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  1. Всех приветствую. Наверняка вы все знаете, что заклинатель - это единственный танк без массового агра. Так вот пока ещё не было тестового сервера обновления 8.4.2., сразу предлагаю добавить в базовый навык заклинателя "слабость" дополнительный эффект массового агра в виде дебаффа на противников. Заклинатель накладывает на выбранную цель дебафф навыком "Слабость", который снижает физ и маг защиту цели на 11 сек, а также если одет щит, то накладывает эффект "массовый агр" в виде дебаффов на все цели в радиусе 3 ярдов от данной цели, на время действия навыка монстры под эффектом "агрессия" атакуют заклинателя. Массовый агр это не дисбалансная штука, в пвп вообще никак не повлияет, а в пве сделает из заклинателя нормального танка, а не недотанка, коим он сейчас является. Голосуем за изменение, господа! Вместе мы сможем добиться реализации этой идеи!
  2. Всех приветствую. Наверняка вы все знаете, что заклинатель - это единственный танк без массового агра. Так вот пока ещё не было тестового сервера обновления 8.4.2., сразу предлагаю добавить в базовый навык заклинателя "слабость" дополнительный эффект массового агра в виде дебаффа на противников. Заклинатель накладывает на выбранную цель дебафф навыком "Слабость", который снижает физ и маг защиту цели на 11 сек, а также если одет щит, то накладывает эффект "массовый агр" в виде дебаффов на все цели в радиусе 3 ярдов от данной цели, на время действия навыка монстры под эффектом "агрессия" атакуют заклинателя. Массовый агр это не дисбалансная штука, в пвп вообще никак не повлияет, а в пве сделает из заклинателя нормального танка, а не недотанка, коим он сейчас является. Голосуем за изменение, господа! Вместе мы сможем добиться реализации этой идеи!
  3. Increases the Charmer's Wolf base defense or add a bonus defense based on magical damage, so staff Charmers can still use it as a functional tank pet. It would be useful even in high levels, because in Ayvondill maps, the Wolf dies very easily.
  4. Here are some ideas to improve the Charmer an charmer's Call (ignoring some "Summoner Skill" effects): 1: Buff. 1.1: Increase his physical damage. If the player has 100 physical damage, make the wolf do 150. If the player has 500, make the wolf do 750. 1.2: Increase his attack speed. Let's say the wolf's current attack speed is 3.0, it could decrease to 2.0. 1.3: Increase his defense and/or life per player level. If you are a healer/magical damage healer, the dog is useless. With this buff, it makes it more tanky. 2: Rework. 2.1: Wolf Rework: Focusing on Your Target. This skill needed it from the start. Even if they added this to the "Summoner Skill", it was necessary in the Call itself. 2.2: Prism Rework: Commander Give it the same effect as the "Summoner Skill" of controlling the wolf. 2.3: Crow Rework: Heal and Attack A very simple rework. When you cast the crow in the wolf, make it attacks and heal. 2.4: Equipment Rework: Spears and Two-handed Maces. Spears and 2h maces are weapons with high physical damage and a little magical damage. It can help the wolf and the passive's damage and still can heal, do magical damage, etc.
  5. Writing this very fast 'cause i am sleeping I already made posts of this and i will do it for the last time: Make Charmers use spears/ 2h maces. Sum the statistics of these builds: Charmer's Equipments (+5 Sea set) DK's Spear* (+10 2020 Spring Event Spear) *Ignore the necklace and it's stats, i just added it to save the build. Now compare with: Charmer's Full Build What you would get ant lost with this: + Physical Damage + Magic Damage - Defense (almost 1K) - Block • More damage in basic attack. • Higher damage from Dark Prism than using a normal mace while having high damage from Call. • More heal. Basically, you would get more offensive stats in the price of the defensive stats. I know you guys never change roles' weapons passive skills, but there may be an exception.
  6. Cooldown: 12/18/24/30 The Wolf summoned by the Call ability runs and attacks the enemy violently, dealing instant damage. When using this ability, one Wolf disappears. (If you had 3 wolves on the map, after the skill, there will be only 2) The ability's cooldown is only applied if at least 1 Wolf hits the enemy The first Wolf deals 100% damage, the second deals 80, the third deals 60%, etc.
