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SageofWarspear

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    SageofWarspear got a reaction from Lovedruid in Complete Analysis and Advanced to Mastery Advices on Druid   
    Greetings all brothers and sisters in Warspear ! I shall now give a lengthy explanation and advice on all aspects of druid so please bear with me as this will be a very long one!
    Since this is a more advanced topic I shall do the traditional opening for the freshmen.
     
    Druids are the healer class under the Firstborn Faction. They have low HP and Def but make up for it due to their amazing versatility in all fields. To me they are the strongest healing class capable of restoring above 7500 hp in few seconds (my full pve druid) or send annoying mcs (here mc stands for mountain clans and includes all of the legionary factions) to oblivion one by one.
    So without further adieu let us begin !
     
    Complete Basic Skill Mastery!
     
    Ofcourse you cannot use a druid to it's full potential unless you are firm with it's root foundation 😉 (pun intended).
     
    Before we go further here are some terms I use for easy explanation.
     
    Healing tick: It refers to the small amount of heal packets that you or the ally receives over a period of time.
    Blinking: It refers to the critical time which indicate that a skill buff is about to expire. 
     
    Do note animation of you casting a skill takes .5 to 1 second(s).
     
    Healing Dew:
     
    This skill heal the caster or his ally by healing ticks over time.
    This is one tough skill to master despite its apparent straightforward role.
    Since it is mandatory to max off this skill as soon as possible (Its a no-brainer) I will discuss its properties at level 5.
     
    *It has a buff duration of 12 seconds * (There are no relics that can increase this skill duration).
     
    *At its first use it has a delay of 2 seconds every consecutive heal tick (when you first cast it you need to wait for 2 seconds for first heal tick)*
     
    *It heals 5 ticks over 12 seconds*
     
    *Rebuffing the skill when it is till in effect " CANCELS THE HEAL TICK THAT IS YET TO COME AND RESTARTS THE CYCLE"*
    ^ This is what even intermediate and so called "Pros in terms of amplification" fail to understand.
    You must only rebuff the skill when the previous skill is expired and here is why:
    Remember i mention about the delay gap between heal ticks? well lets say you just do a fresh heal tick and over a period of time the buff starts blinking ... there will still be 2 seconds left for the last heal tick ... however you rebuffed ... thus you have successfully wasted your final heal tick, wasted mana, and left you or your ally 4 seconds of no heal ... Great isn't it ? and mind you 4 seconds is life and death in terms of dungeons, soloing a boss or  PvP / mc raid.
     
    How to use the skill effectively:
     
    Here are the two ways I developed over the years to counter and make using the skill alot easier (unless you like counting 1-12 every time you cast the skill).
     
    *When your skill is reloaded (cooldown) look on top of the hero who you casted the skill or if it is yourself and count 2 heal ticks (with respect to the first casting this should be your 4th and 5th heal tick) when you see the second tick immediately rebuff because as the old buff expires it gives its final heal tick.
     
    *When the buff starts blinking count with the normal pace of that of a stop watch 3.5 seconds (i advice 4 seconds to be on the safer side) rebuff the skill.
     
    I usually incorporate a hybrid of the two.
     
    By doing so you are guranteed a continous stream of heal ... however this is not easy to master since I myself had a hard time teaching my disciples (who are a little weak in english) . Eventually with patience and practice you can pin this down ;).
     
    Entangling Roots:
     
    This skill immobilizes the enemy in place and if it is developed above 4 it also silences the enemy from using skills (the skill we depend on the most in PvP)
     
    Not much to discuss here as it is pretty straight forward however this skill is well comboed using swarm first then root (pvp terms inorder to achieve stun cycle).
     
    Also very handy when fighting ranged stun class as you can abruptly break their stun lock combo on you the moment you see an opening .. however do not use this skill on boss due their resist factor ... it would be a waste of time and mana.
     
    Barskin:
     
    This skill increases the defence parameter of the caster or other allies by a specified percentage. For those who go all out PvE this is a crucial skill because if used on a powerful tanker can increase his defence alot and hence reduce incoming damages to him by a great degree ... It is also noteworthy in PvP but due to the new update ... and due to skill points deficiency its better to neglect it. Rebuffing of the skill follows the same mention i specified for Healing Dew skill but it is not relevant unless you want to save mana.
     
    Barskin at level 5 Increases a hero's defence by 50*%.
    (Tested by me ... Rip Book of Oblivion)* Thank you @Osnovshik for correcting me below from comments DO NOTE BARSKIN DOES NOT CONSIDER GUILD DEFENSE BUFFS. That is it will increase your defense by 50% of your defense without taking defense increase buffs into account. Instead the defense increase buffs adds on to total defense (like 2000 def (using barskin) + 200* etc (from defense increase buffs other than barskin) = 2200 total defense). Huge shout out to you man !
     
    Lightning Bolt:
     
    Basic Damage skill based on the magic you have. Another straight forward skill ... Do note it combos with Power of Water expert skill to induce 1 second stun (at power of water 1/4) inorder to get the combo you have to use Power of Water first (you get a 1 second opening as the enemy gets debuffed) then hit him with Lightning Bolt.
     
    Insect Swarm:
     
    Applying to a mob or player causes it to get damage over time and also slows down its /his/her attack speed.
    It does well as a fill-in skill to cause DPS damage (Damage per second) and also can help in kite-ing (keeping proper distance to melee enemy so he cannot touch you) as it reduces attack speed and DOT( Damage over Time) him to slow down.
     
    That sums up the basic skills now we have just experts, skill builds, tactics and strategy, and armor build left along with miscellaneous to end this awesome post!
     
    Complete Expert Skills Mastery!
     
    Now that we graduated from 1st grade let me jump leap teach you what's in 12th grade 😛 (This is a huge one R.I.P Sage). 
     
