from Stone Skin skill is now reduced by 1.5 sec. upon successfully parrying an attack.
Fury
Now Berserker Power skill additionally increases the incoming damage to the character by 5%.
Bloodshed
Now when the skill deals DOT-damage, it interrupts a target.
Added checks for the Block and Dodge for the talent damage.
Rogue
Kick in the Back
Adjusted the skill debuff duration: was 3 \ 7 \ 9 \ 12 \ 15 sec., now 6 \ 8 \ 10 \ 12 \ 15 sec.
Ricochet
Adjusted the skill range: was 4 yards, now 3 yards.
Elusive Jump
Corrected the incorrect skill description: now the damage of the skill increases by 5 \ 10 \ 20 \ 40% if the enemy is under the effect of Poisonous Blades skill.
Absolute Reflexes
Change in skill mechanics: now upon receiving damage equal to 18 \ 16 \ 14 \ 10% of maximum health for 4 sec., the character gets Absolute Reflexes buff for 5 \ 6 \ 8 \ 10 sec. The buff guarantees successful dodging from the next incoming auto-attack or instant damage skill. The buff persists on the character for 0.4 \ 0.5 \ 0.6 \ 0.7 sec. The buff can occur no more frequently than once every 4 sec.
Poisonous Blades
Skill cooldown decreased from 22 sec. to 19 sec.
Adjusted Poisoning debuff duration: was 6 sec., now 12 sec.
Adjusted the damage period: it was every 2 sec., now every 3 sec.
Absolute Reflexes+ (2nd branch “Deadliness”)
The talent now increases the skill effect duration by 0.1 sec.
Move Series
Added an indicator for receiving the maximum damage bonus from the talent.
Tirelessness
Change in talent mechanics: now the talent reduces the accuracy of all incoming attacks on the character by 5%, if the character does not have Absolute Reflexes buff.
Double Threat
Now non-critical auto-attacks have a 25% chance to deal double damage to PvP targets and a 55% chance - to PvE targets.
Elimination
Now attacks performed under Stealth skill cannot be dodged, blocked, or parried.
Shaman
Ancestors' Hand
The shield size calculation has been adjusted: it now absorbs damage in the amount of 130 \ 150 \ 170 \ 200% of the character's magical power.
Fixed a bug due to which, when moving, an ally would appear in front of the character, and not behind him.
Power of the Earth
The skill type has been changed from active to passive: now, upon using any skill, it applies Power of the Earth buff to the character for 18 sec. The buff increases Critical Hit by 1 \ 2 \ 3 \ 4%. The maximum number of buffs is 5. Placing a totem consumes 5 Power of the Earth buffs, thereby extending the duration of the next used totem by 2 \ 2 \ 4 \ 4 sec.
Shamanic Cleansing
Now the skill does not remove DOT-effects from a target.
Healing Totem
Skill cooldown decreased from 40 sec. to 34 sec.
Adjusted the duration of the totem: it was 9 \ 12 \ 15 \ 15 sec., now it is 8 \ 10 \ 12 \14 sec.
Adjusted the healing period for the totem: it was every 3 sec., now every 2 sec.
Adjusted the amount of totem healing: it was 55 \ 60 \ 65 \ 75%, now it is 25 \ 30 \ 35 \ 45% of the character’s magical power.
Totem healing can now be critical.
Shamanic Cleansing+
Adjusted the amount of talent bonus: was 5%, now 4%.
Electrification
Adjusted the chance of triggering talent effect: was 15%, now 20%.
Adjusted the maximum chance of dealing damage: was 45%, now 60%.
Now the damage from the talent triggers from auto-attacks or the use of any skill.
Adjusted the damage application period: it was not more often than once every 3 sec., now - not more often than once every 1 sec.
Adjusted the amount of damage from character’s magical power: was 30%, now 40%.
The talent's damage can now be critical.
Viscous Shell
Now the talent debuff will not be reapplied to a target if a target is already under the debuff.
Healing Rite
Now the talent increases healing power by 1% for every 10% lost health from the maximum health of each group member located with the character in the same location.
Healing Totem +
Adjusted the skill power bonus from 4% to 2%.
Favor of the Spirits
Adjusted the target's health level for the triggering of talent effect: was 30% of maximum health, now 20%.
Hunter
Stunning Shot
Skill cooldown decreased from 17 sec. to 15 sec.
Hunter’s Mark
Now with every auto-attack or the use of the skill dealing instant damage, it casts Hunter's Mark debuff on a target and casts Alert Hunter buff on the character for 10 \ 14 \ 18 \ 20 sec. Hunter's Mark debuff will not be cast again to a target if it is already under its influence. The check for the Resistance has been removed for the Hunter's Mark debuff. For each Alert Hunter buff, the character's damage increases by 2 \ 3 \ 4 \ 5% to targets with the Hunter's Mark debuff.
Pathfinder’s Arrow
Skill cooldown decreased from 25 sec. to 22 sec.
Fixed a bug due to which the maximum limit of PvE targets did not trigger.
Sapping Shot
Adjusted the skill range: was 4 yards, now 5 yards.
Skill cooldown increased from 18 sec. to 21 sec.
Blessing of the Mountains
The skill type has been changed from active to passive: now, if the character's health level is above 90 \ 80 \ 70 \ 60% of the maximum, all attacks on the character undergo the Dodge check twice, after which the best result is chosen.
