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  1. First of all I want say the new rebalance is good, but not for chieftain type "HYBRID", we getting nerf with this: Dual Wield Specialization Added a 30% reduction in magical damage from a weapon in the left hand. With this we getting a nerf, I know about elfs saying we are very stronger in damage killing their partys in t4 and t3 quests, but this is totally using pvp set even they not, I am freeplayer and since this character was released I play it, I think this nerf of "30% reduction in magical damage from a weapon in the left hand." Is totally bad! is very hard to get much magical damage, this update is just for rich people that can amp +10, my chieftain at the moment have 850 magical damage with guild, ring greatness, cape craft lvl30 and lvl32 amulet horror %, and I calculed after update of game i just will have 700 of magical damage, now look in aspect "PVP"... PVP ASPECT The chieftain in this aspect just work using physical damage because in aspect "PVE" we are stronger for criticals, then eagle is 60% of magical damage, imagine I have 700 magical damage 60% is 420 dealing magical damage, now count that 420 with -45% for resilience of enemy, it is 231 magical damage now count defense of enemy... Normally is -45% with penetration of 15% we got reduction of 30%, then (231 - 30%)= 162 of magical damage dealed, ok I will count ferocity +45% of damage dealed then is (162 + 45%= 239), we can see with this a chieftain can deal 239 magical damage with eagle eye per tick.... Do you think this fair? now let's see this "30% reduction in magical damage from a weapon in the left hand." ¡SO BEAUTIFUL! PVE ASPECT The chieftain in this aspect is so good... Why I say this? well, I delicately armed each armor of my chieftain to try to achieve as much as possible and to serve with my relics, and well it is so good, critical hits are going good and strongers by the critical damage of the guild and well, I just can say we are good damagers because criticals hits but in aspect "PVP" I can't say it for the resilience.... Here's the other problem... Change of magical power in two-handed maces and spears For all two-handed maces and spears the value of magic power was increased by ~18% This new mechanism is good... but.... I still thinking on the same thing that I told before, we got nerfed in the aspect magical damage of 2 weapons of 1handed mace so this is one thing for make we don't become angry? For be good damagers in this class being magicals, ¿Are we obliged to use spears and 2handed maces? So ¿Can't we be hybrids? ¿Is this serious? SKILLS REWORKS Rugged Hide Reduced the skill’s duration: from 6 \ 8 \ 10 \ 12 seconds, to 6 \ 8 \ 9 \ 10 seconds. Is necessary to reduce the duration of skill? We are already weak class and for tears of sentinnels we are being nerfed? Even them have shields of long duration and much reduction damage and they don't think on their nerf? Frenzy Reduced the skill’s damage: from 40 \ 45 \ 45 \ 50 % of physical power to 40 \ 40 \ 45 \ 45 % of physical power. The skill will now additionally apply the “Stun” effect to the target for 2 \ 3 \ 3 \ 4 seconds if it’s under the effect of the “Thrashing” skill. Im totally agree with this rework, I don't think -5% of physical is bad, anyway it does a lot of damage, and I like the new stun skill, it is so good but here I come again... before I was talking about hybrid class nerf, you guys just buffing chieftain in the aspect pvp but being physical, not magical, with rework of "30% reduction in magical damage from a weapon in the left hand." we are already more destroyed because we become low damage being hybrids for this reason many that likes magical need become full magical and stop being hybrids, so they are losing the new rework of stun for long time and the people that likes full physical damage but still was hybrids they become full physicals with this update and they become weaks in pve because don't have area damage? Is this nerf will be granted for next update I just think I won't play anymore, it really hurts me, I am a freeplay because in my country I can't buy miracle coins so I get all with effort and I have 10 months saving a lot of things and making my chief stronger, then I finally built my chieftain for be stronger and we get nerf? So you telling that I have 10 months of my life threw to the trash just because sentinnels are crying all the time? And sorry I don't want touch this topic of sentinnels but ¡is the true! all the time we get any buff or we are strongers than sentinnels ¡they just cry for all! I really think this things I told is bad get fix because is very unfair for freeplayers, you guys making this very very good game become to game type "pay to win"? No bro... I no want this for a good game... Greetings and I really hope fix this as soon as possible...