    Do note you can purchase the skill from npc shop near T1(Town 1) for 40000 Gold or get as Dg(Dungeon) drop or .. if you are lucky ... from players or dealer (less than 35000 Gold).
     
    Secret link:
     
    I noticed many do not yet completely understand the mechanism of this skill ... Let an Old Sage explain it in a way everyone will know ...
     
    Lets pretend we got two beer glasses (yep .. old Sage does nothing better)
     
    Let them be empty  ... lets join the side bottom of them with a pipe that has a slide opening which can allow the flow of beer when opened ...
    now lets fill one of them with beer to the brim ... and the other empty
    ... now lets remove the slide ... what happens ?
    Yes all the beer from the filled glass rushes to the empty beer glass until they both are equal in level ...
    thats the exact same thing link does ... except the person with higher HP does not lose any HP in the process (otherwise its useless).
    Here the empty beer glass is a player (or you) that has very low HP whereas the full beer glass is a person (or you) with full or higher HP and the pipe is Secret Link skill ... Now lets have some beer 😄
     
    With reference to the above, the skill can either heal you or your friend depending on the scenario.
    It heals about 5 ticks in less than 2 seconds.
    It technically takes the difference between the two players in a ratio ( like 2:1 for 2000 and 1000 HP) and heals the lesser hp based on that ration(1/4 its heal is the ratio x100 i.e for 2:1 its 200 hp per healing tick). Upgrading the skill increases the multiplied amount but does not affect the base ratio and also increases the speed of the healing ticks.
     
    Best to use the skill when one of you is in a critical situation as it's more or less an emergency skill. 
     
    This skill is the best healing skill provided the druid has ALOT OF HP (I will talk about it more on the armor build section later.
     
    This skill cannot be used on self or minions ... it requires a party member. 
    It has a cooldown of 22 seconds.
     
    Healing Barrier:
     
    A very powerful skill in terms of its capacity to save a person.
    It shields the caster or ally and at the same time converts the damage absorbed into HP to heal the caster or ally.
     
    It has a long cooldown of 45 seconds which is its main drawback 
     
    At 1/4 it absorbs and heals 500 HP each (total 1000 HP saved). Lasts 10 seconds.
    At 2/4 it absorbs and heals 750 HP each (total 1500 HP saved). Lasts 12 seconds.
    At 3/4 it absorbs and heals 1200 Hp each (total 2400 HP saved). Lasts 16 seconds.
    At 4/4 it absorbs and heals 1500 HP each (total 3000 HP saved). Lasts 18 seconds.
     
    Another draw back is that you need to be at a distance of 3 yards close to the target ... unless its yourself (duh).
     
    It's uses in PvE and PvP are also significant as it can save that 1 HP lagger (link still has a delay as its not instant ... more like a flash version of Healing Dew with the beer mechanics lol) or can save you from being one hit K.O from rogues etc.
     
    Additionally in PvP it acts as a super delimma because the enemy has two choices ... leave you (stun) and let u heal using Healing Dew or burst his damage on you thereby doing no damage but healing you alot instead ...  and by the time enemy breaks his head to make the decision just kill him already and end his misery 😄
     
    Invigorating Stream:
     
    This skill restores small amount of HP and MP (Mana Points) to the druid or any ally around 4x4 yards radius around the druid. It heals the ally WITH THE LOWEST HP (saves the pain to find them) No Party required.
    It is instant.
     
    For a 350 damage druid the skill at 1/4 heals 220 HP and 6 MP almost nearing the Healing Dew 270 HP. 
     
    This skill is used for that little boost and to maintain everyone hp to full (since you will already have your hands full using powerful heal skills for tanker etc.) or to give you that edge in PvP against another healer caster. 
     
    I recommend this skill as a starter expert skill due to its low cooldown (10 seconds ) and less stressful use (Link and barrier would be useless anyways)(why? because starter druids will max have HP of 2300 and link will be bad ... added the fact you have to be in party yo use it and ... barrier 500 HP and shield for 40 seconds seriously ?)
     
    Definitely a skill worth spamming 😛
     
    Power of Water:
     
    Deals Good damage to enemy based on magic damage and does AOE (Area of Effect) damage within a radius of 2x2 from the target (at 1/4 aoe damage is 20% of total damage with the skill) 
     
    It can be comboed with Lightning Bolt to induce a stun effect for 1 second (1/4 of the skill ) which can be used during stun cycle which I will talk about later on.
    It has a cooldown of 18 seconds.
     
    Punitrive Roots:
     
    It's a Ground effect skill by which caster can cast it anywhere he/she pleases (casts immediately if 4 yards ... further makes your hero walk till 4 yards requiremeny is fullfilled)
     
    If an enemy or mob or boss is caught in its range it will be immobilized (no silence) for a short while taking DOT. 
     
    Best against rogues who are in stealth (or seeker in arena).
     
    Drawbacks are its long cooldown (45 seconds) and its awfully shory duration (3 seconds (1 sec immobilize animation 2nd and 3rd seconds are DOT (yes just 2 damage over time ticks))). Advisable as an extra skill but for pve it does well if points are added.
     
    Usefull vs Mobs or melee class enemies and good inorder to deal DPS damage to casters.
     
    Forest Song:
     
    This skill has its mechanics similar to that of paladin skill Fetter of Justice ... you need to be at a distance of 2 yards to the enemy and affects all in the same distance fron you ... it can work or fail depending on the amount of skill points you add ... 
     
    Levels 1 and 2 of the skill is useless so I will discuss about it at levels 3 and 4.
     
    At level 3 it can sleep anyone around you by an element of chance for 4 seconds. At 4/4 it is 5 seconds of sleep.
     
    This is one of Druids main PvP skill aside Entangling Roots.
     
    Hitting any target when it is at sleep wakes it up.
     
