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SageofWarspear

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Everything posted by SageofWarspear

  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 ...
  14. Huyenthoai is not only that ... They are guild full of scammers (Tankasf, rle etc.) , Full of liars and cheaters. It is fine if you side with mc but this is not ok ... I too have been cheated by them ... Just recently in my Guild Pernicious 2 members who appeared to be kicked from Huyen has joined pernicious ... our leader believed they were good even ignoring my warning of never to trust Huyens ... and look what they have done ... They took advantage of the free tickets spam and took all arena tickets and pots and returned to huyen .. all planned deceit . I am happy someone got the evidences of them and brought it too light but it falls short of what they really do ... They scam cheat lie and backstab ... all in the name of Heroasasin ... Using the advantage they block and completely try to dominate arena using multi logs etc. Best form of coruption in warspear ... Lol ... having other accs of their friends banned ... and they dont care how dirty and evil their ways are as long as they get what they want. I know forums is not supposed to say bad or abusive words against them so I am holding my anger and disgust to the many they scammed and cheated even my close friends.
  15. Now that I have Finished my Med Tech finals I can finally complete the guides ! Yes Sacred Shield depends on the HP of a character. The more Hp a hero has the more dmg the shield can Tank out.
  16. Greetings brother. Paladins is one of the most complex classes in the game which require alot of presets luck and focus to use. I am a level 26 Paladin named HeroicSage in US - Sapphire Realm and can almost solo T3 bosses and with even a 300 heal healer I can make it through easily. Issue arises when in mythic dungeons I agree since as you said mobs are ridiculously overpowered. Unlike Warden, Paladins need strategy and need to clear out key mobs (like magic mobs) asap before going on that being said the party will be slower as compared to the ability of wardens. Another thing is that Paladins do now have any Passive Heal skills or a strong damage reduction skill. Paladin's Barskin barely do much and so he only depends on healer and high hp. In the end it cannot outmatch a warden in tanking an army of mobs with bosses but makes up for its extreme versatility. I have led so many parties in Berengar Dungeon Mythical and never required a healer But yeah ... otherwise if it be a weak paladin his role should be to side tank and assist the main tanker and heal/buff up the entire team along with slowing off mobs etc. If a Paladin cannot tank a particular area well or is not yet "Matured" in terms of skill and gears ... Paladins always have the freedom to be healer or damager so it is never a waste to have one in party. In most instances when a Paladin can last to tank he can basically speed up the team alot ! I have tried the recent Snowy dungeons and my Warden(lvl 26) did the dungeon (lvl24) in 2 stams with a strong party (high amped cbow ranger though) while my paladin did it in 1 stam with 1-2 mins before end with a moderate-weak party. After seeing the results The Paladin did 180K damage overall (was the first in damage) about 50K heal (idk what the healer was doing tbh) and 42K dmg tanked. Every class has its speciality and have specific scenarios to which they are best suited. For example I need a good healer to do Old + New Labyrinth and Kronus as well on my paladin but my Warden can solo them all without a problem. This guide is intended to be an ultimate guide for Paladins like my Druid guide and lots of things are yet to be included but ... time ... so my apologies until it is completed :(.
  17. I am trying to find time amist my hectic daily schedules ... Got my final meds exams and work and my profession as musician so yea its all in my head but I will continue to make guides as such inorder for others to benefit from my knowledge and have an amazing warspear experience with their favourite class ! Thanks for the support ! Means alot to me
  18. Makes me feel loved ... Don't you dare quit your title as best paladin ! I will be the one to take your #1 spot asap Master ! I will overtake you ! ...