  7. Feathers Rain: Cooldown: 20/25/30/35 seconds Creates a 3x3 area around the selected ally character that deals periodic healing and magic damage. If the ally character had the Chaos Help buff, the Bird explodes, causing instant healing and damage* in a 4x4 area around the ally. (The heal and damage are doubled if used in a ally with Chaos Help buff)
  8. Eu tenho algumas sugestões para a classe Encantador, algumas radicais, algumas necessárias. #1: Mudança de comportamento do Lobo Provavelmente todo Encantador que usa a habilidade "Chamado" passa por isso: • O jogador tenta fazer missões de coleta (itens no chão, por exemplo, plantas), mas tem alguns monstros ao redor, então para não atrapalhar, o Encantador invoca o lobo, mas ele acaba atacando outros monstros, e o jogador é obrigado a esperar. • O Encantador está lutando com um inimigo (jogador ou monstro) e invoca o lobo perto dele para atacar, mas ele acaba indo atacar outro inimigo muito longe do seu alvo. Sugestão 1: Gostaria que o lobo tivesse o mesmo comportamento que o pássaro da habilidade de especialista "Socorro do Caos", ou seja, atacar APENAS quando o jogador ataca, focar no mesmo alvo que o jogador e seguir o jogador. Sugestão 2: Quando o lobo atacasse, não considerasse como se o jogador estivesse em batalha. #2: Dano físico AVISO: A partir daqui começa a ficar muito sonhador. Pelo que eu entendi, a função do Encantador no jogo é suporte (habilidades de cura, atordoamento, buffs e debuffs) e um "semi-tank" (capacidade de usar armaduras pesadas, maça e escudo, habilidade de aumento de defesa, vida máxima e bloqueio e habilidade de agressão). Porém, é mais comum ver um Encantador causador de dano do que suporte e muito menos tank. Por isso, seria bom se o Encantador pudesse usar lanças e/ou maças de duas mãos (armas com muito dano físico com um pouco de dano mágico), ou seja, o Encantador ganharia muito mais dano físico em troca de um espaço para usar escudo. Menos defesa porém mais ataque. Mas se o Encantador só tem 2 habilidades de dano físico* (Chamado e Conhecimento do Homem Morto), qual é a vantagem disso? *Dizem que o Fogo Sobrenatural dá dano físico e a descrição da habilidade está errada, mas nunca testei, por isso não inclui. Realmente, nenhuma, por isso acho que o Encantador deveria ter mais habilidades de dano físico, como o Paladino. No momento, eu não tenho nenhuma ideia realmente boa para novas habilidades, mas aqui está uns exemplos de habilidades de especialista: (Nome da habilidade): Encanta a arma, causando uma quantidade de dano físico e mágico. Com o desenvolvimento da habilidade, o dano mágico aumentará e o físico diminuirá. Nível 1: +100% de dano físico e +25% dano mágico. Nível 2: +75% de dano físico e +50% de dano mágico. Nível 3: +50% de dano físico e +75% de dano mágico Nível 4: +25% de dano físico e +100% de dano mágico Pra mim, essa seria uma habilidade "equilibrada", considerando essa "tabela": Tendo: A = 1000 de dano físico e 100 mágico B = 500 de dano físico e 500 mágico C = 100 de dano físico e 1000 mágico temos: Nível 1: A = 2125 B = 1625 C = 1450 Nível 2: A = 1900 B = 1625 C = 1675 Nível 3: A = 1675 B = 1625 C = 1900 Nível 4: A = 1450 B = 1625 C = 2125 Ou seja: Se Encantador realmente fosse usar armas de duas mãos (e se chegasse a mil de dano físico), ele teria uma habilidade simples porém que dá muito dano (talvez até demais, mas é só ajustar um pouco) logo no nível 1, o que compensaria a falta de habilidades de dano físico, e quem usa maça e escudo (que geralmente tem dano equilibrado), teria mais dano e não precisaria se preocupar em gastar pontos nessa habilidade. Outras habilidades com dano físico: Serpentes Venenosas: Invoca serpentes no chão que irão diminuir a velocidade de movimento e causarão dano físico. Chance de causar Envenenamento. Com o desenvolvimento da habilidade, os alvos afetados, a chance de causar e o dano do Envenenamento e o dano da habilidade irão aumentar. Obs: Habilidade de dano em área. E/OU: Matilha: Invoca lobos* que irão ficar numa área específica (3x3). Quando um inimigo passar por essa área, os lobos irão investir contra o inimigo e desaparecer logo após o contato, causando dano físico. Com o desenvolvimento da habilidade, mais lobos serão invocados, porém o dano de cada um diminuirá (não afeta o dano total causado). No nível 