Blessing of the Mountains+ (2nd branch “Self-Propelled Artillery”)
Now the talent reduces the health threshold for triggering of the skill effect by 4%.
Blessing of the Mountains+ (3rd branch “Ancestor Spirit”) changed to Poisonous Saber+
Now the talent increases the skill power growth from the character's physical damage by 1 \ 2 \ 3%.
Sniper Training
Now Hunter's Mark skill casts Hunter's Mark debuff to a target, and Alert Hunter buff to the character only on auto attacks, while critical auto attacks cast 2 buffs at once. Now Alert Hunter buff only increases damage from the character's auto attacks. The maximum number of Alert Hunter buffs is 8.
Self-Cleansing
Now if the character has less than 50% health of the maximum, the talent will first remove control effects from them.
Absolute Accuracy
The talent no longer reduces Accuracy of the character.
Now a successful auto-attack casts Battle Fury buff to the character for 12 sec. Under the buff the damage of every 3 successful auto-attacks is increased by 50%, and also allows to ignore the physical and magical defense of the enemy. When using Fatal Shot, Poisoned Arrow, Poisonous Saber, Sapping Shot, Pathfinder’s Arrow and Forester's Trap skills, Battle Fury buff is removed from the character.
Streamlined Shot
Fixed a bug due to which with the active talent, the damage from Pathfinder’s Arrow skill could not be critical.
Poisoned Tip
Fixed a bug due to which the talent did not trigger when dealing zero damage to a target.
Agility
Change in talent mechanics: now the talent reduces the health threshold by 10% for Blessing of the Mountains buff. It also decreases the cooldown duration of Hunter's Agility skill by 1 sec. when dodging, but no more often than once every 2 sec.
Cobra Bite
Adjusted the amount of damage from character’s physical power: was 15%, now 20%.
Chieftain
Blow of the Spirits
Now the damage type of the skill is determined by the prevailing physical or magical power of the character: 30 \ 55 \ 80 \ 105 \ 130 units and 130 \ 140 \ 150 \ 165 \ 175% of the character's magical power if magical power prevails, and 20 \ 40 \ 60 \ 80 \ 100 units and 110 \ 115 \ 120 \ 125 \ 130% of the character's physical power if physical power prevails.
Wolf's Alacrity
Now upon a successful auto-attack, the skill casts Bleeding debuff on a target for 8 sec., dealing physical damage equal to 20 \ 25 \ 30 \ 35 \ 40% of the character's physical power every 2 sec.
The duration of Bleeding debuff increases by 2 sec. for every remaining 6 sec. of Wolf's Alacrity buff.
Thrashing
Now the skill will be applied in an area around the specified target (previously applied to a specified area).
Adjusted the effect strength reducing Attack Speed for enemies: was 10 \ 20 \ 30 \ 40 \ 50%, now 10 \ 15 \ 20 \ 30 \ 40%.
Adjusted the effect strength reducing physical and magical power for enemies: was 10 \ 20 \ 30 \ 40 \ 50%, now 10 \ 15 \ 20 \ 25 \ 35%.
Adjusted the skill range: was 4 yards, now 5 yards.
Bear's Stamina
Adjusted the healing from the skill based on missing health of maximum health: was 5 \ 7 \ 9 \ 10 \ 12%, now 3 \ 4 \ 5 \ 6 \ 8%.
Adjusted the healing from the skill based on the character’s magical power: was 100 \ 110 \ 120 \ 130 \ 140%, now 105 \ 115 \ 125 \ 135 \ 150%.
Bestial Wrath
Change in talent mechanics: the skill now increases the character’s Penetration for each equipped cloth armor and Attack Speed for each equipped light armor.
Eagle's Eye
Now the damage from Eagle's Eye buff cannot be blocked.
Now Eagle's Eye buff deals DOT-damage instead of instant damage.
Now the damage from Bleeding debuff does not interrupt PvP targets.
Now the damage dealt by Eagle's Gaze buff interrupts PvP targets.
Adjusted the duration of Eagle's Eye buff: it was 5 \ 5 \ 7.5 \ 7.5 \ 10, now it is 4 \ 4 \ 6 \ 6 \ 8 sec.
Adjusted the damage period for Eagle's Eye buff: it was every 2.5 sec., now every 2 sec.
Clans' Help
Now the presence of a clan buff on the character does not prevent the accumulation of buffs from the corresponding clans when using skills.
Curse of the Plague
Change in skill mechanics: now the skill summons a monster for 8 \ 9 \ 10 \ 12 sec. and sends it to the specified area. The monster deals physical damage to all targets within a radius of 1 yard, amounting to 14 \ 16 \ 18 \ 20% of the character's physical power every 1 sec. Additionally, it casts Curse of the Plague debuff to targets for 4 \ 6 \ 8 \ 10 sec. The effect reduces Accuracy by 10 \ 15 \ 20 \ 25%.
Support of the Pack
Now Fortitude buff allows the character to ignore debuffs, including control effects (previously increased Resistance).
Now the skill removes all debuffs, including control effects, from a target and increases the duration of the buff by 0.5 sec. for each removed debuff, but no more than 3 sec.
