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SageofWarspear last won the day on September 18 2018

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About SageofWarspear

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    Brave Squire
  • Birthday 12/11/2000

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  • US-Sapphire

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  1. ??? Remove rush resist because you already can have resist from the 3 resist stacks. Too much resistance given to bd otherwise. Already can pre buff resist stacks then rush = same thing. Attack force passive ? You mean power of Blades ? It's a fine skill and just auto hits just like seeker basic skill exacerbation thou 40% instead of 25%. Bd lack crit to deal really insane damage anyways. Bd need resist yes ... but not too much. Otherwise any non tank hero has slim to no chance to kill it
  2. Greetings to everyone ! Your man Sage has returned and now will guide you into building the King of Tanks in warspear. Wardens are by far the most toughest tank class in warspear. Being specialised to go all in in defence this Tank has very low damage but almost invincible. You will require to organise damage dealers and can swap out support class if you are well geared for the task ahead. When playing a warden you need to keep a humble leader mentality and focus on making sure your team is safe by agro / confronting enemies head on (agro = aggression / taunt). Big Thanks to Ongbak, Killerhits and Nansage for helping out with testing (US-SAPPHIRE) Basic Skills Mastery. Please note The Punishment skill is pretty useless most of the time so no need to add relics if you don't plan on benefiting from relics on that skill. 1. Powerful Blow This is your basic damage skill. Melee ranged. Does increased damage based on the skill level, level of hero and base damage of character. Required Relics: Great Relic of Mass Distribution and Relic of Bleeding Wound. 2. Wave of Aggression This is your main aggression taunt skill which you will need to use everytime in order to keep your allies safe and taunt monster groups or bosses. In arena it disable auto lock of enemy (meaning they need to tap you again to attack) which can be helpful in disrupting their combos. At 5/5 it heals 12% of your maximum HP if used 3 times in succession. This skill has a 5 yard range of usage. Required Relics: Great Relic of Menace and Magical Relic of Physical Blocking. 3. Guard's Spirit This is a buff type skill. Upon casting the skill you will have a 15 seconds timer in which whatever damage you deal while timer active it converts into a shield around you for another 15 seconds. At 5/5 this skill converts 80% of damage dealt to a shield (meaning the total damage becomes your shields HP). Make sure to have all your damage skills ready when this is activated. Required Relics: Magical Relic of Magical Blocking. 4. Shocking Blow This is a melee stun skill. It can be used to initiate an attack to enemy player. However the main use of this skill is to protect your ally from an ambush or attack from enemy players and give them time to reposition or recover. Can be used to activate defensive buff relic upon being resisted by bosses (which is almost everytime). At 5/5 gives you 4 seconds stun duration. Required Relics: Relic of Absolute Protection. 5. Punishment This is pretty much a useless skill. What it does is reduce enemy accuracy to 0 for some duration ... Accuracy only affects the Dodge stat and does nothing on block or parry stat which wardens build on. It may have some use in Arena where you use on enemy damage dealer and your ranger partner is full dodge build ... otherwise it just activate defensive relic buffs upon being resisted. At 5/5 gives you 15 seconds duration of 0 accuracy debuff on enemy. Required Relics: Great Relic of Continuous Effect and Relic of Solidity. ¤ The ideal Basic Skill build would be: (Should be upgraded in the following order) 5/5 Wave of Aggression, 5/5 Guard's Spirit, 3/5 Stunning Blow (recommended) or 3/5 Powerful Blow. ¤ This should be how your skill build looks like when you hit level 18. At level 20 put points to expert skills. Expert Skill Mastery. The only 3 main expert skills of a warden is Fortification, Block Master and Guard's Fury. All others are not required and mostly utility in function. Some may be good for PvP but I will discuss the Meta mostly. 1. Fortification This is the main skill of warden and a must to get at level 18 and max off as soon as possible. At 4/4 it reduces all incoming damage by half (50%) meaning if a warden is naked but this skill is activated even if enemy damage is 1000 it will hit him 500 regardless of the enemy penetration parameter !! However this skill has a debuff on you where it reduces your damage (by 20% at 4/4 so u have less base damage upon activation) and is a skill with heavy mana consumption (8 mana every 1 second!). So make sure to have enough mana regen on your rings belt and cloak or amulet to be able to use this skill continuously with no issues. ¤ Counters for the skill: Enemy players skills that use the Great Relic of Dispelling (Like Warlock's Dark Circle) or Skills (Like Mage Magic Ban Expert Skill) that remove positive buffs can deactivate this skill and kill the warden easily. 