4, os lobos também podem causar atordoamento ao investir. Obs: Mais de um inimigo pode ser atacado e um mesmo inimigo pode ser atacado várias vezes. Obs 2: Tempo máximo de vida = 7 ou 8 segundos. Os lobos seriam invencíveis (ou seja, ou o tank recebe todo o dano, ou espera acabar o tempo da habilidade ou dá a volta). Nível 1: 2 lobos. Dano de cada lobo = 30% do dano físico do personagem. Nível 2: 3 lobos. Dano de cada lobo = 20% do dano físico do personagem. Nível 3: 4 lobos. Dano de cada lobo = 15% do dano físico do personagem. Nível 4: 5 lobos. Dano de cada lobo = 12% do dano físico do personagem. Cada lobo tem 5% de chance de causar Atordoamento por 2.5 segundos. (Pode perceber que em todos os níveis, o dano total é 60% de dano físico) *Lobos de cores e tamanhos diferentes do Lobo da Escuridão pra não confundir com a habilidade Chamado. De todas as ideias que eu coloquei nesse texto, o que eu mais gostaria de ver na verdade é só a mudança no comportamento do lobo e a habilidade "Matilha" (adicionada no futuro, claro).👋
  9. Вернулся на заклинателя. Больше пока не нашел что снять в обновлении 😄
  10. ʜᴀᴠᴇ ʏᴏᴜ ᴇᴠᴇʀ sʜᴏᴡ ʏᴏᴜʀ ᴛʀᴜᴇ ғᴇᴇʟɪɴɢs? ɪ ᴄʀᴇᴀᴛᴇᴅ ᴛʜɪs ʟᴇᴛᴛᴇʀ ғᴏʀ ʏᴏᴜ. ᴋᴀᴛʀɪɴᴀ's ʟᴏᴏᴋ? ᴏʜ sᴏ ʟᴏᴠᴇʟʏ ʜᴇʀ ʜɪᴅᴅᴇɴ ғᴇᴇʟɪɴɢs? ᴏʜ sᴏ sᴄᴀʀʏ ʏᴏᴜʀ ᴠᴏɪᴄᴇ? ᴏʜ sᴏ ʜᴜsᴋʏ ʙᴜᴛ ɪ ᴡᴀɴᴛ ʏᴏᴜ ᴛᴏ ᴋɴᴏᴡ, ʏᴏᴜ'ʀᴇ ᴄʜᴀʀᴍɪɴɢ. have you ever fooled by everybody? to your lovely beautiful body? don't you cry, just look at the sky and say Katrina will never die. show us your true feelings, not those pretendable meanings. Katrina: I'll show my true wrath! They've fooled me, Lie to me!. HAHAHAHA *evil laugh* You! All of you will regret what did you just do to me! Katrina cant control her wrath and her true feelings Baron: My Lady, what can I do for you. Katrina: You.....you lied to me! I want to destroy you!.... *Baron thought that Katrina knew about his true identity* Baron: Oh, so you'll destroy me? ha ha ha *evil laugh* come on then, if you can. *They've fight along the circus, Baron can't fight anymore because Katrina can't control her feelings and do everything she want* Baron: I surrender..... *with afraid voice* Katrina: Dieeeeeee!!!!!! Baron: *Vanished* Katrina's Hidden Feelings showed up and anyone never fight her. EU-EMERALD Litercemi
  11. Hi everyone , I was making a lvl 6 arena charmer and i wanted to know what are the good skill builds I can put on him so if someone could send a tested skill build that ican use i would really appreciate it
  12. Welcome ladies and gentlemen to this topic! As many of you obviously know, the update 7.0.0 gave us something totally new in game; I am talking about ( of course ) of the new classes! 1 each clan, 4 characters, now, per clan. However, I am here today to talk about one class in particular, the hardest ( In my modest opinion ) to build, in equip and skill wise; The Charmer. Among all, the charmer is the only class in game who is able to: -Wear Cloth and/or Heavy armors -Wear a staff or 1h Mace + Shield -Summoning Creatures Basic Skills ( lv1-17 ) At low levels, this class can be built in a totally different way. We know that charmer requires Magic Damage in order to be competitive in places like arenas, however, some players forget about it sometimes ( that might be a reason of why there are many low level players atm of such class. Or maybe because only 2 weeks have passed from the latest update, lel ). Let's take now its skills in Exams: Dark Prism: The common attack skill that everybody has. Deals a nice ammount of damage if the main build of the charmer is the Magic Damage. Nice thing of this skill is that is a ranged skill, so it will work as a ranged attack even while using a mace and a shield. Keep this in mind ^^ Warrior Healing: A weird skill, quite unique among all the skills healers have ( even though we can't really consider the charmer as a healer, just for this skill ). The skill itself is useful, but can ABSOLUTELY NOT be replaced to a necro heal or a shaman heal, for now at least. The skill's ammount of healing is quite low, even at high damage, and shall be used as an emergency skill in case another member in the party is in danger, except the tank. Let's say a necro who overused his skills, or a rogue who has got damaged by some mobs. Curious thing is that the Cooldown of the skill is egual to the time the healing buff lasts, so