    You can count how long it stuns by seeing the animation overhead the enemy or mob ... if you see  "zzzZZZ" 4 times or 5 times (3/4 or 4/4) that means you need to use root to resume stun cycle
     
    Has really good cooldown and also works well in PvE like Lab runs or Dgs.
    It has a cooldown of 18 seconds.
     
    Tornado:
     
    This skill draws a blue circle on the ground where you place it . All enemies or mobs touching the peripheral of the circle (outer line of the circle) will be dragged into the middle of the circle and receive damage . As long as they are in the circle their cooldown is extended (means take more time to reload skill).
     
    I honestly use it just to keep those rogues who jump on me 1 yard away so they cant touch me and stun cycle them to oblivion ... not much of any use ..
     
    Can be used to slow down heal reload of enemy casters or any of their skills in general but effect is really short .
     
    I do not advice this to get first ... maybe get it if you are bored and are already well settled in game.
    It has a cooldown of 21 seconds.
     
    Elemental Backup:
     
    Newly added skill as of update 7.7.0 
     
    It summons a low HP ranged minion which deals magic damage (damage increases based on Magic damage of caster and skill points added ... added skill points also increase its HP
     
    Its a great skill for both PvE and PvP. In PvE it further contributes to druids DPS and in PvP also does the same with distraction ... for example suppose a Charmer stuns me but my minion is alive ... the minion will attack the charmer thus forcing the charmer to kill the minion neglecting the druid and ... druid hot ready with stuns 😛
     
    Do note as of the new update Minions do not die when caster or user die. Same with pots and scrolls.
    It has a cooldown of 30 seconds.
     
    With that I conclude the Expert Skills ... It will be further experimented with and updated regularly to give reliable results.
     
    Now lets see ... Skill build, Armor build and tactics and strategy left ... wew im tired already 😛
     
    Complete Skill Build Mastery!
     
    Now we shall dive into the Skill Structure for druids. I will be posting main skil builds along with their variants and tweeks so enjoy (Sage still not R.I.P)
     
    *****These builds are taken for High end druids (LV28) If you are a lower level druid start off with Max Healing Dew and progress as prescribed below*****
     
    PvE Builds:
     
    Variant 1: PURE Support.
    Basic build: Max Healing Dew, Max Barskin, 3/5 Lightning Bolt.
    Expert build: Max Secret Link, 3/4 Healing Barrier 2/4 Invigorating Stream.
     
    *This build gives the most powerful heals both bursts and gradual along with Def increase.
    This type of druid is all you need for TP Myth for healers ....
     
    *Literally capable of healing 4 people with varying needs. However this is also the hardest build to take as it will be intense pressure from everywhere. Also if anyone dies in Party they gonna blame you so you need lots of practice for this.
     
    *Your solo ability is also heightened however you will suck at everything else ... PvP ? Forget it .. 2x2 maybe ok but either ways your KOSed.(KOS stands for Kill.On.Sight ... Example: "Sage is always KOS in PvP cave ... cause he fights back gankers" lol ).
     
     
    Variant 2: PURE ... just boss solo.
    Basic skill build: Same as Variant 1 but added points in Insect Swarm instead of Lightning Bolt.
    Expert skill build: Max Healing Barrier, Max Invigorating Stream.(Yep)
     
    *This built is solely for boss solo. 
    Added Insect Swarm lowers boss attack speed. Max Healing Barrier and Max Invigorating stream compliments each other well in terms of cooldown and intensity of heal... good luck farming bosses.
     
    Variant 3: Devastator.
    Basic Skill Build: Max Healing Dew, 4/5 Lightning Bolt, 4/5 Insect Swarm.
    Expert Skill Build: 3/4 Punitrive Roots, 3/4 Power of Water, 3/4 Tornado.
     
    *What else to explain here ? You are basically a Mage that heals.
     
     PvP Builds ♡
     
    Now lets move on to PeeWeePee !!!
     
    Here the base structure is the same with very little variants.
     
    Variant 1: Mr. Perma Stun.
    Basic Skill build: Max Entangling Roots, Max Healing Dew, 3/5 Lightning Bolt (or) 3/5 Insect Swarm.
    Expert Build: Max Forest Song, 3/4 Healing Barrier, 2/4 Power of Water. 
    (Or) 2/4 your preferred skill.
     
    Complete Armor Build Mastery!
     
    I will be Dividing this section based on level > economic and pro. (This one is short just armor suggestion and stats to keep in mind). 
     
    *Arena Gear builds are not included cause ... its a no-brainer just get full arena gears or swap head boot with hp increase craft armors*
     
    Since Druids are Gradual Healers in general but also powerful instant healers gears for this class consists of hybrid from Instant heal classes (See my "Beginner Advice for New Players" in New Players Sub forum) which makes Druids one of the most costly hero to make.
     
    In short, Druids require High cooldown, High MP regen, High MP pool, Very high HP,Good Critical, and it goes on ... (rest not necessary like lifesteal,stun, retribution etc.).
     
    For level 12-13 Druids:
     
    Seriously druids suck below level 18 make priest much better.
     
    For levels 14-17:
     
    Why even bother ? We're not yet level 18 are we ? Just get Desert Wander and Star Pilgrim equips Along with Abyss Zealot Accesories.... Must have Abyss zealot cape that has MP regen and magic damage bonus make it +4 with Critcal Cyrstal and HP Regen rune.
     
    For level 18:
     
    Now we are talking ! We sucked enough dirt now time to clean our mouth and polish our teeth.
     
    ECONOMIC:
    Get Guiding Treads Boots and Hood along with a new level 18 staff and invest in expert skills.
    (I hoped you listened to me previously cause we are using level 17 equips still). Amplify to +4 and use Def runes and Cooldown crystals. Also get Medallion of thousand suns and add Critical and HP runes.
     
    PRO:
    Get full
    set GT and + all 6.
     