Adjusted the basic skill duration: was 3 \ 4 \ 5 \ 6 sec., now 3 \ 3.5 \ 4 \ 5 sec.
Rugged Hide
Skill cooldown decreased from 30 sec. to 24 sec.
Adjusted the strength of the bonus reducing the damage taken by the target: it was 15 \ 20 \ 30 \ 40%, now 8 \ 12 \ 16 \ 20%.
Frenzy
Skill cooldown increased from 20 sec. to 22 sec.
Enragement
Now Bestial Wrath skill increases Attack Speed and Penetration, regardless of the type of equipped armor.
Wolf's Alacrity+ (1st branch “Rat Horde”)
Adjusted the bonus to the damage, depending on character’s physical power: was 2.5 \ 5 \ 7.5%, now 1 \ 2 \ 3%.
Bloody Rain
Adjusted the bonus to the chance of applying Bleeding debuff: was 20%, now 15%.
Prolonged Howl
Adjusted the rate of decrease for the bonus to Resistance from the skill: it was every 2 sec., now it is every 1 sec., reaching a minimum of 20%.
Cunning of the Beast
Now the character teleports to the final point of the path of the monster summoned by Curse of the Plague skill.
Instead of dealing damage after teleportation, the talent now casts Stun debuff to all targets within a radius of 2 yards around the character.
Forsaken
Death Knight
Dark Shield
Now the skill additionally reduces the character's received periodic damage by 0.2 \ 0.3 \ 0.5 \ 0.7 \ 0.9% of the character's physical defense from monster attacks and by 0.1 \ 0.2 \ 0.3 \ 0.5 \ 0.7% of the character's physical defense from player attacks.
Adjusted reduction in damage from auto attacks and skills, dealing instant damage from player attacks: was 1.5 \ 2 \ 2.5 \ 3 \ 3.5% of the character's physical defense, now 1 \ 1.5 \ 2 \ 2.5 \ 3%.
Exhalation of Darkness
Skill cooldown increased from 10 sec. to 14 sec.
Adjusted the amount of damage from the character's magical power: from 105 \ 110 \ 115 \ 120 \ 130% to 110 \ 120 \ 130 \ 145 \ 160%.
Threads of Darkness
Adjusted Immobilization debuff duration: was 2 sec., now 2 \ 2.5 \ 3 \ 3.5 \ 4 sec.
Adjusted Absorption by Darkness debuff duration: was 4 \ 5 \ 6 \ 7 \ 8 sec., now 5 \ 6 \ 7 \ 8 \ 10 sec.
Adjusted the strength of the increase in incoming damage to a target under Absorption by Darkness debuff: was 4 \ 6 \ 8 \ 10 \ 12%, now 7 \ 9 \ 11 \ 13 \ 16%.
Death Call
The skill no longer deals magical damage.
Now the skill casts Stun debuff for 0,3 \ 0.35 \ 0.4 \ 0.5 sec. to all enemies within a radius of 3 yards around the character every 1.5 sec.
Now the skill reduces the cooldown duration of Secret Reserves skill by 0,3 \ 0.4 \ 0.5 \ 0.6 sec. for each Stun debuff applied to enemies.
Steel Hurricane
Now the skill additionally teleports all enemies within a 2 yards radius 1 yard closer to the character, and then deals damage to all enemies.
Sharp Shadow
Skill cooldown increased from 16 sec. to 20 sec.
Now the skill deals magical damage to a target equal to the sum of 125 \ 135 \ 145 \ 160% of the character's magical power and 55 \ 65 \ 75 \ 90% of the character's physical power.
Adjusted Stun debuff duration: was 2 \ 2.5 \ 3 \ 3.5 sec., now 2 \ 2.5 \ 3 \ 4 sec.
Adjusted the amount of healing from the skill: was 10 \ 12 \ 16 \ 20%, now 8 \ 10 \ 13 \ 16%.
Blow of the Silence
Skill cooldown increased from 14 sec. to 18 sec.
Adjusted Mute debuff duration: was 4 \ 5 \ 6 \ 7 sec., now 3 \ 4 \ 5 \ 6 sec.
Exhalation of Darkness+ (1st branch “Face of Death”)
Adjusted the strength of the bonus that increases skill damage: was 2 \ 4 \ 6% from character’s magical power, now 3 \ 5.5 \ 8%.
Echo of the Forsaken
Now the damage amount dealt by the cursed zone is calculated once at the moment of skill activation and is applied to calculate the damage from all zones that appear during the skill's duration.
Enjoying Blood
Adjusted the amount of damage from the talent: was 15%, now 25%.
Adjusted the amount of healing from the talent: was 100% of dealt damage, now 60%.
Warlock
Draining Life
Adjusted the amount of health restored: was 45 \ 55 \ 65 \ 75 \ 85% of dealt damage, now 50 \ 60 \ 70 \ 85 \ 100%.
Fear
Adjusted the skill range: was 4 yards, now 3 yards.
Adjusted skill debuff duration: was 1.5 \ 2.1 \ 2.7 \ 3.3 \ 3.9 sec., now 2.4 \ 2.8 \ 3.4 \ 4 \ 4.8 sec.
Dark Circle
Now, Fetters of Darkness debuff is casted to enemies once upon entering the zone for the remaining duration of the zone.
The skill is now casted only once to each unique target. If the effect of the skill was ignored or removed, the zone will not trigger again on the same target.