It will not be a bad idea adding some CoolDown items in a Charmer's equip. Weakness: A useful skill, very appreciated by people who are used to go in Dungeons or Questing. I would avoid anyway to use points on this skill if your target are arenas. Call: Overstimated skill, in my opinion. It's more likely the players have chosen to create a charmer just because "It is cool to summon a pet". This skill works depending on the physical damage of the charmer, and this is where the players fall. If a charmer uses a full physical dmg set up, just to maximize this skill, it will make as a conseguence the rest of the charmer's skills totally useless. Besides, in high levels the skill itself reveals to be quite useless, since mobs around the new maps insta kill them, or players in arena take 1-2 hits to kill the beast; the system sees the pet as a player,thus makes him not immune to the Opponent's Ferocity and Resilience. On the other hand, in low levels arena this skill reveals to be pretty op in certain situations. An arena charmer lv14, for example, reveals to be tricky to fight, cause his minions have got op statistics ( 1.5k hps and 150 damage for a mob is quite too op, for a player lv10-14 ). He is your best friend in Norlant Swamps, since it will be your loyal and cute Demon-dog that every Forsaken Child would love to have ( Do not even dare to cast Warrior Healing while you are trying to use the dog as bait in swamps! The Dark Showman reserves the right to say "Hah I warned you!" If you do it ). Note that, atm, the Minion summoned does NOT disappear once the summoner dies. I'm not sure if developpers did it on purpose or it is a bug. Oppression: . Useful skill to take some advantage if the enemy reveals to be quite too much strong. It is a ranged attack, and it works pretty much like Sharp Shadows, with the difference(s) that Oppression deals way less damage, and the stun can be Dodged/Parried/Blocked. As well as Sharp Shadows, it is a ranged attack, so make sure to use it at your advantage in case the situation becomes dangerous. Expert Skills ( lv18+ ) There is actually little to be said here. Charmer's expert skills consist in a range of AoE Damage Skills, Control and Support. They reveal to be pretty strong even at a low level, giving a good chance to lv18 arena players to be dangerous against their opponent. Let's have a quick look to its skills: Stone Curse: this skill works like Warlock's Stone Body, the only difference is, it is the enemy who's being Petrified. This skill removes the Fight Mode, allowing the charmer to either change equips or become Usain Bolt and running all around the arena and Healing himself in the meanwhile ( and why not, summoning also some dogs to slow down the enemy ) Otherworldly Blessing: Hybrid skill; Can be extremely useful for a tank ( raising his "Block" statistic ), and good enough for a charmer as well, although building a charmer with "Block" means sacrificing a caster equip to a tank one. Can be a good choice if you plan to make a physical damage build for your charmer, instead of a magic damage one. Knowledge of the Dead Man: Passive skill. Stunning skill. For a charmer is easy to spam skills against a player. I can't see such a powerful use in PvE, and can be very useful in PvP. Actually, in PvP is a must having it maxed. Overworldly Fire: An AoE damage skill, 3x3 large ( I might be wrong on this ). Deals a very nice ammount of damage even being at 1/4 ( of course if you use a Magic Damage set up ), can crit and stun as well. Levelling it up will increase the damage and the stun chance. Eye of the Darkness: Here another hybrid skill, although many might see it good in PvP only. It allows to see camouflaged enemies ( Rogues/Seekers/Funny people under Ink buff in war ) and raise the def of the character. Nice thing of this skill is that can be casted on allies too, increasing the defence and making it useful in PvE too. Maybe one of the skills a Charmer should not lack of, either if it is PvP or PvE built. Help of Chaos: . This skill allows the charmer to summon another creature ( Bird of the Night ) which will help him, or an ally, healing his wounds and fighting an enemy. The more this skill is upgraded, the more the bird stays onto the battlefield. Moreover, this skill finally gives the charmer a reason to choose