    For level 20:
     
    ECONOMIC:
    Added with the current armor you have get Star Wisdom Chest and Glove (Yes .. glove). Add Attack speed Crystals and Def runes.
    Need to switch rings with Skyfire rings. MP Regen crystals and Hp  Runes on rings. Make all equips +4.
    You will be standing strong with a maximum health of around 3500HP to 3600HP (no guild buff .... with guild buffs can go 4000HP!!)
    Normal level 20 craft staff with Cooldown is enough.
     
    PRO:
    Star wisdom Chest and Glove combined with HP increase craft head and shoes for level 20 and HP belt level 20 (magic included).
     
    Use Purple tier Spring Staff level 20 (15% auto attacks) In my opinion these are the best Staff Type for any healer.
     
    Skyfire Rings Craft cloak (15% entra magic and mana regen)
    Firey Skies amulet. Get dat nice belt with HP and Magic.
     
    These armor builds are both very powerful so we jump straight to level 26.
     
    **Do Swap GT hood and boots to Kronus head and boot and add Cooldown and Def Crystals and Runes on the way**
     
    Level 26:
     
    ECONOMIC:
    Keeping current equipment Swap SW Chest and glove with the new Level 26 Robe of Mages of Flying Islands and its glove set-part.
    Swap your petty level 18 amulet with a level 24 (or 26 if you can find) Nature amulet which has Hp and magic bonuses. 
    Use a level 26 spring staff if possible. Amplify Everything to +6 minimum.
     
    PRO:
    Your unique armor set is ... the best . 😛
     
    Mine is ... chest and glove robe of mages with level 26 amulet cloak added with level 26 craft hood and boots Hp increase with Snow belt level 26 spring staff and (I need to change these rings *puke*) skyfire rings (yep ... need to change them)
     
     
    *** Mainly what I wanted to point out is that following me on insta... *ahem* I mean following the economic type build is the most cost effective and powerful ... some may argue that the economic is as good as pro ...***
     
     
     
    And now ... What we all have been binge reading to get ... The Tactics and Strategy for Druid ! *#crowdgoeswild*
     
     
     
    Druid Tactics and Strategy Mastery!
     
    Arena Druid and PvP
     
    Combos:
     
    *Before atempting the combos please do rebuff Heal*
     
    Anti-Melee Combo:
     
    Entangling Roots
    > Insect Swarm
    > Power of Water followed by Lightning Bolt in quick succession
    > Punitrive Roots
    > Entangling Roots
    > Power of Water followed by Lightning Bolt in quick Succession
    > Go near till there is 2 yard gap between you and melee warrior
    > *Forest Song and heal yourself ... count 4-5 seconds if 3/4 or 4/4 and repeat combo.
     
    *Incase Forest Song fails use Entangling Roots and repeat the combo*. 
     
    *Inbetween skill Gaps you may use Tornado or Elemental Backing etc. but make sure it does not slow down the main combo build up*
     
    ¤To Perform the combo you need to be level 20 having Power of Water Punitrive Roots and Forest Song.
     
    ¤Forest Song must be at a minimum of 3/4 and Skill Cooldown no less than 17%.
     
    Result: A druid level 20 with 350 damage can destroy any rogue level 26/Any melee lvl 26 or higher (Gears not above +6 and no resilience nor ferocity).
     

     
    Complete perma-stun combo:
     
    Entangling roots
    > normal hit and move near enemy
    > Power of Water and Lighting Bolt in quick succession
    > Forest song (you will have 5 seconds to heal urself and prepare your skill)
    > just before the sleep ends use swarm and entangling roots in quick succession
    > repeat the combo from Power of water.
     
    This is an advanced combo and requires 4/4 Forest song along with a minimum of 30% cool down (joining a guild which has cooldown passive is a great idea).
     
    This combo is usually the most annoying combo for the enemy as he can basically only normal attack you ... however ... *** If Forest Song fails you have to use Entangling Roots ... this would mess up your skills timing and will result in your enemy breaking from your perma stun.
     
     
     
    *Incase one of combos the fails ... get ready and rebuff your Healing Dew inorder to tank your enemy comeback*
     
    Tactics:
     
    If your enemy has a Tanker class that seem overpowered do NOT waste time damaging him. Instead go for his partner.
     
    If you remember my Beginner Guide you will know that you are easy picks for damager type class ! They must be eliminated immediately.
     
    ¤ If your partner is a Tanker Type:
     
    Be sure to heal him with Healing Dew and Buff him up with Barskin. And after doing so rebuff yourself.
     
    Always know that you will be the enemy's main target since you sustain the tanker.
    Allow the tanker to head in first and Stun the necessary enemy and remember to keep distance from enemies.
    Try and perma disable the enemy tanker and focus your damage to other weaker player.
    Depending on the scenario disabling the more op player is also accepted.
     
    ¤ If your partner is a Damager Type:
     
    Know you both are vulnerable 
     
     
     
     
    PvE Druid and Tactics 
     
     
    *need to wait ... sage gat no free time to poast sach a huge piece R.I.P Sage*
     

     
    *DUE TO LACK OF TIME AND AD MIST MY BUSY SCHEDULE I WILL BE SUBMITTING IT NOW IN ORDER TO PRESERVE THE POST ... SORRY MODERATORS ... I WILL RE-EDIT IT ASAP AND POST THE OTHER PENDING CONTENTS THANK YOU --*
     
  2. Like
    SageofWarspear got a reaction from Youkhan in Beginner Advice for New Players ! (Guide).   
    My warm greetings to all new Warspear players 😉
    Here I will give my advices that will better your Warspear experience
     
    1. First and foremost ... The story.
     
    No RPG can be separated from its story as they both go hand in hand.
    That being said you should know why there are four factions, why are you questing and what lies your purpose in game otherwise it will be a boring cycle of grinding quests like a machine.
    Firstly you should get started by the "Story of Warspear" app from Playstore(android). That explains the reason why there are four factions, whom are allies and their background stories (I will try as much not to spoil it),
    To gain experience in this game you need to complete Quests (missions from npcs). This is a unique aspect of warspear that has its advantages as well as disadvantages but for all that is Good kindly extend the dialogues and read them 😄 all quests from different native lands are intertwined making the game more interesting.
     