  19. Greetings to all my Brothers and Sisters in Warspear ! I shall now give a detailed explaination and advice on Paladin so bear with me as this will be a long one. In the Story of Warspear App, Harad's resting form was the Lion while his battle form was Paladin. Paladin is one of the most versatile class in the whole game. Being originally a Tanking class it can Support , Heal , Damage and disable enemies. However do note this is an Advanced - Sopisticated class and requires heavy investment but pays off as you will never get bored with Paladin as you will always be needed on the field. As a Jack-of-all-Trades it can do everything well but master of none. However, no matter how fun and cool it may seem, this class is basically one of the weakest class with lowest hp increase among all tanking class (even less than a blade dancer at level 26-28). It is one of the worst Low-Level hero to make and is a Late bloomer (Its God-Like abilities only come after level 19). And though it may seem Over-Powered it is not so ... It requires Skill, Tactics, Strategy, Skill build, Proper Armor and weapon gears, Good internet connection (yes ...) and alot of heavy investment grind and pain. There are lots of burn outs from this class since many do not know the complex mechanics behind such a beautiful class. Here I will break-down all the concepts of Paladin, its working and usage. I will be dividing this into many parts so kindly read the guide as a whole and refer its parts as you read on and take notes. Choose and Plan out your Paladin! Being a Jack-of-all-Trades inorder to be a true master of this class you will need to keep a firm and determined mind and be adamant on what will your Paladin do. If you want to Tank you will lose Damage and Heal or Heal and Damage (Tank > Damage > Heal or Tank > Heal > Damage). If you want to Damage you will lose Tank and Heal or Heal and Tank (Damage > Heal > Tank or Damage > Tank > Heal). If you want to Heal you will lose Damage and Tank or Tank and Damage (Heal > Damage > Tank or Heal > Tank > Damage). That being said you will have to sacrifice stats and abilities for the Specialisation of your Paladin. We can broadly classify Paladins into 3 types along with their key variations. 1. Damage Paladin. 2. Tank Paladin. 3. Healer Paladin. Detailed Information about Skill Build, Armor Build, Tactics etc. Given at other sections of this Guide. 1. Damage Paladin: Paladins have the capacity to deal insane burst damage that overpowers and is superior to any other class and can overtake a Ranger if lucky. However these type of Paladins have a Mage-Like play style and suffers from low Hp, Mana burn, Low defense, added to that they are vulnerable when their skills are on cooldown. There are 3 Variations to this: a) Full-Magic Based Paladin Giving thought that all Paladin Experts are Magic-Based it would be unimaginable having to spam 5 Magic damage Expert Skills along with Basic Skills. This type of Paladin Maximizes its Magic Damage output by equipping a Magic Based Weapon preferably a Magic Hammer* (2handed) or a Magic Spear (2handed) and having all magic damage accessories. *Magic hammer is prefered since adding a "Magic Damage Crystal" (Crystal of Destruction (Hammer)) to its Primary Crystal Slot gives alot of enchant bonus compared to spear. (*Not sure if it is a bug or intentionally given by devs but has been around for a long time*) Having Lifesteal Magic accessories makes this Paladin capable of Solo-ing bosses and seemingly unkillable. Pros: ¤ Unbelievable insane Damage Burst from Skills. ¤ Healing Potential and Destructive AOE (Area Of Effect) Damage. ¤ Beautiful and Artistic. ¤ If equipped with High Cooldown and High Lifesteal it can seem Invincible if it can spam skills. ¤ Cons: ¤ Vulnerable when Not Spamming any skill. ¤ Has very low Physical Damage. ¤ Weak against enemies with high Magic Resistance. ¤ Is not capable of solo-ing bosses unless equipped with Lifesteal thus making this build a little bit Expensive. ¤ Low Defense and Hp making it an easy pick when stunned. ¤ Since Harad's Banner is your main Trump-Card if an enemy avoids your Harad's Banner you are toasted. ¤ Follows a Blast'N'Run Tactic making you seem like a Coward and a "Pussy". Kindly don't worry since you are simply doing "Tactical Retreat" (LMAO). *Hey a live rat does more harm than a dead lion* b) More Physical - Less Magical Based Based Paladin. This Paladin keeps a ' 2:1 ' ratio balance between Physical and Magical Damage (eg. 800 physical damage with 400 magical damage). Maintains magic accessories but uses a Physical Based Spear (2handed) with magic damage as its secondary attribute. Added to it is a "Magic Damage Crystal" (Crystal of Arrogance (Spear)) for its Primary Crystal slot. This paladin sacrifices some magic damage