  2. Здравствуйте. Недавно начал играть за некроманта. Что ему нужно прокачивать? Играть в основном планирую пве, но сборка для пвп меня тоже интересует
  3. Class Description Faction: Forsaken Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells. Features: Group support, range and melee attacks, mixed damage, control and weaken enemies. Attack: Defense: Support: Passive Skills Devotion. Increases character's Energy Regeneration by 3. Staves. Grants use of magical staves. One-handed Mace. Grants use of one-handed maces. Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on. Cloth Armor. Grants use of cloth armor. Heavy Armor. Grants use of heavy armor. Basic Skills Dark Prism Magical attack that causes increased damage to the enemy. Type: Active Usage range: 4 yards Energy expense: 13 units Cooldown: 9 seconds Combat Healing Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time. Type: Active Usage range: 5 yards Energy expense: 12 units Cooldown: 12 seconds Weakness Reduces physical and magical defense of the enemy for some time. Type: Active Usage range: 5 yards Energy expense: 14 units Cooldown: 20 seconds Time effect (seconds): 8 / 10 / 12 / 14 / 16 Effect (%): 15% / 25% / 35% / 45% / 55% Call Summons a monster to a specified region for some time. The monster deals physical damage to an opponent. Type: Active Usage range: 4 yards Energy expense: 18 units Cooldown: 22 seconds Maximum number of summons: 3 Time of summon (seconds): 12 / 15 / 18 / 22 / 26 Oppression A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect. Type: Active Usage range: 3 yards Energy expense: 20 units Cooldown: 18 seconds Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5 Expert Skills Stone Curse Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked. Type: Active Usage range: 4 yards Energy expense: 18 units Cooldown: 20 seconds Time stun (seconds): 3 / 4 / 5 / 6 Otherworldly Blessing Increases the maximum health of the target, maximum amount of energy, as well as the Block parameter if equipped with a shield, and the Critical Damage and Critical Healing parameter if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 35 seconds HP increased (%): 5% / 10% / 15% / 20% MP increased (%): 10% / 15% / 20% / 25% If a shield is equipped Parameter block increased (%): 2% / 4% / 6% / 9% If a staff is equipped Parameter critical hit (%): 13% / 16% / 20% / 25% Buff critical heal (%): 13% / 16% / 20% / 25% Buff critical damage (%): 13% / 16% / 20% / 25% Ally effect gived (%): 50% / 60% / 70% / 80% Time effect (seconds): 15 / 20 / 25 / 30 Knowledge of the Dead Man Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the negative effect “Stun” to the enemy for some time, as well as additional physical damage during the next attack. Type: Passive Time of buff acumulative (seconds): 15 / 20 / 25 / 30 Time of buff stun (seconds): 20 / 25 / 30 / 35 Time stun (seconds): 2 / 3 / 4 / 5 Otherworldly Fire A magical attack that deals damage in the specified area, as well as Stun debuff with a specified chance, to all enemies for some time. The attack is repeated several times. Type: Active Usage range: 4 yards Energy expense: 26 units Cooldown: 24 seconds Number of repetitions: 2 / 2 / 3 / 3 Time between repetitions (seconds): 3 / 3 / 3 / 3 Chance for stun (%): 20% / 25% / 30% / 35% Time of stun (seconds): 1.5 / 2 / 2.5 / 3 Number of player targets: 4 / 5 / 6 / 7 Eye of the Darkness Increases physical and magical defense and accuracy of the character or an ally, and lets them see enemies when they are invisible and are located within a few yards for some time. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 20 seconds Increment of defense (%): 20% / 25% / 30% / 35% Time effect (seconds): 14 / 16 / 18 / 20 Help of Chaos Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 3 seconds and deals magic damage to the enemy. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 20 seconds Time of summon (seconds): 14 / 16 / 18 / 20 Demonic Pact Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Skill with constant energy consumption. Type: Active Energy expense: 20 units Energy regen reduction (units): 5 / 7 / 9 / 10 Cooldown: 8 seconds Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70% Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28% Goading Applies the “Aggression” effect to all enemies within a few yards from the character and decreases his movement speed for some time. Type: Active Energy expense: 14 units Cooldown: 14 seconds Aggression (units): 15000 / 35000 / 70000 / 150000. Aggression (yards): 2 / 2 / 2 / 2 Reduction in speed movement (%): 10% / 14% / 18% / 22% Time of debuff (seconds): 4 / 5 / 7 / 9 Player targets: 4 / 5 / 6 / 7 Summoner Skill Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius. Type: Active Usage range: 4 yards Energy expense: 9 units Cooldown: 9 seconds Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55% Number of area damage given by auto attacks: 2 / 2 / 3 / 3 Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