    *****IF YOU ARE A LEVEL 15 AND HAVE FINISHED MAP 2 *****
     
    In order to access map 4 and continue the main storyline you require these quests to be done in the following order.
     
    >CL quests (Chainless League bosses like Granite Guard, Gar-Shag, Lake Elemental, Sea Monster, Gridaur ||
    *Berengar Guards is optional only if you want to do Berengar Tower Heroic Difficulty for Achievement). You need to do them inorder to get reputation for Berengar Tower Dungeons which is coming up next (Please note there is no such thing as level restriction for opting a dungeon its just a level recommendation ... do not confuse)
     
    >You will be getting quest from Rolu-Arhn, a npc, to go to swamps ... take it and head off to T1.
     
    *New Enemy quest is for levels 21 and above ... you need to do Astral labyrinth (Old Lab) and go into Kronus labyrinth (New lab) and talk to npc ... not needed at this moment.
    *Berengar Shadows (Six Shadows) is no longer needed to progress in storyline.
     
    >Norlant swamps quests Echo of Tragedy and Ravva's Power.
    Echo of tragedy requires you to spam Big Ravva teleports till you reach Vitold's area and talk to him.
    Ravva's Power is the continuation where you get the quest from Vitold himself right after checking in Echo of Tragedy. You require to spam Big Ravva teleports (again... sigh) till you reach Kotta Ravva, a native settlement where you need to talk to a NPC.
    After that you need to spam (yes ... again ... 2xSigh) Small Ravva Teleports (NOTE DO NOT DIE AT THIS POINT ... NO RESPAWN STATUE AT KOTTA RAVVA DYING MEANS U NEED TO START AGAIN FROM SCRATCH !! IF YOU ARE SURE YOU CANNOT MAKE IT TO NEXT TELEPORT SIMPLY TAKE THE KOTTA RAVVA TELEPORT BACK !!!) till you reach an area where you can see a huge beautiful broken elf queen statue face .... you need to take Valariya (thats her name) Stone from her head and head back to T1 M3 (Zeneth-Haf)  and check in quest to Faviy. 
     
    > Return to T5 map 2 and talk to npc and then go to berengar and get gatekeeper quest. You need to go to astral labyrinth and kill him and get his coffer. 
     
    >Berengar Tower Easy (Fljar) Normal (Stone crusher) Hard (Juggernaut) must be done and can be done inorder to reach map 4 Ayvondil. Heroic (Asterius) can be done if you need that extra experience points or achievement. 
     
    And off you are to map 4 ! Good Luck.
     
    Please do note if you are playing in US-Sapphire server you are extremely lucky cause ...Many are there to help you out including me 24/7 😄 .
     
    Regarding Six Shadow Kindly message me on SavageSage (Tanksage) or Prokzz (Tenzz).
     
    Note if I do not reply your message I would be either beating up 2 million + HP bosses, already helping a questor or lagging so kindly understand.
     
     Sorry inadvance.
     
    Regarding how to do other quests like swamps etc. Kindly refer other guides like "Massive Spoiler for Norlant Swamps" by Ladygi under Guides section and give her a huge thumbs up for her work and dedication !.
     
    2. Assign an email and password to you account.
     
    Last thing you want is spending 50$ having a decent level 17 hero and ... For some reasons ... You uninstalled the game (soft boot) you are going to lose all that for good.
     
    Next as a beginner boost you need to go on your PC.
    Open Steam (Download it if you dont have it) and download the game through steam on your PC.
    Log in your account (the assigned email and pass) and then go back to steam.
    Download the DLC Starter pack (there are two warspears on steam one is the main game and other the beginner starter pack).
    Run the starter pack and go back to the game.
    From your gifts section in miracle shop you will receive steam costume (depending on your gender) as well as extra pocket and a EXPERIENCE BOOSTER (Elixir of Knowledge).
    It will only be claimed when you take the gift into your bag so choose wisely which hero will you use it on.
     
    More information is given at the end of this post by Akasha.
    PLEASE DO CHECK IT AS IT CONTAINS LINKS THAT COMPLETES THIS POST!!!.
     
    3.Lets get into the game 😉
     
    If its your first time playing an RPG that is medieval based(swords magic etc.) you must know few Triangular rules (no illuminati)
    3 types of classes ... Damager, tanker, and a healer.
    • Rule of teamwork:
    The game is based on teamwork and strategy you need to know your role and bind to your hero as one.
     
    Tanker: His duty is to take that punch for protecting his friend and pushing the assailants back. If you are self sacrificing and fearless. This class is good for you.
    Damager: His duty is to remove the root problem as quickly as possible before It can lay eggs or cause further damage. Why take a punch when you can instead beat him up ? Lol if you are this bad-ass dude this class is yours.
    Healer: You better like it if you negotiate and make peace ? Heal each other wounds and move for better tomorrow ? If you are this kind hearted saint .. Healers are for you.
     
    That should solve the issue with choosing your first hero ...
     
    • Rule of teamwork (2)
    Tanker will defend everyone by using his special taunt skill and lead the way for party to follow.
    Damager will assist the tank in finishing off enemies before they can hurt tankers more.
    Healers are the life lines of a party (Party are the temporary groups you can form... While in party kill quests etc. Become common for all who has that quest).
     
    • Rule of PvP
    Aside from boring AI Controlled mobs, PvP allows you to challenge other players and benefit from the experience in a fun way .... or just beat em ... But you need to know few things before hand ...
     
    Tankers in general are having advantage when fighting with damagers as they can withstand damage with their high HP and Def.
    However Tankers are weak when fighting Casters as casters can control the poor melee beast.
     