Zone of Weakness
Now, the zone becomes entirely ineffective against an enemy if its effect has been ignored.
Grimoire
Adjusted the amount of additional healing from Draining Life skill: was 100 \ 115 \ 130 \ 150%, now 85 \ 95 \ 105 \ 120%.
Shadow Sphere
Adjusted the amount of damage from the character's magical power: from 145 \ 160 \ 180 \ 200% to 135 \ 150 \ 165 \ 185%.
Adjusted the amount of restored energy: was 10 \ 14 \ 16 \ 20%, now 6 \ 8 \ 11 \ 14%.
Bloody Tribute
Adjusted Bloody Tribute debuff duration: was 6 \ 8 \ 10 \ 12 sec., now 8 \ 10 \ 12 \ 14 sec.
Adjusted the amount of borrowed energy from an enemy: was 10 \ 15 \ 20 \ 25%, now 10 \ 15 \ 25 \ 35%.
Fixed a bug due to which healing from a skill could work after the character’s death.
Now healing from a skill cannot be more than 30 \ 35 \ 40 \ 45% of the character's maximum health.
Stone Body
Skill cooldown decreased from 35 sec. to 30 sec.
Dark Seal
Adjusted the effect strength reducing the target's healing: was 45 \ 55 \ 70 \ 90%, now 35 \ 45 \ 60 \ 75%.
Adjusted Dark Seal debuff duration: was 10 sec., now 8 \ 9 \ 10 \ 12 sec.
Energy Barrier
Adjusted the amount of absorbed damage: was 25% of the damage received by the character, now 20%.
Adjusted the amount of expended energy: was 4 units, now 6 units.
Adjusted the energy level for automatically disabling the talent effect: it was 30%, now it is 20% of the maximum.
Necromancer
Deathly Eye
Now Deathly Eye debuff reduces the maximum health of a target from 5% to 10 \ 15 \ 20 \ 25 \ 30%. The effect strength depends on the difference between the character's maximum health and the target's maximum health. The greater the character's health relative to a target's health, the stronger the effect.
Bone Shield
Now the shield absorbs damage to the skill's target in the amount of 30 \ 60 \ 90 \ 120 \ 150 units and 50 \ 60 \ 85 \ 100 \ 120% of the character's magical power.
Fateful Connection
Added an animation when using the skill.
Infection
Fixed a bug due to which the skill triggered an additional time on targets under Fateful Connection debuff, if the skill effect was ignored.
Poisonous Shield
Skill cooldown increased from 15 sec. to 18 sec.
Adjusted the skill range: was 2 yards, now 1 yard.
Adjusted the skill damage: was 20 \ 25 \ 30 \ 35% of the character's magical power, now 25 \ 30 \ 35 \ 40%.
Adjusted the amount of skill healing in combination with Dark Forces skill: was 90 \ 100 \ 110 \ 125% of the damage dealt, now 80 \ 90 \ 100 \ 110%.
Acid Rain
Adjusted the duration of the acid rain effect: was 4.8 sec., now 4 \ 4 \ 5 \ 6 sec.
Adjusted the skill damage: was 20 \ 25 \ 30 \ 35% of the character's magical power, now 30 \ 35 \ 40 \ 45%.
Now the rain reduces the movement speed of all enemies in the skill area by 20 \ 30 \ 40 \ 50%.
Adjusted the period of damage from the acid rain and Poisoning debuff: it was once every 0.8 sec., now it is once every 1 sec.
Adjusted the duration of Poisoning debuff: was 3.2 sec., now 3 \ 3 \ 4 \ 5 sec.
Now the skill damage does not stop PvP targets.
Adjusted the skill range: was an area with a radius of 1 yard, now an area with a radius of 1 \ 1 \ 1 \ 2 yard(s).
Dead Soldier
Adjusted the totem's lifespan: was 12 \ 16 \ 20 \ 24 sec., now 11 \ 16 \ 21 \ 26 sec.
Now the totem summons a monster to a random point within a radius of 3 yards around the totem every 5 sec. The first monster is summoned 0.5 sec. after placing the totem (previously, it was summoned if a killed character or monster was within 3 yards of the totem).
Nightmares
Now Sleep debuff absorbs damage equal to 5 \ 8 \ 12 \ 16 \ 20% of the target's maximum health.
The Sleep debuff will now only be interrupted by receiving non-zero damage or when the duration expires.
Added maximum shield size: 5000 units.
Panic
Health cost when using the skill has been removed.
Adjusted the PvP target limit: was 4 \ 5 \ 6 \ 7, now 3 \ 4 \ 5 \ 6.
Adjusted the duration of the skill effect: was 1 \ 2.5 \ 3 \ 4 sec., now 1.5 \ 2 \ 3 \ 4.5 sec.
Mental Pit
Skill cooldown decreased from 30 sec. to 24 sec.
Adjusted the duration of the skill effect: was 10 sec., now 8 \ 10 \ 12 \ 14 sec.
Adjusted the strength of reducing the target's physical and magical power: was 15 \ 30 \ 45 \ 55%, now 25 \ 35 \ 45 \ 60%.
Adjusted the strength of reducing a target's Skill Cooldown: was 30 \ 60 \ 80 \ 100%, now 30 \ 50 \ 70 \ 100%.