for physical making it capable of making use of both physical and magical damage and is more "One enemy at a time" Style of fighting. However unlike Full-Magic Based, the Paladin is not vulnerable if all skills are in Cooldown since it can Auto-Attack and deal Physical-Based Attacks while dealing Magic Blast combos. This too, when equipped with Lifesteal and Cooldown can solo bosses down and seem unkillable. Pros: ¤ Unbelievable damage to a single or few enemies. ¤ Gives more flavor and Spice variety of damage to your enemy(ies). ¤ Very ideal to destroy every gear of enemy. ¤ Is not vulnerable when Expert Magic skills are in Cooldown since it can make up with Physical attacks. ¤ Savage and Raw in fight style and is seemingly invincible when equipped with Lifesteal and Cooldown. ¤ Over all less burst damage than Full-Magic Based Paladin However maintains proper over all damage even when at cooldown of skills thus making this the most strongest damage type Paladin over a 0.5 -1 minute damage time. ¤ Cons: ¤ It cannot take on multiple enemies effectively as compared to Full-Magic Based Paladin. ¤ Lower Magic means lesser Damage output from Magic Damage Skills. ¤ Is costly just like Full-Magic Paladin. ¤ Very Low Healing Potential as compared to Full-Magic Paladin. ¤ Low Defense and Hp making it an easy pick when stunned. ¤ It is a more "Brave" Style of combat however it can easily be overpowered by more number of enemies. Do not be discouraged to take "Tactical Retreat" if needed. (LMAO). c) Full-Physical Based Paladin (NOT RECOMMENDED !). This Paladin completely neglects Magic Damage and goes all in for Physical Damage. This is highly unadvisable since Magic is an integral part of a Paladin and helps catalyze many skills for the proper working and playability of a Paladin. Thus, this paladin can only use 2 Expert Skills properly rendering the rest as completly useless. It uses either a Spear (2handed stun) or a mace and shield (stun) and equips with Physical Damage Crystal and uses normal accessories. It is the cheapest Paladin ever to make and is only effective at Low Levels. Using Physical Damage accessories Lifesteal or not is fine but advisable only for low levels ! Do not waste such on a high level Paladin that follows this path. (This is a paladin that has basically NO MAGIC). Pros: ¤ Does Solid Physical Damage. ¤ If using Mace-Shield it allows for Tanking abilities and faster Auto-Attack speed. ¤ Cons: ¤ Everthing. 2. Tank Paladin: Before the introduction of Wardens, Paladins were the Best Tankers in the Sentinel's Side (as we say ... elf) but many have either abandoned Paladin or switched to Wardens not seeing how powerful the Paladin has become over time. It is true a Paladin cannot tank as well as a Warden but makes up for that by the sheer Damage and Heals it can provide. Tank Paladins are meant to 1v1 a boss with a couple of mobs and has a limit as to how many it can tank and inorder to survive has to take down mobs or have any weak healer. Paladins can become almost as good as a warden when accompanied by any weak healer as it has healer friendly skills and can increase the heal output considerably. It takes practice, time, effort, planning, skill builds, gear builds, tactics, strategy and luck inorder to master Paladin as a Tanker. To me, Tank Paladin is the most versatile and all-round Paladin in terms of PvE and PvP but NOTE this type of Paladin is the MOST EXPENSIVE PALADIN TO MAKE AND IS ONLY EFFECTIVE AT +7 ONWARDS. There are mainly 3 types of tank Paladins: a) Full-Hp Based Paladin. b) Hp-Lifesteal Hybrid Based Paladin.(Which I personally use). c) Full-Lifesteal Based Paladin. There are the Physical and Magical Variants for each type of Tank Paladin making it a total of 6 Varieties of Tank Paladins. Please note you need a minimim of 25% or more Cooldown inorder to effectively use any Tank Paladin. a) Hp-Based Paladin. As the name suggests this paladin is focused on achieving the maximum Hp possible inorder to Tank . Having an insane high Hp makes it tiresome to take down and provided with good defense makes it really tough to take down. Also note that the new Paladin's Prayer increases as well as heals 40% of total Hp (guild bonuses not included) and Sun Seal + Repellent Strike restores 20% total Hp added with Hp increase (Relic of Unprecidented Health 20% total Hp) and Hp based heal relics (Great Relic of Refreshment 20% total Hp) makes this Paladin capable of doing Insane Comebacks from near-death scenarios. (Guild Hp Increase Bonus is not considered for the working of these.) This Paladin uses hybrid of Hp set bonuses gears (eg. Kronus Chest Head + Dark Skies Glove Boots) or 2 pcs Hp set hybrid with 3rd tier Hp % Equipments. Weapons of choice are any mace and shield and either Hp accessories with magic or physical damage bonus as you deem fit. Fortitude Runes must be used at every slot available for its use. Accuracy and attack speed are necessary for working of Sun Seal + Repellent Strike and overall performance. Pros: ¤ Capable of achieving the Highest Hp possible among all the other class despite the irony that it is the lowest based hp class ! (I reached 10000 Hp, 12000 with Hp Pots and Scroll and can possibly reach 14500- 15000 Hp if having Arena Buff Reward Skill -.