    Damager can nuke out casters but weak to tankers since they (tankers) can withstand their damage and kill the damager.
     
    Healers can send tankers to oblivion but due to their low vitality they are easy picks for damagers.
     
    Now I shall not discuss how to ... Equip weapon? Chat with friends? Etc. As the game hints already took care of it for me 😛
     
    4.Your heros skill build ..
     
    This is were most newbies mess up with and get punished to get those expensive skill redistribution books. So you need to plan your builds properly ... There are many guides for classes in other sections of the forum which I shall not discuss here as they are advanced topics but just know your role and for first few levels the skills you upgrade should be correct (damager = attack skill or attack buffs/healer = healing and support skill/Tanker = tanking and damage skills)
    Always read your skills description to have better understanding of what they do and form your own combos in battle 😉 incase you don't know how to check your skills simply Menu> Character > Skills > click on a skill double times to view it ... Click on it once and then menu to either hot key it or skill study(add skill points to it) skill points are obtained every even levels(2,4,6,8 etc. You also get 2 skill points at level 10 and 20 and soon ... 30)
     
     
    5.Always keep chatting and maintain good friendly attitude
     
    This will give you the advantage of meeting a stronger hero who can help you out or a group of loyal friends ... Dont be shy to ask at world chat. Just dont spam ... Its annoying.
     
    6.Beware of Scammers
     
    Always use common sense when it comes to this one. In order to avoid basic scam ..
    for this you need to know the mechanism of exchange ...
    its simple as you exchange with somebody you click on those empty bags to give and item or click on the gold to give gold. Once your done press Done. This will show the player what you are giving but not exchange ... When the other person has given properly you must click on the items on his side that he offers to see if its really the item you need cause some items have same icons . After all is well press done again to confirm.
     
    *PLEASE NOTE*
    If someone asks you to pay inadvance for a service such as help for boss etc. kindly pay him after he has completed his part ... 
    Never pay in advance unless it is someone who is credible or who you trust ! 
     
    Same goes for those who say to pay first for a weapon on armor.
     
    ***Scamming starts when you blindly trust a stranger so becareful!***
     
    Also note ... when buying items from dealer COUNT THE NUMBER OF DIGITS OF THE PRICE OF THE ITEM YOU ARE ABOUT TO PURCHASE !!! 
    Reason...
    Some digits look smaller than others and you can get confused thinking a 6 digit number is a 5 digit number ... having you pay 10x more than the real price ... scammers never been trickier so stay safe !
     
    7.Save all your gold !
     
    As a lower level you will be getting free decent equips from quests up to level 12 (till you finish the native map) only start buying cheap craft gears when level 14-16 and invest in level 18 Red tiers equipments ... Best investment for your hero.
    Want to burst level up (from lvl 1-20 in a day?)? Well then do not waste mcoins (miracle coin currency) on Novice Sets as they get you nowhere ... Instead stack on Knowledge pots (potion) and join a guild with XP buffs and buy yourself a leogryph (this minion costs 7K gold but is capable of making any low level solo bosses with ease due to its powerful healing skills... Use when you are level 6 or so ... It has 12hrs duration).
    Sell all items from quests like pots old armor scrolls etc. And when you reach level 14(with no XP booster) you should be having decent 25K Gold (25000).
     
    There are many guides on how to earn gold in the forum ... since I respect the hard work they have put into making them I shall not discuss the details here ....
     
    just note ... There was an update that removed high prices of drops before ... due to players making bots and farming mobs for gold ... so some gold guides were made a long time ago ... just know that the "MOB FARMING" thing no longer works.
     
    Incase you are into farming bosses (Actually called mini-bosses according to game's legend) please refer to the end of this post where akasha has posted links which show drop zones etc.
     
    9.Arena 
     
    Arena works on level tiers which is lvl 4-6/ 7-10/ 11-14/ 15-17/ 18-20 and so on .. (imagine if we get XP from mobs would these arena tiers be relevant ?) you will be paired by a random partner or a party member and fight of other players.
     
    Here you need to know the pvp rule I told earlier and help your partner cover their weaknesses as you discover the enemy weaknesses ... However due the the already strong powerful old players who dominate the arena ... You might not find it fun being knocked off in 1 hit. Prepare your gears and amplify them and also prepare your strategy and skill builds;)
     
    Do note you also can win a special in-game currency called arena points which allows you to buy equips and items from arena suppliers located at first towns of maps .. These equips have resil stats which reduce incoming damage from enemy players but you get increased damage from mobs (thats why they are called arena equips) and also ferocity stats which increases your damage to an enemy player but less damage to mobs. Definitely fun and worth a try to fight in arena as you also learn from losses and become an expert quickly and surely I will be seeing you on top of arena ratings 😉 .
    Do not be dishearted if you lose your arena battle you still get your ratings and arena points as condolence prizes 😛
     
     
    10.Enchants and amplification
     
    You can enchant an equipment to add desirable stats and bonuses that can help make the game much easier to play... Enchants come in two forms ... Crystals and Runes .
     
    Runes generally augument Primary statistics of your hero. (like Physical defense, Magical Defense, Maximum Health, Health regeneration and so on ... Exceptions are there however).
     
    Crystals generally augument Secondary statistics of your hero. (like ... Accuracy, Penetration, Critical, Attack speed, Energy Regeneration,Maximum Energy and so on ... Exceptions are there however like damage increase crystals).
     
    This is the trend in broad terms as there is no clear boundary between the two ... except ofcourse ... the name and icon (lol).
     
    You can find them from your daily chests or common ones from dealer (has chance to fail and give weak enchantments but cheap and has a minimum level of item to use) or the Miracle ones from miracle shop(100% success and chance for super enchant).
     
