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Found 14 results

  1. Well, i thought about doing this topic in the charming section, but this is a problem that affects other classes as well. Summary: I believe that to add critical damage to pets, an individual nerf would be required in them. and the removal of the two Christmas relics from the wolves of the charmer. this change would mainly benefit players with level lvl 32 and people who play in the guild. Currently, critical damage represents a considerable increase in power for those who have it, especially when combined with high critical hit statistics. skill of guild, half set of the men fish of fabric, book of the black elm. these statistics end up being less valuable in a class that depends on pets to cause damage, and this is more felt in the charmer. However I know that simply adding critical damage to pets in the way they are today could be something toxic to the game, especially in the case of the charmer, so I come here to try to bring a solution to the problem. So that critical damage could be added to pets, looking at all classes, their respective pets would need to have their damage reduced Druid the druid's water elemental does a lot of damage, as well as attacking from a distance. with a good cooldown of skill a druid can keep 1.5 elementals active. solution to reduce elemental damage, it would affect pvp as well, but I don’t think it’s a problem for druids. Templar on my server there are few templars who use this skill upada, i never particularly saw one. you may not need any adjustments to add critical damage to this pet. Necromancer the totem of bones of the necromancer does not inherit any of the offensive and defensive parameters of the class, I believe that this skill needs a rework, because in its current state, it is very weak or very strong, being difficult to balance Charmer the charmer has two pets, and I will talk about them separately. wolves wolves have some small problems with this. first the wolves are a basic skill, and you can put on a Christmas relic that makes this ability critically hit every attack while you have the active rage effect. second, wolves currently have relatively high damage, in addition to the ability to be stacked multiple times, a single enchanter can place up to 4 wolves. for the first problem the solution would be the removal of the wolf's relic of rabies, this would prevent the abuse of critical damage by the pets. for the second problem, a direct nerf on the damage or duration of the pets may be ideal, however a physical charmer has only this ability as a source of damage. wolves represent a major problem in arena fights, where critical damage does not influence much. bird the bird is not such a strong skill in the pve to cause damage, it is the main source of damage for the magic charmer, I don’t know if it would need a direct nerf in the ability to add this statistic, it’s worth remembering that critical cures should affect this skill too .
  2. The druid is a very underrated class for PvE and GvG. Elements are lacking for the class to be more attractive, just as it is being done with the shaman. However, i believe that you can perform well in GvG, and it is necessary to adjust in some of your skills. This is the first skill I want to talk about. It has interesting mechanics, but it cures very little and its additional penetration is bad. My suggestions are an increase in Health Recovery from the magic power from (%) 100 to 125 on 4/4, Yards to be 6 instead of 4, that the skill can be called upon (since it is an instant cure) and that its additional penetration is a fixed value. This ability would be good for the possibility of criticism, as it heals a single target and is instantaneous. In addition, it needs an increase in yards from 4 to 6. In the case of this last skill, the previous version of it (just below) seemed to be much more useful, as it helped more than the current version in group control. If you also have a suggestion, disagree with me on something or even agree, comment on this topic! References: https://forum.warspear-online.com/index.php?/topic/231949-информация-по-навыкам-друид-930/ https://forum.warspear-online.com/index.php?/topic/176563-информация-по-классу-друид-911/
  3. Seria bom o jogo mostrar na tela de amplificação a quantidade de sinal necessário para amplificar a tal nível o item ou arma, assim aumentaria muito as esperanças de amplificar e aumentaria também a demanda por sing na conclusão de maior lucro ao jogo e melhor experiência para os jogadores pois apresentam uma meta visível para bater e passariam mais tempo no jogo e gastariam não só tempo para atingir um meta mais também investiriam mais no jogo pois sabem até onde tem que chegar muitos jogadores acham que a arma bugou só por que gastou horrores para amplificar do +9 ao +10 e não conseguiram e por isso amplificaram outra arma ou até mesmo parou de jogar de frustração conheço muitos jogadores que não arriscam amplificar até do +9 até +10 por medo de gastar muito e não amplificar e pensando que o item pode bugar. seria uma boa mostrar a quantidade necessária para gastar para amplificar até determinado nível ex: (x) = quantidade de selos (sinal) - (x) selos para amplificar (0 -> +1) - (x) selos para amplificar (+1 -> +2) - (x) selos para amplificar (+2 -> +3) - (x) selos para amplificar (+3 -> +4) - (x) selos para amplificar (+4 -> +5) - (x) selos para amplificar (+5 -> +6) - (x) selos para amplificar (+6 -> +7) - (x) selos para amplificar (+7 -> +8) - (x) selos para amplificar (+8 -> +9) - (x) selos para amplificar (+9 -> +10) - nota: ou o sistema mesmo mostraria na tela de amplificação do item o limite máximo de sign(selo) ou esfera para amplificar até +10
  4. Just come back to play and notice druid already be nerf so bad. Any suggest for Druid skill build for Pve/pvp?
  5. I just came back after 5 years and notice there a lot update. Any suggestion for expert skill and skill point for a PVE druid?