  4. Hi! All. In view of "[2021.10.15] Skill Rebalance. News", I have decided to add my thoughts on skill suggestions for Templar. There is about a month...maybe more, when the rebalance happens. Logically, I am skeptical to what extent any of suggestions listed will be considered/implemented given the short time frame... To note, the below contents are based on my perspective. Readers are free to agree/disagree with this post. My suggestions will be based on overall gameplay (levelling to 18, unlocking the experts and finally reaching endgame) General suggestions for the class, have been noted after going over each skill. Basic Skills Blame [Review]: This skill shines best with staff from a dps perspective. It adds a good stun if the target has stepped on 'Touch of Truth' area effect. However, its more or less useless for mace build from a dps perspective. [Suggestions]: I feel the damage should scale based on both physical and magic attack stats. As the main damage skill when starting out, I feel the Cooldown should be reduced a bit. Grace [Review]: Arguably the 'bread and butter' skill of Templar. It offers very good percentage increase to physical and magic stats. Not to mention the nice looking animation aura. However, the issue with this is, it does not last long. The player has to constantly spam it even when maxed to 5/5. [Suggestions]: I feel it should not be spammed over and over again. On this from overall game play I suggest any one of the following improvements: i. Increase in Duration....or ii. Make it a passive skill with reduced stats...or iii. Skill with constant energy consumption with reduced stats...or iv. Completely replace it with a healing skill that can be cast on others. While this may seem like a Paladin heal...I feel most of Templar heals are not straightforward. Stun proc heals have lot of RNG involved while Mantra of healing disables the target from combat. Combat Support [Review]: Its quite useful now in both PVP and PVE, once maxed to 5/5. [Suggestions]: Either reduce the Cool down or Increase the duration of skill. Fine as it is. Whirlwind of Repentance [Review]: The only aoe skill for Templar (excluding talent skill - 'Defense in Attack'). Its useful only in mace build. And more or less useless when using staff. [Suggestions]: I feel the damage should scale based on both physical and magic attack stats. And it should be a ranged aoe skill. As this will help a lot when playing with staff. Reverse Flow [Review]: The trademark skill of Templar. Its quite effective and fun in wars, pvp and Gvg. [Suggestions]: Either the Cooldown should be reduced or duration should be increased. In addition, I feel the push effect should not be resisted, in the event stun fails. Expert Skills Harad's Teachings [Review]: This passive is completely dependent on stun procs. Without a successful stun, its useless. The heal is not very helpful, given its based on position of the character and a small percentage of magic stat. The damage is based on physical attack stat, which is negligible when playing with staff. [Suggestions]: Instead of being dependent on stun, its best, if the buff procs based on various skills used like Mage's "Overload" or Chieftain's "Clan's Help" passive skills. In addition, in place of damage proc, I would suggest, the heal that occurs also restores energy in addition to health, given Templar, uses up lot of energy on its skills. Mantra of Healing [Review]: Very situational and quite useful Overall. [Suggestions]: In current meta, I think its good as it is. Touch of Truth [Review]: Its useful in PVP. At max level it gives a reasonable period of silence. However, its best used when using mace. Quite useless with staff. While its the opener for getting stun proc with Blame, stun in general gets resisted a lot. [Suggestions]: This skill should become ranged. In order to make it applicable when playing with staff. In addition, I feel it should have a debuff for reducing defense stats for a limited time, to make it more viable for either