Deathly Eye+
Now the talent increases the maximum effect strength from the skill that reduces the enemy's health by 1 \ 1.5 \ 2%.
Pleasure of Pain
Adjusted the amount of damage from the character's magical power: it was 20%, now it is 30%.
Pestilence
Now Slowdown debuff is casted to a target with the effect of Infection skill (previously applied after dealing damage).
Echoes of Horror
Change in talent mechanics: now, if the character's health drops below 30% of the maximum, the effect of Panic skill will be applied to an enemy who reduced the health to this mark, if an enemy is within a radius of 7 yards from the character, and also to all enemies within a radius of 2 yards around the character. The talent works no more often than once every 30 sec.
Engulfing Cold
Adjusted the area of the talent effect: it was in a radius of 4 yards, now in a radius of 3 yards.
Charmer
Dark Prism
Now, the type of skill damage depends on the prevailing physical or magical power of the character: 30 \ 55 \ 80 \ 105 \ 130 units and 110 \ 115 \ 120 \ 125 \ 130% of the character's magical power if magical power prevails, and 20 \ 40 \ 60 \ 80 \ 100 units and 115 \ 120 \ 125 \ 130 \ 135% of the character's physical power if physical power prevails.
Call
Adjusted the amount of damage caused by summoned monsters: was 48 \ 54 \ 66 \ 78 \ 90% of the character’s physical power, now 45 \ 55 \ 65 \ 75 \ 85%.
Increased the amount of health of summoned monsters, depending on the character's level.
Goading
Now instead of Slowdown debuff the skill casts Heavy Load debuff which reduces movement speed by 20 \ 24 \ 28 \ 32% and decreases healing received by enemies by 5 \ 12 \ 20 \ 30% from any source.
Fixed a bug due to which the PvP-target limit on Aggression debuff was not functioning.
Help of Chaos
Adjusted the period for the monster to use the healing skill: it was every 5 sec., now every 6 sec.
Stone Curse
Now Petrification debuff additionally reduces the duration of all buffs on an enemy by 10 \ 20 \ 30 \ 40%.
Summoner Skill
Adjusted the effect strength that increases the damage of summoned monsters: was 25 \ 35 \ 45 \ 55%, now 20 \ 30 \ 40 \ 50%.
Embrace of the Darkness
Adjusted the additional stun time from the skill: from 1 sec. to 3 sec.
Demonic Knowledge
Now, the talent bonus works regardless of the equipped weapon.
Face of Death
Now the talent works with Weakness skill (previously - with Knowledge of the Dead Man skill).
Additionally the effect from Weakness skill now increases the critical damage, received by a target by 12%.
Embrace of the Darkness
Change in talent mechanics: now the talent works with Otherworldly Fire skill (previously - with Goading skill). Now Otherworldly Fire skill performs only one attack in an area increased by 1 yard with an 80% increased damage, a guaranteed application of Stun debuff, and an increased duration of Stun debuff by 3 sec.
High Summoning
The talent now works with Eye of the Darkness skill (previously - with Summoner Skill skill).
Now Eye of the Darkness skill additionally casts High Call buff to all monsters of the character summoned by Call and Help of Chaos skills.
Plagued Minion
Adjusted the damage of the talent from the character's magical power: was 20%, now 25%.
Adjusted the damage of the talent from the character's physical power: was 10%, now 15%.
Pack Power
Adjusted the bonus to the physical and magical defense of summoned monsters: was 5%, now 12%.
Reaper
Black Mark
Adjusted the skill range: was 4 yards, now 5 yards.
Partial Metamorphosis
Now the character's auto-attacks under Partial Metamorphosis buff can deal double damage with a 40% chance when attacking monsters and a 30% chance when attacking players.
Adjusted the period of triggering double damage from the talent: was once every 2 sec., now once every 1.5 sec.
Voracity
Adjusted the period of accumulating hatred: was every 2 sec., now every 1 sec.
Hate Thirst
Adjusted the period of increasing the hatred consumption in demonic form: was every 8 sec., now every 13 sec.
This year, we've reworked a significant number of skills and talents, aiming to diversify the gameplay and rediscover the abilities of the heroes. The improvement of game mechanics is ongoing, and in one of the upcoming updates, you can expect changes to talents. One of such innovations will be the ability to disable any key talents of your hero, providing a more flexible way to leverage your character's strengths based on the in-game situation. We'll share more details about other changes later, and for now it's time to prepare for testing!
During the test server, with your help we will once again check the correctness of the work of all changed skills. Based on the results of testing, additional changes may be made based on the collected data. We will be grateful for the feedback and active participation in testing!
Legion side is dead in EU and getting worse. We can't raid any boss and arena is also dominated. Rare to see a book drop and earning talents is difficult. Very hard for new players to join us.... Any plans to fix this?
Hey, really, I have seen this event, one of the most unfair of all because I generated people in those events no matter how much I do, if there are more players on the server on one side, they will always win and it is something very monopolized and very sad to see
It is easy , someone with exp pots , gold and friends will lvl up 1-32 in less then a week. It has been done multiple times.
Someone new in the game , will reach max level in less then a month , as long as they are consistent.
Maybe in some servers , that have low population , it is hard to find people to help you in bosses and dungeons , but in TOURMALINE atleast , it is actually quite easy.