    *****PLEASE NOTE UNLIKE AMPLIFICATION, YOUR EQUIPMENT WILL BE SAFE EVEN IF ENCHANT FAILS*****
     
    These are much better used when you are level 13 and above and have gears for same ...
     
    What I want to stress here are Mana/Energy regeneration crystals (Crystals of Harmony) because you will find the game much harder when you reach map 2 since you will spam dry your mana pool and have to wait for its slow recovery. Invest in mana regen when you get level 13 rings and belt or above and please do choose that mana regen level 8 cape as quest item 😉 having mana regen high enough can make you a skill spamming beast !
     
    As for amplification you require Sphere of Damage(for weapon)/Defense(For armor rings etc.) enchantments. Some gold as payment and when upgrading to higher enchantments (+3 on wards) Signs of Imperishability that help ensure your item does not break or get destroyed or lost amplification also depends on the tier of your equips for example Blue and Green tiers have more chance to amplify than purple to red .
    you can get sphere from quests (boss and dungeon quests) or as a drop .. Or buy them from dealer 😜
    Signs are only available from Guild rewards and from mcoin shop. Or as usual ... Buy them from dealer (NOTE: For signs much advisable to buy from players Or during Discount of these items (Every Sunday).
     
    11. Miscellaneous.
     
    Regarding Dungeons > their short forms are Dgs
    Dungeons are basically rampage raid modes where you kill everyone(in map 1dgs) or kill selected few (map 2 and 4 dgs) or solve puzzles to move on (holiday dgs)
    You can always check the quest log to see your requirements left to finish the dungeon.
     
    If you have a dungeon quest! PLEASE touch the dead body of the boss and take his loot. The body disintegrates very quickly if you don't do that first ... You will have to repeat the whole dungeon. So many cases where even when I tell newbies to take they forget and learn the hard way 😄 ending up with me having to redo everything:!
     
    Then only after that you can take the treasure and hope for the worst (lol) Please note if you get *Ethereal Essence* (craft resource) or *Ethereal matter* (for new update) do not drop it ! It is worth 20000 Gold to crafters (thats what I call beginner luck).
     
    Always maintain party integrity (one of the rules mentioned above) or ... Get a bad-ass higher level to clean up everything in minutes (less fun to do ... But more fun to watch :D)
     
    Also note ... dungeons require a sort of payment to enter ... In the form of seeker stamina (Menu > Character > All Attributes > check lowest column to see how much seeker you have left)
    it usually recovers (*EDITED Special Thanks to "TheCabbage" for pointing out this one*) '8' hours one point.
     
    Bosses are boring to kill but fun to maintain good team work practice and can also get good loot.
    Do note Levels above 13 do not receive any drop in map 1 (Isn't fair for a College student to go back to kinder garden is it ? ?).
     
    Levels above 20 do not get drops in map 2 (except for labyrinth six shadows Hard mode on BG dungeons etc.)
    +info
    Farmer’s memo - limitations: Fantastic drop and Where to find it. view
    Drop list: Fantastic drop and Where to find it.ll view
     
    Also do note that when a tanker is engaged with mobs and bosses or if any mob attacks a player ... Healing him using skills will taunt the mobs to attack you ....
    In order to avoid it tell the tanker to agro or move away or kill the mob.
    (Agro means to aggrevate or attracts the mob or boss to direct their attacks to you thus saving your friend)
     
    ******ONLY HEAL A TANKER AFTER HE HAS USED HIS AGGRESSION SKILL / TAUNT SKILL ... or else you're screwed ... ******
     
    Keep an eye out for that ... study and know what taunt skills a tanker would have and heal him after he has used it.
     
     
    Basic Must-Knows regarding Armor type and Stats.
     
    RPGs like this are all about level and equipments so I will just give the brief touch on the matter.
     
    As a ..
     
    Tanker:
    You need to focus on armor that gives you HP, DEF (heavy armor is a no-brainer), Block (If you are PURE Tanker with shield **NOTE THAT BLOCK PARAMETER DOES NOT WORK IF YOU DONT HAVE A SHIELD EQUIPPED**), Parry (If you are a blade dancer)etc. to ensure you can withstand all heavy damages your role has to give .. Accuracy and Critical if you are a Tank-Damager hybrid.
     
    Damagers:
    Critical and Accuracy are a must ! whats the use of machine gun that has insane recoil that you cannot even land a hit ?. Attack speed, Penetration and for some classes rogue you need Dodge etc. also a good amount of HP unless you want to get 1-Shot out.
     
    Healer:
    There are two types of Healers. 
    Gradual healer who heals over time. (druid,shaman,charmer).
    Insant healer that does burst heal.(Necro,Priest,Paladin (yep ... paladins ... mine crit heals 1700 HP along with relic 2K HP on my self and new Paladin Prayer skill ... 3K hp  along with  self heal 2K from shield bash so dont say pala arnt healers.. yea paladins are healers now)). #Pfftsageurafaggot. (lol)
     
    It's evident that healers require HP to make up for their already low HP here and high MP Regen this is whats different...
     
    Gradual healers need more HP and base Magic should be high  along with morderate Cooldown and Critical.
     
    Instant healers require high Critical high Cooldown along with high Mana pool and good Hp.
     
    Also note ... 
    Small Crown with Blue back ground is a mob,(has really low hp).
     
    Small Crown with a Yellow back ground is a Elite Mob (players still call them mini bosses),(they have hp ranging from 2000 - 9000 + hp .... some of them can use skills).
     
    Small Crown with Red background is a Mini Boss (players call it boss -_-),(Has hp 12000+ and can use skills).
     
    Big Crown with Yellow background is a Boss,(has 280000+ hp and can use 2-3 skills).
     
    Big Crown with Red background is a Raid Boss.(They have 950000+ hp and can use 3 or more skills).
     
    Just look at top right when you click on a monster ...
     