pve or pvp. Sucker Punch [Review]: The highest single target burst skill for Templar when using mace. Used with 'Reverse Flow', it causes a 'ping-pong' effect on the target (which is fun to watch when it procs!!). Unfortunately, its useless for staff players from a dps perspective. The throw effect is helpful only if the target is within range. [Suggestion]: I feel the usage range should be increased to 2 to 3 yards mainly to benefit staff users. And damage should scale on both physical and magic stats. Deity Statue [Review]: Its more or less useless in any scenario. Apart from being a decoy of sorts when used on general mobs or to distract charmer pets in arena. The damage absorption is not useful. [Suggestions]: I feel this skill can be made similar to a Totem. Players standing near it, get some useful buffs like increased health/energy regeneration, skill cooldown speed, etc Branded by the Sun [Review]: Good aoe aggro skill which gives a heal marker. Unfortunately, the heal marker might me taken up by a different part member, if their attack speed is higher. [Suggestions]: As this is the only aggro skill in Templar's arsenal, the cooldown has to be reduced. In addition the 'Stigma' debuff could be changed to have effect similar to Paladin's "Sun Seal". Onslaught [Review] Another very good physical dps skill. And a much needed gap closer for Templar. Unfortunately, its useless with staff. [Suggestion]: Unfortunately I'm unable to think of anything to improve it. Given the other skills, I think its good as it is. Power of the Heaven [Review]: It gives decent buffs for either mace/staff build. However, it consumes lot of mana. Personally I prefer Merman equipment buffs than using this skill. [Suggestions]: Its best to make this a passive skill. Particle of Life [Review]: While the AI of Pet may require improvement, its a very good dps skill that works in any build. [Suggestions]: In current meta, I think its good as it is. General suggestions on Templar gameplay: a. Templar skill sets consume lot of energy. Would suggest if the overall consumption can be reduced. Now granted, all classes consume energy. However, I personally felt, unless I have a very huge energy pool, I had to constantly use energy pots. b. Templar, as I understand it was based on stun stat and its procs for healing. Unfortunately in the current meta, stun is easily resisted in general. This as a result, effects the survivability of the class. I would suggest a rework of the stun stat in general. Thinking again, I think its fine as it is in regards to stun stat. I guess that concludes my thoughts on this topic. (Changes made in violet after thinking about it again.)
  5. TEMPESTADE DE AREIA: evoca uma zona 7×7 diminuindo a precisão, velocidade de ataque e recarga de habilidade dos inimigos em X% por 8 segundos.(uma possível adição é causar dano mágico periódico ou cura aos aliados) Dentro desta zona o mascote Espírito da Areia ganha um bônus adicional de força mágica de 5%/10%/15%/20%. Números ilustrativos.(Substituindo a estátua da deidade) AREIA MOVEDIÇA: lança uma zona 3×3 que prende os inimigos no local. (Substituindo o fluxo reverso) Essa sugestão de skills foi algo antigo e hoje vi que é possível substituir skills atuais por elas sem perder tanto o sentido.
  6. Hi! All. In view of "[2021.10.15] Skill Rebalance. News", I wish to share my suggestions on improving the class overall from my perspective. I've not played warlock much after unlocking all experts at Lv 18. And I have yet to reach endgame with my char, as I am not finding it fun to play when comparing it with mage. So my suggestions will be around what the class needs to be comparable to its counterpart the 'Mage'. Suggestions The Warlock lacks good survivability overall. While "Grimoire + Draining Health" combo does generate reasonable Heal over time at higher levels...I find its not very reliable, if the skill gets dodged/resisted. As for Stone body, its more of an emergency skill and it does not last long. So hence, I suggest improving the Steal Health skill for a consistent heal over time. Again some may argue, that the control skills offset survival. But I feel control skills are not reliable especially at end game content when most of players or bosses have high resist stats. The Warlock needs some of its experts to be passives. Currently it has no passive expert skill (excluding Class Talents and Classless Skill books). There are just too many active skills. The AOE potential of the class needs to be improved.