I do agree that the leveling system is boring and not innovative at all , and it does decrease player retention.
But , the worst isn't leveling , the worst are the "Timegating Mechanics" , such as Talents , and for those that are completionists , Achievements.
the problem is that warspear has become like a job, guilds demand a lot from players, basically you have to give up a lot of your time to evolve talents, play gvgs, arena and deal with uncertain issues like: drops and amplification. I'm sure most of you will agree with me, the current warspear players routine is exhausting, all my friends left the game and I basically became a casual player.
And it's not only the fact of "reaching level 32 " ; it's what comes after reaching higher stages of the game.
Like nerding all day for events,gvgs, dynamics, dungeons, quests, knowledge grind
Especially now with new map coming, add that with special events like horror ecc...
You will basically join a game where it takes you a lot to reach level 32 and join a good guild and after that you will have to spend 6-8 hours daily on it or you won't even reach high-level gameplay ( not forgetting the part where u need a lot of money to even reach this type of gameplay )
You are talking as if we dont have any life outside of warspear. How can you claim leveling up in warspear is easy ? How a new player can afford both exp potions, items, expert skills, talents? Its almost impossible to level up 32. Lvl in this game if you dont anyone to help you or you already have one 32 lvl hero.
All day you are spamming in world chat, i need this boss, help garden easy, lab help, help mini boss etc. Hoping to find someone.
Many people quit after reaching 20lvl.
Game is going to die eventually. New comers to this game 0. Whales like you probably stop spending money sooner or later too.
the current content of warspear is aimed at experienced players, a new player will not have access to almahad anytime soon, even because the ship graveyard area is already boring by itself.
Why you care drop value is decreasing. It benefits the all people when there are more items in game. Look russian servers. They have more player, more items. Resulting better economy. In russian server I saw mm gear +10 in dealer and its price 1m gold. Its impossible to find these in eu or us. You are literally paying 2x gold every item in the game compare to russian servers.
I'm playing this game for 10 years always enjoyed playing this game, but lately the game has become boring. Many of my friends have quit the game and many people want to quit. There is so much that needs to change in this Game. First of all, the drop rate system should change, I went to castle dg for 8 hours and didn't get anything and lost gold.. people are getting demotivated because of this. Maybe can add mini bosses in dgs and they can drop some weapons or accesories.. main boss should drop something worthy too not only bars(castle dg boss doesnt even drop bars :) ) so we can say dg is only for earn kl lol. Secondly, there are always the same things in the game and this makes the game boring over time. More different things can be brought to the game. Thirdly, the Elf side is always better. many players prefer to play elf because elves always get better buffs and have classes i know many people quitted mc side and started elf side. I think the story of the game should be changed, elf and mc side should be removed as one side and clans should be able to make alliances between them. If no changes are made, more players will continue to leave the game. That's all I have to say, good luck to everyone.
I will get straight to the point, since in previous topics I have already complained about the current state of the class. I will be as quick and clear as possible in this topic so that it does not take long.
Basic skills:
Hate (passive)
Unique passive ability of the class a small change that could improve the class:
For each accumulated hate charge, it grants an additional bit of precision
For each accumulated charge, the defense and vampirism increases.
Either of the 2 works to fill in the reaper's weaknesses.
Otherworldly Boost (active)
One of the basic skills and its mobility ability, in this case I recommend the following:
Reduce ability cooldown time
Remove the debuff that the skill applies on enemies and instead turn it into a skill that deals damage in the selected area (just like the mage skill).
Remove the bleed applied when in demon mode and apply slow down instead.
Chains of the Underworld (active)
Control/immobilization skill following suggestions should be considered:
Change the ability so that the aoe effect is applied without entering the demon state.
In demon state the ability applies bleeding and reduced cooldown reduction for the duration of the ability.
Expert skills:
Delayed Death (active)
Only "defensive" ability of the class advisable to fully the following or some change in mind:
Grant additional damage reduction (a friendly 20% may work) to damage per second effects, including the delayed death debuff.
Reduce the damage absorbed in exchange for increased skill duration time
Note: the reduced damage to damage per second (dot) effects is so that the ability can truly be considered a defensive ability since it does nothing more than delay for a couple of seconds that in most cases you will not be able to do anything.
In case you do not want to change this mechanism, it is recommended to greatly increase the time it takes for the dot to start doing damage.
Unwavering Will (passive)
Ability to resist negative effects small changes that may or may not be considered:
Reduce the amount of negative effects received by 1 at all levels
Grants additional effect when entering demon mode
Make it an active skill
That the ability can only resist control effects
As with the passive, it is not necessary to implement all or none of them, but any of those mentioned can work and help in massive fights and arenas.
Explosion of Chaos (active)
Ability to damage multiple targets changes highly recommended:
Significantly reduce the cooldown of the skill
Remove delay before activation when not in demon mode
Remove penetration increases in demon mode, instead increase the range/limit of players affected by the ability (optional).
Note: these changes are intended mainly for group and mass fights.
Approach of Madness (active)
Support skill that allows the user to load the hate more quickly small change recommended:
During the duration of the effect, you cannot lose hate while out of combat.
Reduction in the duration time of the positive effect of the skill (for balancing)
Note: change designed to facilitate the accumulation of hate in places such as: mermen trials, arena and any place where no mobs are available.