    I am telling this cause some new players were confused what are those symbols on top right ... so ...you're welcome bros 
     
    Mob (Environment) Mechanics.
     
    By now you must've realised that if you walk over some mobs ... they get pissed and attack you (lol).(if not ... go play the game already -_-).
     
    When you look at an npc name (be it a mob or a quest giver) you will notice the ones that have yellow font names are friendly and don't get pissed ...
    However the ones having red font name are really pissed off and will attack you if you get too close.
     
    Each mob like that has a RANGE of varying radius.
     
    Most of them have 1 yard (one box distance) radius and if you are 2 yards away from then (or have 1 box gap) they won't attack you .
     
    Some have 4 or more yard radars equipped so becareful (Dungeons, Labyrinth etc.)
     
    Just keep in mind to NOT walk over them but manuever around them.
     
    Sometimes you will notice that your hero is 8 yards away from a mob yet you can still hit them ...
    This is called GPS (Glitch Position System) (lol).
    It can be caused due to poor internet signal or your phone/pc ram being overloaded by other apps working in background.
     
    It can be be solved temporarily by clicking on a particular spot for 5 seconds. As a result , you hero's position will be re-aligned.
     
     
     
     
     
    *will add soon ... no time to post stuff*
     
     
    I think that would be enough to help you start off with a blast ? I know it is written in a raw and boring form but I will try and update it soon to make it much more appealing 😉
    Let me know if you need any more advices I will gladly help or am I not The Sage of Warspear? Take care everyone !
     
    For advanced and mastery discussions regarding classes please see my other posts from class discussion ! 
     
    I shall share the Sage *Power that I possess (Knowledge is *Power)
     
    Also note if you happen to play in US-Sapphire Realm (game servers) You can always PM (private message) me if i am online or ask me for tips and even help if you need (like bosses dg etc.)
     
    My heros are *DivineSage, Springsage, Tanksage, Rapingsage ...... about 99% of ".....sage" are me 😄 (greensage. chaossage.sageofwar.heroicsage .... just pm *DivineSage )
     
    You can ask me in-game for help.
     
    *SavageSage changed to DivineSage .
  3. Like
    SageofWarspear got a reaction from Speedom in Complete Analysis and Advanced to Mastery Advice on Paladin   
    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*
  4. Thanks
    SageofWarspear got a reaction from Russell elf in Complete Analysis and Advanced to Mastery Guide on Warden   
    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*
  5. Like
    SageofWarspear got a reaction from Ogull in Complete Analysis and Advanced to Mastery Guide on Warden   
    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*
  6. Haha
    SageofWarspear got a reaction from Speedom in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Remove rush resist and all should be fixed
  7. Thanks
    SageofWarspear got a reaction from Fortuno in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    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.
     
  8. Confused
    SageofWarspear got a reaction from Necromaa in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    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 🤣.
  9. Haha
    SageofWarspear reacted to Baphometh in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Nice joke, guys! HAHAHHAHAHA.... Now show us the real expert skill BDs are receiving. Got me there
  10. Confused
    SageofWarspear reacted to joao10 in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Once again the sentinels are favored, bd will become god, immortal druid, magician will be even more op, these dvs are all elves can only, it’s time that I stop playing
     
     
  11. Haha
  12. Confused
    SageofWarspear reacted to Danfake in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Impossible, the preview gives to think that sentinels won everything. 
  13. Thanks
    SageofWarspear reacted to Dekion in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    the developers work hard to bring a quality game this has been shown with each update the game only improves but some do not see their effort and criticize only because it doesn’t come as it suits 
  14. Confused
    SageofWarspear reacted to Danfake in [2020.05.23] Warspear Online 8.4: Underwater adventures. Preview   
    Of course they're sentinels hahaha
     
    I'm from the BR-Tourmaline server and I say with property the suffering, for the skills that are defvalued,  infested with Mage and Paladin. Now with the upgrades you'll earn, you'll be more powerful. 
  15. Like
    SageofWarspear got a reaction from Sai Chandra in Complete Analysis and Advanced to Mastery Advice on Paladin   
    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*
  16. Haha
    SageofWarspear reacted to Visco Ci in Beginner Advice for New Players ! (Guide).   
    thank you!
  17. Haha
    SageofWarspear reacted to Snogeomon in Beginner Advice for New Players ! (Guide).   
    Thank you for the advices!
     
    This guide has helped me a lot on my journey in Warspear.
  18. Like
    SageofWarspear got a reaction from Radgod in Complete Analysis and Advanced to Mastery Advice on Paladin   
    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*
  19. Thanks
    SageofWarspear reacted to Meusin in Complete Analysis and Advanced to Mastery Advice on Paladin   
    Dude,
    really thank you for such surprisingly deep and helpful answer!
  20. Thanks
    SageofWarspear got a reaction from Akasha in Advice for Intermediate players. «14-20»   
    I am impressed ! Good job Akasha !

  21. Like
    SageofWarspear reacted to Meusin in Complete Analysis and Advanced to Mastery Advice on Paladin   
    Thanks for this guide dude! Can't wait for you to finish this ( I am interested in your skill builds) 
  22. Thanks
    SageofWarspear reacted to Radgod in Complete Analysis and Advanced to Mastery Advice on Paladin   
    I believe this is one of the best paladin build for pvp after the greatness gear which is REALLY expensive.

  23. Thanks
    SageofWarspear reacted to Radgod in Complete Analysis and Advanced to Mastery Advice on Paladin   
    This is the greatness gear.




  24. Haha
    SageofWarspear reacted to Meusin in Complete Analysis and Advanced to Mastery Advice on Paladin   
    What’s the best item set for ~18lvl paladin? I mostly do pve but sometimes i like to check myself in arena. Which expert skills should be priority for me?
  25. Thanks
    SageofWarspear got a reaction from xodaggerox in Many Trade And Share Accounts for Arena   
    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.
     
     
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