  7. Descidi fazer este post nessa seção pois irei colocar algumas sugestões para mais de uma classe. Acredito que o jogo está proximo de um bom balanceamento no quesito GvGs, mas falta algumas coisas para ambos os lados, para melhorarem suas capacidades, além de que existem diversas classes com uma utilidade baixa demais para esse tipo de conteudo, que vem aumentado a cada atualização do WS. Tentarei suprir algum ponto negativo da classe bem como da facção usando algumas das sugestões a seguir. DRUIDA Árvore das Estações ALCANCE: 4m MANA: X CD: 30s EFEITO: Posiciona uma árvore mágica na área (5x5) por 14s, a cada 3s a árvore aplica um efeito negativo nos inimigos por 4s, alternando entre um efeito negativo de atk e negativo de defesa. DEBUFF DE ATK: Diminuição de Precisão, Penetração e Acerto Crítico DEBUFF DE DEF: Diminuição de Defesa Física, Mágica e Esquiva Esse é um esquema do padrão de aplicação de debuff da árvore. A intenção com essa habilidade é melhorar o poder dos druidas em confrontos de larga escala, bem como proporcionar aos sentinelas um pouco de poder ofensivos em debuffs. Essa habilidade foi pensada como um análogo do ''Totem da Fraqueza'' dos xamãns. Esse é um exemplo de como a arvore poderia ser, uma árvore mais simples, para evitar poluição visual, a cor da arvore poderia alternar a cada 3s para refletir seu efeito. WARDEN (GUARDA) Estandarte de Nuadu RANGE: 3m MANA: X CD: 30s EFEITO: Coloca uma bandeira na área selecionada (5x5), a bandeira aplica o efeito negativo ''Vigiado'' aos inimigos. Esse efeito negativo reduz o parâmetro de penetração dos inimigos e os silência sempre que eles usarem uma habilidade, também causa dano aos inimigos quando silenciados. DETALHES: O efeito ''Vigiado'' pode ser resistido, fazendo com que o inimigo ignore totalmente os efeitos da bandeira. Esse efeito faz com que os inimigos na área percam penetração, e caso eles usem uma habilidade recebem dano e são silenciados por um breve instante. O ponto com essa habilidade é fazer com que o guarda tenha uma habilidade mais voltada para o PvP, além de melhorar a classe para confrontos em grupo. Essa é a bandeira do paladino, a bandeira do warden poderia ser similar, alterando as cores para representar o warden, bem como trocando o simbolo do marte, pelo símbolo dos Guardas. MAGO Inferno Flamejante RANGE: 5m MANA: X CD: 25s EFEITO: O mago marca uma área (5x5), após 3s um grande meteoro cai no local, causando dano mágico aos inimigos e reduzindo a defesa mágica deles. DETALHES: Uma habilidade similar a de alguns boss como o Olmo negro, onde o inimigo tem algum tempo de reação. Essa habilidade causaria um bom dano mágico, e reduziria a defesa mágica dos inimigos. Algo que os sentinelas não possuem. CHARMER (ENCANTADOR) Demônio das Profundezas RANGE: 3m MANA: X CD:30s EFEITO: Evoca um monstro no local selecionado (5x5) por 15s, o monstro causa dano mágico aos inimigos a cada 3s e os silência por um pequeno instânte. DETALHES: A duração do PET pode ser aumentada pela habilidade ''Pacto Demoniaco''. O pet possui vida e pode ser morto, a vida do pet é equivalente a vida do lançador ->100% da vida, 100% da vida, 150% da vida, 200% da vida. O lacaio não pode se mover nem ser atordoado. Esse é um exemplo de como poderia ser o visual do demônio convocado pela habilidade, algumas mudanças nas cores para roxo/preto para refletir melhor a skill do encantador. NECROMANTE Purificação Proscrita RANGE: 5m MANA: X CD: 30s EFEITO: O necromante remove todos os efeitos negativos dos aliados na área selecionada (5x5), e aumenta as defesas física e mágicas dos aliados, o valor de defesa aumenta para cada efeito negativo removido. DETALHES: Remove efeitos negativos e aumenta a defesa, para cada efeito negativo removido, o valor de defesa aumenta. Exemplo: Aumenta 20% das defesas + 5% para cada efeito negativo removido. Com a adição de alguns debuffs para o lado sentinelas, o lado legião iria precisar de alguma habilidade para tentar combate-los.