a staff, since the bird's attack and its healing exclusively depend on the charmer's magic damage. Energy Manipulation: This skill allows the charmer to steal some energy from the opponent, recharging, as a result, the charmer's mana by the specific ammount stolen. Can be very good in case the charmer lacks suddenly of mana or simply want his enemy to burn reserves of energy faster. Available Relics for a Charmer This part is maybe the thing that disappoints me on a charmer. Although it is designed as a support class, the charmer lacks of Useful relics which defend himself in a PvP . (Relic of immunity - Great relic of Curse Removal ). Does not lack of Relics which can increase the Resistence and the Endurance of the character ( Relic of Unprecedent Health - Great Relic of Energy Efficiency ). Nice thought giving the possibility to the Great Relic of Inacessibility to be added in Oppression. . For this skill, the rare relic can be added depending on your way of playing. My Personal advice is: Relic of Inefficiency -> PvP/ Relic of Magic Weakness -> PvE What to say about Dark Prism? Empowering relics like Great Relic of High Mastery or Great Relic of Punishing Ablity or again Great Relic of Indomitable Blow are fo sure the most liked and used in game. But please do not forget that there are a lot of possibilities and combos who might reveal to be op on a charmer, however you can absolutely feel free to use any relic of the Up mentioned ones. In PvP, i might take in consideration to purchase a Relic of Overwhelming Ability if I were you, in order to give this skill a stunning ability ( since Charmers haven't got many, ah? ). My Personal advice here depends on levels: Great Relic of Sudden Strenght + Relic of Overwhelming Ability -> PvP ( Useful in level 6-16, not advised for higher level brackets ) or Great Relic of High Mastery + Relic of Overwhelming Ability -> ( Works pretty fine on high Levels ) / Any Empowering relic + Relic of Magic Weakness -> PvE Although I rate it as a Overstimated skill, Relics which can be added to Call are pretty nice for this skill lovers. Consider to use Great Relic of Continuous Effect Here, since it will be funny to see people being annoyed by dogs for a quite long time ( would be hypocrit not to admit it ) or i would not dislike a Great Relic of Punishing Ablity either. I am not sure, however, how rare relics should work on these dogs. The most plausible idea is Dogs with a chance of triggering relics every time they hit the enemy... please, correct me here If I am wrong. Here my idea of this skill Relic-build: Great Relic of Continuous Effect + Relic of Slowing -> PvP / Any relic you like + Relic of Physical/Magical Exhaustion -> PvE Relics available for Weakness are not so bad either. In fact, we can choose a good combo or even 2 different builds who can be useful either in PvP or PvE. The skill itself is not that bad either in Dungeon vs bosses or in Hunts or quests. My idea here is: Great Relic of Concentration + Relic of Wild Thrill -> PvP /Great Relic of Continuous Effect + Relic of Awkwardness -> PvE Last but not least, Warrior Healing Is the only healing skill of a charmer ( for now at least ), and that allows him to have a one of the best relics for healers, Great Relic of Refreshing. Please, avoid using Great Relic of Salutary Healing because it depends on the ammount healed to your ally, and since the heal of a charmer is not very high, you might not get the best from it. My advice for this skill is: Relic of Unprecedent Health -> PvP / Relic of Dexterity -> PvE There are also many other relics which can be used to create a nice build for your charmer, I've only told you the ones I'd use. There isn't "The best Build". Just customize your character and have fun with it. Charmer's PvE Equipment/Skill build As a Forsaken, the charmer burns a lot of Mana ( this is why the +3 more energy regen is not a passive skill to understimate ), Thus the Mana and the Energy Regen is something I would focus on. Once you decide your Charmer must Support in PvE, you'd better make sure it is ready for every kind of challenge your team mates want to face! So, what would I use to make sure my charmer is ready? Here is my personal idea. I will post Several Versions of PvE build, keeping in Mind that some players would love to stay "low level" in