Revenge (active)
Ability to return damage received except dot damage, suggested change:
Allowing to reflect damage without the need for the attacker to possess a negative effect
Greatly increase reflected damage at all levels except the first one
Reduction in skill duration time
Allow the effect to apply the "stun" state coming from the statistics coming from the stun crystals, weapons and accessories.
Black Mark (active)
Group support skills, small changes recommended:
The group receives the full positive effect instead of only half of it.
Reduction in the marked enemy's defenses
Provide a more striking visual effect to let your group know that you have benefited from this effect and to let them know that there is an enemy marked.
Key Talents:
Devastating Flash
Talent of the skill "chaos explosion" rework recommended:
Remove stun effect.
The ability activates 2 times after a few seconds (3-4 seconds) of being activated, inflicting 25% less damage of the previous explosion and applying the negative effect of silence for one second after each explosion.
Note: this change is intended for mass fights, arena and guild fights.
I apologize in advance if any translation is poorly done since my native language is not English.
without further ado, have a nice day
Complete guide (PvE, PvP, Tips, Builds)
Introduction
The Reaper is one of the new classes added to the game, with its offensive potential and acceptable stamina it is one of the classes if not the class with the highest burst in the legion. Now what should we take into consideration when deciding to start one?
The reaper has a slow start, due to the fact of only having a damage ability, in addition to this, it will not be cheap at all. Being able to equip one in a decent way, is not a recommended class for players with little experience or for beginners, in addition to this it is a complex and difficult class to use it will not be enough to simply spam abilities, you must know when and how to proceed in each combat. You should always be on top of so many things at once in order to bring out the high potential this class has to offer. So if you still want to become a master reaper you should first know your strengths and weaknesses
Pros:
- high ability damage
- Acceptable endurance
- decent mobility
- extremely strong in duels
- resistance capacity
Cons:
- limited area damage
- limited stun capacity
- lacks ranged abilities
- lacks control abilities (stun, silence, fear...) in area
- has a "limiter" that blocks the mechanics of some of his abilities
- high difficulty
Reaper Constructions:
PvE Guide (Player versus Entity)
Recommended Build:
Basic Skills:
Evisceration 5/5
Demonic appareance 3/5
Otherworldly Boost 1/5
Indulgence of Chaos 5/5
Chains of the underworld 1/5
Expert Skills:
Exaltation 4/4
Annihilation 4/4
Hands of the Underworld 4/4
Explosion of Chaos 3/4 (+2 talent skill points)
if you don't like this skill you can redirect the extra skill points to some other skill of your choice
Relics:
Evisceration:
Demonic appareance
Otherworldly Boost
Indulgence of Chaos
Chains of the underworld
item selection:
This section is based on the opinions of various reapers who use or used these objects and my own.
Gear Options:
Accessories Options:
The accessories have a little more freedom due to the great variety that there is and their availability, it is already a little more up to your preferences but I will recommend that those that in my opinion have better synergy with the previously mentioned armor constructions.
Weapon Options:
again here the great variety of weapons that exist allow all kinds of combinations, it will depend on the game style of each person, even so I will show the most used builds for this class
Tips when leveling up:
at the beginning of your adventure use the transformation only to heal yourself and recover energy, activate and deactivate the ability quickly so as not to lose so much hate
the reaper has very little damage at the beginning so it will cost you much more to kill enemies. Keep that in mind
do not use any of the minions that they give you, they will be extremely helpful later
the first skill you should improve is Evisceration It's your only damage ability at start
when you leave the first island use the Dummy to fill the hate so you can heal yourself when you transform
farm all the "knowledge" you can, talents are an indispensable part of a reaper and will serve you both for PvE and PvP
The first expert ability that you should acquire is Annihilation since it will allow you to eliminate enemies much faster, then it would be the Hands of the Underworld which will have the same objective in addition to stunning the enemy
I don't recommend getting Exaltation until you have a decent amount of energy, although the damage bonus looks attractive you are a class that relies heavily on skill spam so running out of energy will be common
Tips on using skills and acquiring talents:
I recommend directly acquiring the key talent of expert skills, then the improvement of demonic appearance and finally the skill points, after that you can go acquiring in the order you like
The talents of this class are extremely useful, especially the demonic appearance upgrade but to increase your damage it is preferable to acquire the expert upgrades first, in which case you prefer to focus on pvp first, then get the Demonic appareance talent first
If possible use Annihilation only in demonic form this to take advantage of the 25% more damage of Exaltation in combination of the guaranteed crit. This can be done by activating the demonic form and after using the deactivate the transformation.
And yes, the demonic transformation can be deactivate so if you are not fighting something or there are no enemies nearby, turn it off! you must save hate to be able to activate it faster later
Due to the activation delay that the Explosion of Chaos has, I recommend using it before jumping towards a group of enemies, so you can eliminate them or not be exposed when activating the ability in the middle of the fight but only do this in case you don't have enough hate to be able to transform, in case you can transform simply activate the demonic form use Otherworldly Boost to reach the center of the group and use Explosion of Chaos to destroy the group faster
to fight bosses it is preferable to fight without activating the demonic form, while when fighting against mobs or mini-bosses it is advisable to use the demonic form to eliminate them quickly
Buffs
PvP Guide (Player versus Player)
Here the guide expands much more because there is still no perfect build for this class, opinions are divided and the debate continues, so I will recommend the build that has worked for me personally, the build that many reapers use and a build in my opinion will be quite good after the balance in some skills of this class
Recommended Builds:
Most used build:
My personal build:
New personal build:
Note: Since the class is still very new, don't be afraid to try new builds if you feel that one ability is better than another.