  8. Estava fazendo Coliseu Difícil com um colega, e no final da masmorra, faltando cerca de 3 minutos, quando estávamos no Boss (já haviamos consumido revives, pots, 2 vigores, reparo..), todas as skills (minhas e dele) foram bloqueadas, e ao final do tempo, fomos expulsos da masmorra mesmo sem clicar nada. Isso nunca havia ocorrido antes, mas foi bastante frustrante, espero que encontrem uma forma de corrigir.
  9. Good morning Maybe I will start with the fact that when I remember, I played healers, my adventure has been going on for several years (I mean healers, I mean druid, shaman, priest, necromancer) in the game, the variety of characters is large, at the beginning it might seem that the priest is an analogous class to necro, shaman to druid, only the skills differ slightly, initially this is how the similarities begin to blur, and it is known that the greater the variety, the harder it is to balance. Currently, out of these 4 classes, necromancer seems to be the weakest when it comes to pvp and maybe in pve, although its ailment is mainly visible in pvp, lately, thinking about what could be changed, I came up with a few ideas, we do not want to make necromancer a class that will beat everyone, because that would not be good, there should be some counter for each class. I will give my suggestions and try to somehow argue why such a change would be useful, I encourage you to discuss and share your thoughts. Lets start it! Infection: Now instead of lowering defense, the skill increases the damage received by the target by 10-12-15-18%. The effect lasts for X seconds, after this time, it exposes damage around it, additionally, after the explosion, it silences for X seconds (The skill has become more useful after the recent changes, but still feels deficient, necro has only 2 control skills, nightmares which is not stun but only long sleep, and fear, silence sound good, not aoe just for target who had infection, combo faithful + infection could work still, just need to set max amount of player affected we dont want make whole guild silence by 1 necro). Dark Power: Increased the buff to physical and magical power: from 5-7-10-15%, to 9-12-15-18%. Additionally, necromancer gets 3/6/9/12% penetration, team members get half the effect (or crit power instead of pene) Poisonous Shield: Now skill additionally, it increases the player's magic and physical defense by 10/20/30/40% ( Skill puts the necromancer or tank at risk, incorrectly used can cause trouble, increasing defense could reduce the risk) Deathly Eye Complete skill change, necromancer summons serpent that deals magic damage (Action like Water Elemental druid, you can prioritize what target to attack with Poison Spittle. (It used to be able to change the fate of the fight for world bosses, now it is on the sidelines, now it only serves to launch a relic that gives resist (which is also unbalanced that you can, with a bit of luck, have a resist every 2 seconds) It would give a bit of freshness, and certainly would match the necromancer profile that is the summoner).
  10. Recentemente (cerca de 1 ano ou mais) o jogo teve uma melhoria muito grande no quesito guildas, com o lançamento dos gvgs fixos as guildas comecaram a exigir mais de seus jogadores, como a mudança da build de skills para algo que ajude a guilda em combate massivo PvP, infelizmente para algumas classes essa mudança significa sacrificar habilidade muito importantes para outros aspectos do jogo (como o PvE e PvP de arenas), o que muitas vezes acaba reduzindo muito a procura dessas classes para diferentes conteudos do endgame. A proposta aki é simples, adicionar uma pagina extra de habilidades, onde vc poderia fazer duas builds de skills diferentes para usar em situações diferenes a sua escolha. Deveria haver algumas limitações para evitar problemas em cenarios como arenas ou dungeons, onde vc poderia simplesmente fazer builds especificas e usar ambas na mesma instancia ou arena. Uma exemplo de restrição seria: Limitar a troca das páginas apenas dentro de cidades (locais onde existem uma estátua de aparecimento) A idéia é que não haja impedimentos baseado em tempo, pois a intenção é que um jogador pve, possa mudar sua build sómente para ir pvp ou gvg, e trocar novamente para o pve, por exemplo um priest podendo upar habilidades de suporte para o pve ou gvgs, e habilidades de controle para o pvp, sem precisar gastar um livro toda vez que descidir se aventurar em novos desafios. Com essa mudança o livro de skills passaria a resetar apenas uma das paginas de habilidades.