order to get drops from a certain type of Mini Bosses ( lab for example ). Charmer lv18, PvE Build (NOTE: The charmer class has not been implemented yet, unfortunatly, so you won't be able to see the result of the statistics. I hope this is not a too big problem for you guys. Besides, all the builds made are for a guildless charmer; if we were in a very high lv guild, we should have created the charmer on a different way, as a conseguence, to make it as more balanced as possible. If for some weird reason links do not send you to the site directly, just copy and paste them to your Browser: It should work!) Staff build: http://ws-db.ru/calculator#22961 Mace Build: http://ws-db.ru/calculator#23940 -There are obviously way better items for a charmer than the ones I put here, but this is maybe one of the best ( and cheap ) sets available in game. Some of these items can be obtained in Swamps or Normal Tower. The ammount of Mana and Energy Regen should Grant you to carry on spamming skills, without dodging them too much, thanks to the balanced ammount of Accuracy given by this set up. The staff I've used was actually chosen for the statistics it has; you can feel free to use any you like there, but in my modest opinion, I'd choose something with Accuracy and CoolDown. For the 1h Mace lovers, instead, I rather for now using a Physical damage mace, since the current skills do not let a 1h magic damage mace to be utilised at his 100% of its strenght. A physical damage mace also allows to empower our doggies, which will reveal to be good allies in damage matters. I've used a heavy belt in the Mace build, cause both the mace and the shield add nice defensive statistics, so i thought, why not adding more? Of course, If you have a particular love for lv18 characters and you have no financial problems, then here my personal Idea for a Lv18 maxed PvE charmer: http://ws-db.ru/calculator#23935 . ( Staff ) http://ws-db.ru/calculator#23933 ( Mace ) Skill build here requires a good balance as well. Make sure you choose wisely here! Here what I thought: Basic Skills: Warrior Healing 5/5 Weakness 5/5 2 points left* Expert skill: Eye of the Darkness 1/4 * Now depends on what kind of charmer you want to have: if you rely on physical damage, then Call skill is the right option! Charmer lv22, PvE Build Staff Build: http://ws-db.ru/calculator#22964 Mace Build: http://ws-db.ru/calculator#23939 -I found a charmer lv22 way easier to build than a charmer lv18. All the equipments I've put there have been chosen mainly for the Mana and the Accuracy they give. Skyfire rings cost around 40k each, and are very useful even at high levels. Also they will compensate the lack of Hps of the amulet and gloves, so that all the mix will result Balanced. The story for the staff is the same even for lv22 characters: use the one you like the most. The one I've put there is just for the statistics it has. Same story for the mace, I liked its statistics and found it cheap enough for this build. But if you have something better, feel free, as always, to use something different! Only quite expensive item present here, is "Golden Dawn Boots". In EU-Emerald, they worth around 200k atm. Thus, feel free to change them with any item you like the most. Here as well, if you have enough currencies, I will post another nice enough set I thought: http://wsdb.ru/calculator#23936 (Staff) http://ws-db.ru/calculator#23937 (Mace) Gears, mostly, change here. And, of course, the amp level . Basic Skills: Warrior Healing 5/5 Weakness 5/5 2 Points left Expert Skills: Eye of the Darkness 2/4 Otherwordly Blessing ?/4 OR: Help of Chaos ?/4 2 points left* *Depending on your build. Choose wisely! Charmer lv26+, PvE Build Once you plan your charmer must be high levelled, it is hard to talk about "Making a cheap but good Build for Dungeons, Solo Hunts or Questing with mates". After having clarified this, let's go ahead, Ladies and Gentlemen! Staff Build: http://ws-db.ru/calculator#22967 Mace Build: http://ws-db.ru/calculator#23941 -As you can see by yourself, I tried to keep as many items as possible, so that you will be able to spare some gold for gears. The technocrats staff has got many nice statistics there, as well as a bit of Penetration. Also I've put a lv24 Sky Sorcerer's baldric, available by hunting Pteriks ( you might