  6. Class description Faction: Firstborn. The spellcasters of the Firstborn have learned the very essence of natural magic over the centuries. They use their knowledge to heal the wounded and support their allies on the battlefield. In case of danger, Druids can delay enemies by entangling them with roots, releasing a swarm of dangerous insects, or unleashing lightning from the sky. Features. Group support, ranged combat, magic damage, slow enemies. Attack: Defense: Support: Passive skills Concentration. Increases character damage by 4% Staffs. Allows the use of staves. Cloth armor. Allows you to wear cloth armor. Basic skills Lightning. A lightning attack that deals magic damage to the enemy. Type: Active Cast Range: 5 yards Reload time: 9 sec. Energy consumption (units): 13 | 14 | 15 | 16 | 17 Dodge / Parry / Block Check: Yes Healing dew. Replenishes the health of a character or his ally for some time using magical power. Type: Active Cast Range: 5 yards Reload time: 15 sec. Energy consumption (units): 18 | 20 | 22 | 24 | 26 Oak leather. The character's defense becomes strong for a while, reducing damage from any attacks. Type: Active Cast Range: 4 yards Reload time: 14 sec. Energy consumption (units): 20 | 22 | 24 | 26 | 28 Entanglement with roots. The roots entwine the enemy, and hold him in place for a while. When a skill is developed to the fourth level and higher, the enemy is blocked from using the skills. Type: Active Cast Range: 5 yards Reload time: 13 sec. Energy consumption (units): 19 | 20 | 21 | 22 | 23 Action Time: 2 | 3 | 4 | 5 | 6 Swarm of insects. Launches a swarm of insects at the enemy, which inflict magic damage for some time and reduce the enemy's attack speed. Type: Active Cast Range: 5 yards Reload time: 15 sec Energy consumption (units): 14 | 16 | 18 | 20 | 22 Duration: 7 sec. Attack speed reduction efficiency (%): 25 | 30 | 35 | 40 | 50 Dodge / Parry / Block Check: Yes Expert skills Forest singing. All opponents within the range of the skill fall into a sleep state with a certain chance (%). When taking damage, this effect disappears. Type: Active Cast Range: 2 yards Reload time: 18 sec Energy consumption (units): 18 | 20 | 22 | 24 Holding time (sec.): 4 I 5 I 6 I 7 Skill triggering efficiency (%): 50 I 60 I 70 I 80 Area of effect: diamond-shaped (the range is 2 yards) Tornado. Deals magic damage and attracts opponents to the center of the skill zone and reduces the speed of skill recovery for all opponents who are in the zone of effect. Type: Active Cast Range: 5 yards Reload time: 18 sec Energy consumption (units): 30 | 32 | 34 | 36 Zone area: 3x3 Duration (sec.): 4 I 5 I 6 I 7 Dodge / Parry / Block Check: Yes Cooldown Recovery Rate Reduction Effectiveness (%): 35 | 60 | 85 | 90 Secret connection. Magic power connects you with an allied hero in your group and restores health to the character with the lowest number of hit points. With the development of the skill, the speed of health recovery increases. Type: Active Cast Range: 4 yards Reload time: 22 sec Energy consumption (units): 26 | 28 | 30 | 32 The effectiveness of health restoration (%): 40 | 55 | 70 | 85 Life-giving stream. Restores some health and energy to the character with the lowest health points within a 4x4 yards radius of the druid. Type: Active Cast Range: 4 yards Reload time: 10 sec Energy consumption (units): 12 | 14 | 16 | eighteen Area of effect: 4x4 (from the point where the druid is) Energy recovery (units): 15 | 25 | 35 | 50 Health regeneration (from% damage): ... The power of water. The water ball deals damage to the target and nearby enemies. A debuff is applied to the target, when the "Lightning" skills hit the targets, the enemy will be stunned for a while. Type: Active Cast Range: 5 yards Reload time: 18 sec Energy consumption (units): 18 | 20 | 22 | 24 Area of effect on standing enemies near the target: 2x2 Damage to nearby enemies from the target (%): 10 | 15 | 20 | 25 Stun time (sec.): 2 | 3 | 4 | five Debuff duration (sec.): 3 | 4 | 5 | 6 Dodge / Parry / Block Check: Yes Punishing roots. Roots enemies in a small area and deals damage over time to targets. With the development of the skill, damage to targets and retention of enemies increases. Type: Active Cast Range: 4 yards Reload time: 28 sec Energy consumption (units): 24 | 26 | 28 | thirty Action area: 3x3 Duration: 4 sec. Damage Ticks: 2 Parry / Block / Resist Check: Yes Healing barrier. Applies a barrier to a character or ally. The barrier absorbs a certain amount of incoming damage and restores the same amount of health. With the development of the skill, the strength of the effect and the duration of its action increase. Type: Active Cast Range: 4 yards Reload time: 35 sec Energy consumption (units): 26 | 28 | 30 | 32 Duration (sec.): 7 | 9 | 11 | thirteen Damage absorbed capacity (Unit): 1220 | 1470 | 1920 | 2220 (values belong to the maximum level) Elemental support. Summons a monster to the target area for a while. The monster deals magic damage to the enemy. The health of the summoned monster depends on the level of character development and the level of skill development; The value of the parameters "Accuracy", "Critical Damage", "Penetration", "Resilience" and "Ferocity" of the summoned monster depends on the value of the character's parameters. Type: Active Cast Range: 4 yards Reload time: 35 sec