  11. Guys who can add a guide of all skills of the Chieftain? I mean a guide of the skills of how it work at [1/4], [2/4], [3/4] and [4/4] I really apreciate who do it
  12. Having the database to measure one's is very helpful, few things I would like to suggest. Adding the skills of character within the database would be crazy helpful, for clear goal of a build. Pressing the skill button will activate the skill and it's stats attributes will be added to the attributes menu. This will greatly help everyone to have a crystal clear build without having to wait every time to test on test server to see the percentage of stats altogether. There is a misinforming physical damage number on lvl 30 maces where you put the Crystal of Goodness in. Please kindly fix it.
  13. I think this can be a good idea for new expert skill for chieftain note: I will write expert skill like Khrone, so I giving copyright Chieftain's Call Type: Active The Chieftain calls a herd of wild animals (Bear, Wolf, Tiger, Lion), each animal gives a buff to chieftain and chieftain's party. Buff's Bear: The Bear Buff gives a skin to the character (Or to the character's party) that increases physical and magic defense Wolf: The Wolf Buff gives some percent of evasion to the character (Or to the character's party) Tiger: The Tiger Buff gives attack speed to the charater (Or to the character's party) Lion: The Lion Buff gives some percent of physical and magic attack to the charater (Or to the character's party) Note: If any of the wild animal was killed the buff will disappear The HP of the wild animal and the skill duration is increased by upgrading this skill 1/4: The duration of the skill is 10 seconds 2/4: The duration of the skill is 20 seconds 3/4: The duration of the skill is 30 seconds 4/4: The duration of the skill is 40 seconds I hope you liked my idea and that it is added to the game. I was 1 hour doing this topic... ATT: Zedeght US-EMERALD Hypnop US-EMERALD
  14. I have a question about the poisonous shield skill, my question is why in the skill description does it affect a maximum of 3 allies (6 if 4/4) when in fact it only heals the person to which the shield is applied?
  15. whatson


    Alguem ai sabe me dizer o que são as habilidades do lacaio rato branco ??
  16. Olá! Sou um jogador que adora questionar algumas coisas que podem ser aprimoradas nesse RPG, jogo desde 2014 e uma coisa que realmente salvou o Warspear Online foi uma atualização de novas classes (Charmer e Hunter na época). Os jogadores que não tem experiência ou que são realmente leigos a respeito desse jogo não sabem da existência de um fórum ou de sua utilidade para aprimoramento de nossas experiências, mas eu confio nenhum potencial de um bom feedback que pode engendrar em uma ótima surpresa a todos caso alcance os nossos queridos desenvolvedores, ou seja, quanto mais compartilharmos de nossos gostos, criatividades, indignações, mais rápido teremos soluções para torna-lo melhor ... Como foi no caso dos Magos que realmente estavam bem desbalanceados ao meu ver (não quero entrar nesse tópico estou apenas expondo minha opinião e do fato ocorrido, utilizando o mesmo como exemplo ok?), mas isso requer COMPROMETIMENTO, então vou tentar ir até o final pelo menos. Habilidade: "Agilidade do Caçador": Agora falando realmente do tópico acima, todos sabem que essa habilidade veio junto do pacote de Hunter Iniciante, desde o início do teste do servidor onde alguns jogadores tinham acesso como novas classes e podiam testar suas habilidades, notou- se o seguinte pensamento dos jogadores: "Ah ele tem um MESMA habilidade do Ladino", e isso é um FATO ... Ele realmente apresenta algumas características marcantes, é só observar seu KIT: Dano explosivo, Atordoamento, Envenenamento, ESQUIVA e a única inovadora para todos nós e que realmente é a ESSÊNCIA de um caçador: "Postura de Combate", que pra quem não