drop it, if you are lucky enough ), or another good choice is the lv24 belt from the Xmas event, the one with Accuracy which replaces Hps. Maces in lv 26+ are either with magic damage as first statistic, or without magic damage at all. So I took the one which looked like good enough for now ( i know, there is the crafted one.... don't worry! ) Here what you could do with some currencies! http://ws-db.ru/calculator#23927 . (Staff) http://ws-db.ru/calculator#23942 (Mace) This time I have chosen caster set more than heavy, for the good statistics' sake xD. There is also a little change on expert skills. May it be clear, that these builds are only ideas you might use . Assuming we are lv28, this is the build I would make Basic Skills: Warrior Healing 5/5 Weakness 5/5 2 points left Expert Skills: Eye of the Darkness 3/4 Otherwordly Blessing 3/4 1/2 points left * *Depending still on your build! All these advices come from me, directly. It is what I've experienced and I wanted to share. Everybody who wants to leave some advices too are more than welcome here! You know, I am always looking for people who love to conversate. See you all, and thank you for your attention! Ah, the post might be of course updated in the future, as soon as new stuff come, so stay tuned
  13. don't play this damn class, unless u want to get ur wrist broken. Charmer make main damage by expert skill "knowledge", this damn expert skill need u keep casting ur skills all the time, that mean u got to keep casting all skills u got to active knowledge, I mean it, ALL SKILLS U GOT, u can't stop casting because the expert skill knowledge need it, just imagine that, every skill u got is useful need to be casted, no doubt. And many skills need to press twice bcz u need to select target(include urself), after that u need to select enemy again bcz active auto physical attack, for example if u heal urself or call bird or dog or cast AOE fire skill or darkness, after that u need to select enemy again, otherwise u will lose target just standing there. Charmer got very complex operation. the result is ur wrist will get hurt, and u will feel damn tired. I am so regret to play Charmer, but I can't stop because I already maxed my extra bag and market slot, and all money gone for Charmer! damn it, my fingers and wrist just hurt PS: better way is play it with computer, but it's a mobile game, yeah?
  14. First a note for charmer Should build base on mace & shield and staff as secondary weapon Why? Because with staff call and otherworldly blessing skills get off that mean hero with 4 main skill Only with mace you can use all skills Warden v dk . warlock v mage Necro v priest . druid v shaman Paladin v barb . rogue v seeker Hunter v ranger . ...... And what remains charmer v bd but no. because charmer does not have agro Elf side have 3 tanks so why not in mcs too And barb almost nobody use it as tank for dg So why dont give charmer a tank skill? He has block and good armor
  15. Hi guys and gals I am so glad that gm nerfed the bd and warden they are useless characters i was fool who made bd and wasted my money to amp it +9 my pvp gear and losing against noob charmer who used lvl1 staff against me that fight was like i got troll by game creaters 100% stuns no justice what we should do now we should delete elfs and move to mc side ? Warlocks stun 100% making bds dance is that cool ? Bd skills should change add one dmg skill in expert I can give u a idea gm that you can make 2 different expert skill 1 hurricane and accuracy skill make it one and give a skill to a bd stun skill Do a justice Gm you nerfed counter skill in the name of inbalance now what , are charmer warlock and barb r invisible to u ? Make it a solution of this problem in the name of inbalance in elfs side many bds left game some are my friends this game became one side now mc side I think one of the gm playing charmer and warlock i hope this topic not get delete support me guys stop this unfair skills
  16. guys i want to ask a question. if i have health steal in my gear and i summoned the wolf. when the wolf hits enemy, i get the health or the wolf get the health or we both or no one get the health ? xD if i don`t get health. what is the best amulets, caps, and rings for lvl 10 charmer ( no crafted )
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