2. Block Master This is the main healing skill of a warden which makes it almost unkillable! It basically works on the Block parameter (Only active if you have a shield equipped). Everytime you block an attack you heal 20% of your "Lost HP" (This skill used to heal 10%of total hp which was too broken and is nerfed now to current state). Meaning the lower your hp the higher your heal becomes per block. This skill is totally dependent on Block Parameter so at low levels it does not prove to be too reliable but at high levels when you are able to get large amount of block it can make your warden unkillable when paired with Fortification. ¤ Counter: This skill has a cooldown of 1 second per block. Means if the warden blocks 5 attacks in less than 1 second he only heals once. Spamming burst damage in short duration can get the warden easily. ¤ Minimum requirement of Block stat should be 23% by level 26 and 6000 HP minimum to Solo Tank Astral Labyrinth with 3.5k magic defence. (Skill at 3/4 by that level). 3. Guard's Fury This is the life saving Area Agro skill. Shows a funny red fart cloud. However what is more funny is that anyone who is caught in that red fart cloud will get their damaged reduced by 35% at 4/4 of this skill ... Deadly Fart indeed. 4/4 the skill debuff duration is 10 seconds. (Credits to Killerhits for testing.) Has 2 yards radius range. 4. Guard's Protection This is one underrated but broken asf skill of warden. Its mainly used for PvP purposes but can be used other scenarios too but not too often. This skill reduces incoming damage to an ally by a percentage and that percentage reduced damage gets transferred to the warden. This stops when warden HP is at 20% of his maximum (to avoid killing the warden). This skill can basically make your friend the strongest tanky person in the game even if its a cloth armour hero because at 4/4 this skill will reduce 80% incoming damage to your friend and transfer it to you ... bro ... 80% ... for 25 seconds and all wd need to do is block attacks or spam agro to regen the HP lost. Imagine a high amped arena geared ranger having this buff at arena ... GG. (Credits to Ongbak and Killerhits for testing). Has 4 yards range. ¤ Underrated but broken powerful for Arena. Counter: Spam damage at the person he used the skill on to get the warden to critical HP and then burst him hoping he does not block your attacks. 5. Switch Hero This is the warden's only Blink skill (teleport skill). This is a very unique teleport skill as it requires an enemy to be able to use it. The way it works is by swapping the warden's position to the enemy position. The enemy takes the warden's previous position. After positions are swapped the enemy gets a movement speed reduction debuff for some time. Has a 4 yard range. ¤ Counter: If warden uses this skill to an enemy that is stunned or immobilized the positions will not be swapped meaning warden won't teleport so if you are at Lab kindly do not stun or immobilize the ranged enemy mob so your warden can move faster. Please kill parasites too :3. 6. Shield Throw This is a mid range skill (of 3 yards) which deals decent damage. It also reduces enemy armour for some time which can be effective to kill other tank players or bosses (they resist it a lot thou). At 1/4 reduces 15% armour for 3 seconds. At 4/4 It does 30% defense reduction for 9 seconds (Big shout out to Ongbak for testing). Not a very flashy skill but when used in this combo > Shield Throw + Auto + Powerful Blow + Auto + Powerful Lunge. It deals really good burst damage which can charge your Guard's Spirit skill better. Also helps in killing those annoying parasites from range. 7. Powerful Lunge This skill is another unique damage skill by which it does 1 yard radius area damage around the targeted enemy. Useful when large groups of enemy mobs or players gather as it deals good area damage and can charge your Guard's Spirit with high HP. At 1/4 it deals 50% of damage dealt to the selected target as its area damage. However this skill is not recommended to put points in ... as tested by Ongbak Even at 4/4 it still does 50% damage and no increase except for the single target increased damage. 8. Natural Resistance This is a buff skill which increases the resistance parameter. (Its a chance %) 1/4 does 10% more resistance stat. 4/4 does 40% more resistance stat. Basically at 4/4 you have 40% chance to resist a debuff (stun or negative effects). Meh ... get this skill last if you are bored, have extra money and just want to flex your skills. 9. Stealing Power One of the latest added skills to the arsenal of Warden's expert skills. It is a unique skill that reduces the enemy base damage and increases your Auto attack damage. At 4/4 you reduce enemy base damage by 50% and increase your auto damage by 70% for a short duration. (Credits Quel) Helpful even at 1/4 for faster killing of mobs or enemy. Pairs beautifully with Guard's Protection. Equipment building/Stats build. As a warden, main stat is the Block Parameter. As explained on my beginner guide, the more the numerical defense of a character the lesser the damage reduction gain. For example, > 5000 physical defense = 43.5% physical damage reduction. >7000 physical defense = 52% physical damage reduction. > 9000 physical defense = 58% physical damage reduction. >12000 physical defense = 64% physical damage reduction. Here we seen that from 5k to 7k it increased by 8.5%. 