Relics:
Evisceration:
Demonic appareance
Otherworldly Boost
Indulgence of Chaos
Chains of the underworld
item selection:
Gear Options:
Accessories Options:
If you don't want to see math and just skip to the recommendation, just ignore the text and go to the images
Weapon Options:
How to deal with every class (except legion classes)
Tips for arena
These are more general tips that will help you with the reaper or playing any class, for the most veteran players it will possibly be something normal but for someone just starting this may be useful
Always check the area you should always check the area when entering the arena, your way of playing will not always be the same, you should always change and adapt to the compositions that exist both in your team and in the opponent, in one you can play very offensive if your team has good initiators (barb, dk, chief) or very defensive if your team lacks one but has better defensive capacity (warlock, hunter, charmer, shaman)
Use buffs! in arena this is very important, a person with buffs will be much stronger than a person who does not use them, if you want to increase your chances of winning always use buffs (potion, scroll, food)
Go with a partner preferably a support. the reapers have limited healing capacity, it will also be of great help since sometimes the return of damage from delayed death is very large
Don't start the fight! the reaper is a very bad initiator, you don't have a stun in the area (which you can use without activating demon form before) nor a reliable damage reduction ability (delayed death will return the damage received, don't trust that ability) let others take the enemies attention and jump to their supports or damage dealers so you have a chance to kill someone and reduce their healing/damage if you manage to kill one
learn to select enemies It won't have the same impact using all your attacks in a tank than in a support or a class that gives damage, look for who is your best target, is there a support and full tanks? focus on the support, are there damage classes without a support? focus on him, memorize the names of each enemy you face and ask yourself "does he have good damage?" "Does he is very endurance?" "He's good playing?" if you always remember that, you will know who to eliminate first, always go for the weakest or least experienced first, they will be easy prey
Tips on masive fights
the ideal way to proceed in a fight of this magnitude is to first fill the hate meter in any way possible, your top priority when fighting is to fill this meter until you are able to activate your demonic form and try to keep it until the fight starts.
Once you have managed to fill the hate and go to start the battle do not rush, reaper is still one of the classes with less endurance among the melee, to be efficient in battle you should stay a little away from the center of the fight or stay hidden in the crowd, after a few seconds that all enemies have used their abilities aoe, it will be time to activate the demonic form and start using aoe abilities.
Although it should be clear that this only works in battles where the number of enemies is not very high, the resistance charges are very easy to remove and due to the nerf with the heavy mm, hold in the center of a fight is no longer possible, so try to kill anyone who approaches from the sides, anyone who enters the middle of the crowd or anyone who tries to kill the supports, focus on defending the back line, when you see that the enemy numbers are down, jump to eliminate all the enemies you can.
Wars:
Maintaining hate in wars is extremely easy thanks to the large number of mobs that are in the area, now something that you may not have thought about when defending or waiting for a unit, is the use of the Dummy to maintain hate at a level optimal and without leaving the town
Raids:
Like the wars, keeping your hate will be easy thanks to the number of mobs around these bosses, except for some exceptions or situations, a good way to keep your hate at an optimal level is using the "revenge" ability in the boss and returning the formation
GvG:
Although in most GvG there are mobs that will allow you to manage the hate, there are others in which it will be impossible for you to gain hate without fighting, so it is best to stay behind attacking anyone who enters the group in order to fill the hate
For this type of fight I recommend using the talent Devastating Flash in case you want to focus on this type of fights, I recommend the following build
Buffs
To conclude I would like to add a final note to this guide.
As I said before starting this guide, the reaper has enormous potential but due to certain mechanics it is not a popular class, it is flashy, yes, but it is not a class that many people use as their main class so the information and the limits that it is class can reach are still unknown, as far as I have tried a very good class and although it is not very complex or difficult to understand, once you study it.
Mastering it is really the challenge since being strong is not the same as being good, even having all the amplification, all the books, all the talents there have been and will be, if you don't take your time to study this class, practice and experiment , possibly you will not get the results you expect or you will not take full advantage of the potential that this class has to offer. This class demands time, dedication, conviction and above all patience, you won't get results in a day, a week or a month but sooner or later you will, don't be afraid to try skills, equipment or strategies. You never know if what you tried out of curiosity will end up being the build that hundreds of new reapers will use later.
If you want to add any information, suggestion, opinion or doubt about this guide or the class, do not be afraid to add it in the comments, I will be more than willing to answer them since, like many, I learned arguing with other reapers and with that I went acquiring knowledge that after I was testing until I found the best result. With this said, I hope that it can be of help to you at the beginning of the journey that this new class will be, I hope you have a good day and a pleasant experience with this class.
Hello
I don't know if anyone will be interested but I would like to raise the subject of bags in cities. Would it be possible to raise their hp to 1 million? It would be nice to add some kind of damage counter per minute or something but at least the extra life would be great for testing. With their current health you can poorly judge their abilities. What do you guys think?