-) ¤ For a limited time you can become invincible using your Heal and Hp skills. ¤ Insane heals per Heal Cycle (eg. For me I do 2300 (Paladin's Prayer) + 1500 (Sun Seal + Repellent strike (3/4) + 1500 (Relic of Unprecidented Health) + 850 (Critical Heal on Heavenly Light skill) + 1900 (Great Relic of Refreshment) = Total of 8050 burst Heals in 7-8 Seconds time per heal cycle if all are successful in activation). ¤ Extreme Survivability and Healer Friendly. ¤ A proper frontline Tanker which devastates enemies one by one. ¤ Cons: ¤ Due to the Large Cooldown Time required for the skills, the Paladin is very vulnerable when all Heal skills are on Cooldown. ¤ Cannot solo some bosses unless accompanied by healer. ¤ Healer dependent Paladin. ¤ Does not have a passive way or small constant Heals or Lifesteal to compensate while Main Healing Skills are on cooldown. ¤ Block,Dodge and Parry stats are very low. ¤ Sitting duck and can die quick when facing lags or short net cut-offs or if stunned. b) Hp-Lifesteal Hybrid Based Paladin. This is an improved hybrid of Hp based paladin which incorporates Lifesteal attribute without compromising its maximum Hp. Is the same as Hp paladin but now uses Lifesteal shield and mace and Hp-Lifesteal Amulet and Cape along with hp accessories. Such a Paladin requires High Physical damage inorder to properly and efficiently restore Hp upon dealing damage. Pros: ¤ Having all pros of a Hp Paladin Added with sturdy and strong amounts of lifesteal. ¤ It can solo many more bosses as compared to Hp Paladin. ¤ It can survive even when you are AFK (Away from Keyboard). Cons: ¤ Is probably the most espensive Paladin around. ¤ Compromising some Hp for Lifesteal you cannot get to showoff as the highest hp hero but you can shock many nevertheless. c) Lifesteal Based Paladin. Most of the Grey-Haired Paladins and players will remember this one as it was one of the early attempts to make Paladin capable of solo-ing bosses. Neglecting Hp and focusing on Lifesteal Magic / Physical accessories and Wielding a strong Magic / Physical (with magic ofc) Mace, this Paladin is a true Holy Vampire (lol). This Paladin can solo a boss provided its damage : lifesteal ratio is higher or equal to the boss damage but due to the low Hp it can be taken out in an instant with few combos of critical attacks if not vigilant. Pros: ¤ Good survivability with demonic appearence. Cons: ¤ Gets screwed when an attack misses. ¤ Due to low Hp can be quickly taken out of the battle field and cannot tank muliples (Boss+Mobs are not its cup of tea). ¤ If enemy has high defense (Raid bosses or a Warden for example), your damage : lifesteal ratio will be less and hence you die. ¤ Expensive as hell. 3. Healer Paladin. Just as a Damage Paladin is the cousin of a Mage , a Healer Paladin is the cousin of a Priest. Having focused all destructive powers on its healing power this Paladin can even substitute for a priest (except the resurrection). This Paladin utilises maximum Cooldown, Critical, Mana regen, and Maximum Magic (preferably a Magic Hammer). Pros: ¤ Insane healing bursts. ¤ Strengthens other heals by 22% (maxed out light aura). ¤ Sturdy shielding. Cons: ¤ High cooldown. ¤ Ok damage. ¤ Bad at PvP. Playing with other stats can give funny results to these paladin builds. Complete Basic Skill Build Mastery! So let's get right into it ! As usual for a tanker we have 1 damage skill, 1 taunt skill. But we now have a heal skill, A heal increase party buff and a movement impair disable skill (If maxed or 4/5). Purifying: A physical damage skill which gives heavy damage. If the enemy is under Fetter Of Justice effect using Purifying will activate a magical D.O.T (Damage Over Time). Fetters Of Justice: It is a skill / movement impair area skill. It reduces incoming damage from the affected enemy (not much really) At levels 4/5 5/5 it will have the silence ability which will mute the affected enemies from using skills If Purifying is used after the usage of this skill the enemy will get DOT magical damage (just 3-4 ticks). The dot depends on your magic power. It has a radius of 3 yards Light Aura: Persuation: Heavenly Light: *KINDLY NOTE I WILL COMPLETE THIS POST PIECE BY PIECE SINCE IT HAS VERY LARGE CONTENT ... APOLOGIZE FOR INCONVENIENCE*
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