7k to 9k it increased by only 6% and from 9k to 12k (3000 more def) its just another 6%. Amping your armour has diminishing returns as you go further up you get less defense %. Also penetration "DIRECTLY" removes your physical defense damage reduction. A 43.5% penetration would make 5000 defense to basically 0. I needed to clarify this in order for us to be at same page. Ofcourse you amp your gears but after a certain amp say +8 +9 +10 you might consider your budget as its enough defense already. So those are the issues of the main defensive stat. However the secondary defensive are also available and need to be built upon. ¤ Block is the main 2ndary defensive stat of warden. It is only active if equipped with a shield. It can negate both ranged and melee attacks. As of now ... nothing can reduce the block parameter. So it's a very reliable stat and also you get heals from it from your expert skill Block master. Currently its maxed cap is at 25%. ¤ Parry is the 2nd of the 2ndary defensive stat of warden. It is active even without a shield equipped. It can only negate melee attacks (does not work against ranged attacks). Also as of now ... nothing can reduce this stat and is a good backup stat to block. Dodge is not at all helpful since dodge is directly affected by accuracy. 30% accuracy would remove 30% dodge. Dodge is capped at 70%. When building warden keep in mind that: ¤ Head, Boot, Cloak and Belt must all contain parry stats. ¤ Chest, Rings, Belt and Shield must all contain block stats. ¤ Go for Spring double Block shield if possible. ¤ Weapon should contain Parry (Crafted 1h Axe will do the trick or Parry maces). ¤ Every equipment must have HP bonus stat in them (Try for Craft hp % Gears). ¤ 25% Block is a MUST when a warden is level 28-30 and a minimum of 22% Parry is required in order to truly experience the most broken solo tank in this game XD *will complete the guide when have time*
  3. Blade dancers already are one of the top damage dealers in game ... what do u mean by bd having low damage ? Bd gets max speed accu pene shield parry ... they good for pve. Just that at war they are kinda useless since they are walking dummies getting stunned ... but i think the new skill is abit over kill ... needs a nerf
  4. Yea ... clearly ur assumptions are undoubtedly absolute ... 2 lvl 29 necro lvl 28 barb charmer and other mc chars surely do suggest i am an elf only. I play both sides and don't support partisan mc nazies or nazi elf. Very immature to me its just a Game why all the hate ? I even log warden and help mc questors on their side of lab. Idk i keep rational thoughts and logic while playing the game. Now with that out of the way ... new heal of druid barely usable as per description just a life saver ... not much use unless a hero is about to die and timed right. Bd is purely arena skill and will be adjusted cause even i said in my previous comment that bd skill need nerfs (incase u overlooked). Ranger having a mid range stun is bad while a hunter has a snipe stun ? That too stun is chance. I don't see where ur argument hold ground ... mcs much better and unique skills and more buffed than elf. We gotta see in test server but from description alone u could tell. I am really happy my mc chars get really good power up and more advantage to fight back elf at war since mc has less number.
  5. The game balances the number of Sentinels and Legion (for obvious reasons) so every 2 weeks or a month u can create a sentinel character ... its a limiter
  6. Uh ... another idle MMORPG? If you wish to get max tier gears and power in 1 month without paying then this game is not an ideal choice. This is a long grind game like Dragon's Blade (well ... less grindy than that game .. jeez). Its meant to waste ur time XD. Doing auto quest spoils the game ... Story will be ignored (If it hasn't already been) and key fundamental concepts of game with it. It takes 2 weeks or less to properly get adjusted and flying to max lvl in 3 days is horrible (like yea takes months getting gears so level 32 blade dancer with level 12 swords ... let alone getting expert skills ... your hero thou lvl 32 would only work on map 1 XD ... Unless u r fine with throwing a lot money to Pay2Win ur way in 3 days). Its more on the time and memories made in the game that makes warspear worth playing after constant 1 or 2 yr break or even quit from the game... time spent with ppl doing crazy stuff and getting beaten up ... its the nostalgia of getting ur 1st dg done with nothing more than u and 3 or 4 random ppl ur lvl. Even for me it is reminiscent and I wish it goes back to those times when wasting time in the game meant something ... now i am a maxed off arguably having best hero setups in the server ... i still want to go back to that newbie map 1 and help ppl or re-live the past. Yea ... very dramatic I am... XD but this is what Idle auto clicker MMORPSs lack from the traditional grinding ones. Therefore Map 1 is really important. Also u wont be having the basic fundamentals cause map 2 3 Lab map 4 are very advanced and tricky and u would end up dying and losing (if the enemy faction didn't already do it for u) Bro XD Play MOBAs like Mobile Legend or soon to come(year 3020 lmao) League of Legends if you want the PvP mechanics and fun would be my suggestion if u want quick fun.