Energy consumption (units): 26 | 28 | 30 | 32 Monster lifetime (sec.): 15 | 20 | 25 | thirty Monster Health (units): 2720 | 2920 | 3220 | 3620 Physical defense of the monster (%): 15 | 20 | 25 | 30 (that much% of protection is taken from the character to protect the monster) Magic protection of the monster (%): 15 | 20 | 25 | 30 (that much% of protection is taken from the character to protect the monster) Dodge / Parry / Block Check: Yes Protection of the forest. Imposes a positive effect on a character or an ally in a group for some time. The effect absorbs any incoming damage to the target if the amount of damage is greater than the current health, and restores health to a certain percentage of the target's maximum health if the current health level is less than a certain percentage of the maximum. Type: Active Cast Range: 3 yards Reload time: 50 sec Energy consumption (units): 24 | 26 | 28 | thirty Action time (sec.) 10 | 13 | 16 | 20 The effectiveness of restoring health after fatal damage (%): 30 | 35 | 40 | 45 The interval between the return of the buff after health is restored (sec.): 6 sec. Health threshold (%): 25 | 30 | 35 | 40
  7. Invigorating stream is not healing allies since the update, even whn druid's hp is full it won't heal Allie. Screenrecorder-2020-09-25-20-18-04-337(0).mp4
  8. 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
  9. As we all know today we can say that it is one, but the weakest skill of the druids, since comparing with the current power levels of the game the damage it causes (600 to +4) and the little resistance and durability that it presents to the not even exceeding 2 thousand HP we can not even consider it as a distraction for the PVE because instead of helping us, the summon, due we can not control it at all the minion can end up attacking and attracting more than we can handle and for the PVP since most characters can eliminate it in just 1 sec. This was just a small analysis of why you should consider a possible change to the skill Now my suggestion for it is as follows: Following the same lore of the druids and respecting the theory of an invocation which is extremely common in druids in most games that use them as a playable character. I would like to propose a passive / active skill called "Metamorphosis" That would have a very simple operation but at the same time it can be useful for the survival of the druid in multiple situations It would work so that when the druid reaches a certain percentage of life (30% of its maximum life for example) the druid automatically activates the passive "metamorphosis" that instantly regenerate a percentage of Hp based on the maximum life of each character and increasing its defenses for a short period of time, it will give the druid a few seconds to reposition and ensure its survival. Of course a skill like this should only be able to attend under certain conditions and that's what I mean by passive / active, since the skill could only activate every certain period of time and not every time the Druid's life reaches 30% That would be the basic functioning of the skill, it is nothing new sincerely but it is something that I think could bring the Druids back to life. If you manage to take it into account I would appreciate it very much and without further adding with this I would conclude my suggestion. Thank you very much for your time and for this great game called Warspear.
  10. Well I'm currently playing a "Hunter" class right now He's lvl 12 and I've had many dungeon quests and as the noob weakling I was (and I am still now), I always tend to ask for help from the World Chat or my Guild. So I really loved the help from the people who came over and gave it so I really want to be that kind of a player too. There are Rouge classes that also came over but they tend to be more common than others so I don't like them too much (although I heard they're too OP compared to other classes) So I really want to have a magic based player and I want to focus on helping the people in need (in dungeon quests to be specific).
  11. MrKruszakus


    Any druid can use link?
  12. Всем Привет, в этом видео мы вместе с вами окунемся в незабываемый мир игры Warspear Online
  13. I just wanted to ask, because sometimes i see it over and over again... Shall a druid in a formal pvp 1v1 fight use secret link? Pro While e.g. a rogue can have 10 skills, the druid cant use all the skills he has, leaving an inequilubbrium regarding the skills that can use. E.g: You pvp a druid, he has all expert skill slots, and spent them. You too. But the druid cant use all of his skills like you. Much like above, while other people profitate from their builds, a link-build-druid is quite crippled when fighting, thus making it unfair. Players belong to the area enviroment, thus can be strategicly used, just like the dmging statues or the volcano map Contra While in a 1v1 you are (theorethicly) alone against another, link requires a teammate to be casted. So technicly it would be a 2v1 when using link. The HP buff is overpowered on the other hand, and its tide turning potential is just enourmous, so you could say this skill is too strong for a fair 1v1. Some Reasons i figured out, feel free to thnk more about it, and discuss and find another arguments pro or contra to this...
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