  7. Game is heavily Pay2Win ? YES. Just like every other MMORPG on mobile. Does that mean that it is not worth to play ? NOPE. I am not d1ck riding the devs or been paid to do so however devs need to make their bread and butter . Pay2Win aspects of the game only speeds up the game for you. What 6 months grind would need to get a hero to full +9 +10 would just be a month grind (I highly do not recommend to throw money on any p2w game... pay at your entertainment expense). I am only against the gatcha gambling system (which become addicting as alcohol or drugs) in any Pay2Win and here its more when you amp from +8+9+10(pure luck .. either waste 200 sets signs or 8 pcs free signs from tour) or event chests. But hey ... use free guild tour signs and I got almost all my gears +9+10 cause its really just luck 0.2% feels-like amp rate so pray to RNG Gods to bless you. Do not be in a hurry. Take your time and leisure. By far this is "The Best" Open World MMORPG you can get on Playstore. Just because its a Pay2Win does not mean you ignore the other unique aspects of the game. And yes ... you don't really need to pay anything if you will grind it wisely. I make 100-120K in 2 days or 8 hrs grind in 1 day (Just questing Old+New Lab + T3 T4 map 4 Not including drops of farm. Dual on 2 device 2 accounts ). Find a suitable way to acquire gold and improve on it. It is player driven economy so find an exploit
  8. Yes ... It basically cheats death ... A 1 time use version of Healing Barrier. If your friend is 1k and a swamp slug is gonna send him to respawn statue use it on him and he gets hp and avoids the 10k damage from slug completely and gets healed for an amount not known yet ... As per what I understood from it. You are welcome.
  9. Not sure ... Kindly "Read" Skill descriptions ... Just cause BD got an op skill that is bound to be nerfed doesn't mean you ignore the 6 other over powered mc skills. This update does favour mc more than elf if I were to give my opinion on this subject. ¤ Warlock AoE silence? ¤ Nerco Legion of coffin dance skeletons? ¤ DK pull and mark an enemy to death (if he runs he deals dmg to his friends nearby)? ¤ Hunter's ... Ahem ... Invisible Trap that deals damage and can stun ?(basically all ranger traps combined :/). ¤ Rogue has now an equivalent of Seeker's BloodThirst skill (hp regen and high dmg) on top of absurd dodge?. ¤ Charmer's 5 Dogs and Bird ?. Do not spout nonsense and criticise the hard work of Developers out of petty inconvenience without being sure you have ample of evidence and research. Or else I will hunt and shame Ya'll. It is agreed that Mc side needs all the buffs and advantages they can due to the already dwindling population there. If anything AIGRIND is trying to save the Mcs not destroy them.
  10. Very good update ... developers obviously will balance out some kills but its nice that MC has more buff in terms of war advantage this time ... (Necro gay Overlord Ains Own Gown skill that will summon corpse to do coffin dance/Warlock Aoe silence/DK aoe dmg and target dmg/Hunter invisible traps that stun and list go on ... helpful cause mc has low number during wars)... Just Bd skill kinda unbalanced pls nerf (Arena God?) ... Mcs got good buffs now. But the issue is to update our gears and buying signs XD. Gonna take a while and also to adjust to all these new arsenal of broken abilities ... its gonna be chaotic and madness. Shaman skill might need to be an Area of Effect. Just like Priest's Redemption skill. Otherwise I think Mc class are well buffed ... If not overpowered (for war). Why does Seeker not have a defensive skill ? Damage already is best among other damage classes. It is indeed good in PvP (2x pene dagger with fero is my current pvp weapon as seeker ... 1hit caster or light armor and 4 hitting Barbs and Dk is kinda cool loool) but only against half pvp or no pvp geared enemies... facing greatness or complete set pvp gears and seeker useless (need change skill setup cause Resilience rapes Critical chance and damage) just deals high burst and that's it (2x2 u need a setter partner like Paladins or Bd) give a resist skill like Zurpi suggested or a defensive stat would surely make it more better to pvp as a seeker. (Hey ... I still enjoy 1 tapping 6-7K damage on non-arena geared enemies hehehehe. Name is Reapersage in US server if you wanna look me up). Paladin skill is not at all good. Maybe for a full block parry arena Mace Shield Paladin okay since it will be helpful and low Hp Paladins can permanent stun. However I am not satisfied with this. I think Paladin needs a damage reduction skill for PvE (Like Deathknight expert skill Blood Shield) . If a Paladin tanks high end Dungeons it will be really difficult. I guess new skill from armour sets might help a bit. For now Support 2h magic hammer is only meta for Paladins in PvE. I know developers are against giving away drop rates (Come on guys ...) since they want to avoid exploits but ... pretty please ? Drop rate at DG pls :3. I am not sure ... I am kinda wondering how arena gonna be with these new PvE skill set armour. Meh ... Going HULK as a tank would be fun or else disable them at arena battles ? Not sure need clarification here pls thx :3. I don't know bros ... This update is a huge step that is Chaotic. Can be good can be bad but lets see in the test server :3. Good work Development staff! I see you took inspiration from a lot of places 🤣.
  11. Lol these things are there in the final draft of this guide ... just either lazy or dont have time to post it all but I really am happy it helped you out ! Take care bro.
  12. For lower level Paladins I recommend sticking to Magic Paladin setups. Weapon setup: Would be a Spear with Magic Damage Enchantment Crystal or a Magic Hammer with Magic Enchantment Crystal. Armor setup: Should consist of gears that give you maximum hp possible (Heroic endurance,Craft Gears etc.) Mana(Energy) Regeneration Cape with Magic Damage (Abyss zealot damned mantle) / Hp Magic Damage Amulet ( Medallion of Thousand Suns) / Hp Magic Damage Accuracy Rings (Heavenly Signet) should be a proper setup for accessories. At level 18 It is not advisable however you can be destructive at level 20. These setups still are effective nevertheless but not attaining full potential. Expert skills: First 2 should be Harad's Banner (3/4) and Harad's Call (1/4) . If you can open skill slots you can get Illumination and others. PvP / PvE skill setup: For Full Magic PvE/PvP: 5/5 Fetters of Justice 5/5 Heavenly light 3/5 Aura For Mid Magic/Physical PvE/PvP: 5/5 Fetters Of Justice 5/5 Purify 3/5 Heavenly Light Harad's Banner should be 3/4 in both cases. Signature Combos for turning enemies at PvP to ash: 1) For Close Ranged (Melee Type Enemies): Normal damage > Fetters of Justice > Normal damage > Harad's Banner > Normal damage > Purify > Harad's Call aimed behind the enemy > Normal damage > Next Expert Skill / Heavenly Light. Result with Spear will give you a proper 10000 Damage Burst in less than 10 seconds / 7000 - 8000 using Magic Hammer (Can top up 10K with illumination and other skills like Sun Seal etc.) 2) For Ranged Enemies: Same as with Melee however you start with Harad's Call and aim an accurate jump using the edge of the target locator (the 2x2 aiming box). Harad's Call aimed on enemy > Fetter Of Justice > Normal damage > Harad's Banner > Normal damage > Purify > Other Expert Skill / Heavenly Light. Recommended Stats: Minimum Health required = 4000. Minimum Physical Defence required = 4000. Minimum Magical Defence required = 3000. Minimum Physical Damage required = 425 (With Spear) / 275 (With Magic Hammer). Minimum Magical Damage required = 260 (With spear) / 380 (With Magic Hammer). Secondary stats are not much considered but do keep High Critical with Morderate Accuracy and about 8% Cooldown without Guild Cooldown Passive Buff. And you are good to go ! I guarantee you will love your Paladin and enjoy it's insane versatile nature , powerful PvP ability (you mostly kill people instantly). Do note ... These setups will also allow you to farm bosses in Irselnort Map 2. Message me here or in-game US-Sapphire Realm SageHoch / KnightSage / (-.- too many chars but those two are what I usually use). Cheers. P.S: If you can afford Lifesteal Magic Accessories and Vamprism Runes ... *Game Crashed*
  13. Do they think the same when ruining others game play and banning their accounts ? they care not as evident. These are not mistakes ... this is planned evil Even I being one of most loving and neutral players have withness their deceit firsthand ...
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