conhece pelo nome, é a nossa querida habilidade ilimitada que aumentam os parâmetros de DMG e CRITICO (até nossa mana esvair-se). .. Está bem? (Aposto que vai aparecer aqueles aspirantes falando " AH MAS ELE USA ARCO E BESTA! NÃO TEM NADA A VER " ANTES QUE FALEM ISSO EU JÁ QUERO RESSALTAR QUE VOU USAR ESSE MESMO PONTO PRA QUESTIONAR OS DESENVOLVEDORES A RESPEITO DESSA HABILIDADE. Certo, meus queridos amigos! Então o ponto em que quero chegar é! POR QUE TER UMA HABILIDADE DE ESQUIVA JUSTAMENTE PARA UM HUNTER? ALGUÉM QUE TEM COMO FUNÇÃO E BENEFICIO ESTAR LONGE DE UM ALVO PARA CAUSAR SEU TÃO PRECIOSO DANO? ("Espero que pensem: O CARA TEM TODA RAZÃO É ALGO INÚTIL E QUE REALMENTE É INDIFERENTE). Quero mandar uma observação aos desenvolvedores e, aos administradores uma reflexão: Sei que vocês tentam incluir novas habilidades e que não sejam tão fortes ao ponto de dominar o jogo com a classe, mas estão balanceando a mesma tentando incluir Habilidades não muito úteis, dessa forma , deixando os mesmos com algumas desvantagens colossais ... (Não sei se ler mas por desencargo de consciência já atribuída aqui mesmo assim). Apenas observem o lado dos sentinelas e comecem a contagem das habilidades de proteção deles tem lá ... Seeker tem Escudo de Harad que absorve o dano e contra-atacando com uma força atualizada por 12 segundos, ele tem quase a mesma função do ladino e pode ficar furtivo, além de todas as suas outras habilidades de especialidades focarem em parâmetros de penetração, hemorragia, dano por segundo, crítico etc ... Nenhum Legionário, Então que tal inovarem ainda mais? Já que atualmente ESQUIVA é um parâmetro indiferente para nosso Caçador ... Por que não atualizar essa habilidade e inovar do lado legionário de um escudo parecido que absorve o ataque e aumenta o parâmetro de: DANO POR SEGUNDO / CRÍTICO? Não seria algo razoável? Totalmente viável e que tornaria uma classe tão boa quanto um Ranger que obtém solar prole facilmente vocês não acham? Ou Uma Habilidade de furtividade, afinal se é mais fácil vocês imitarem habilidades que já existem como o próprio ruim KIT de um Ladino coloquem algo mais marcante (brincadeira! Hahaha) não seria algo tão tão, afinal ele estaria fazendo jus ao nome caçador e sua história: "Caçadores passam a maior parte da vida em florestas densas nas montanhas, aperfeiçoando suas artes marciais ... Preferem não se envolver em combates CORPO A CORPO". Ou deixem desse jeito, ignorem o fato que essa habilidade não serve pra nada e fiquem na paz ... Agradeço a todos que tiveram a paciência de ler até aqui e toda nossa comunidade do jogo.
  17. (Reservas secretas rework) Quando a vida do cavaleiro da morte é reduzida a um nível crítico a regeneração de vida almenta por alguns instantes. Quando essa habilidade passiva ativar a regeneração de vida NÃO MUDA MESMO estando em BATALHA ! Ficando assim *o mesmo parâmetro* de REGENERAÇÃO dentro ou fora de combate apenas por alguns segundos! Exemplo: o parâmetro regenerar não abaixa por alguns segundos mesmo estando em batalha, depois que o efeito passar o parâmetro abaixa se ainda estiver em batalha. (Esfera sombria remake [Warlock] ) O bruxo dá um golpe com muita chance de crítico ! qualquer inimigo por perto toma um pequeno dano em área atingindo todos que estiverem próximos do alvo atingido ! > Isso vai ajudar muito bruxo (principalmente que tem vamp) pq bruxo é uma classe que depende muito das outras pra farmar e muitas vezes em pve são desvalorizados < . (POUCAS CLASSES DOS MCS TEM DANO E STUN EM ÁREA ! ISSO NOS AFETA MUITO EM WAR E GVG) !!!!!! exemplo: 1-Paladino nem precisa te ver pra stunar, Apenas clica na skill grilhões da justiça e pega até quem está invisível ! 2-Mago pula no meio de todo mundo e stuna sem precisar de muito esforço ! 3-Druida sendo um suporte tem muito stun, nem se fala. NOSSAS CLASSES MCS NÃO TEM MUITO STUN EM ÁREA, E NOSSOS ATORDOAMENTOS TEM % DE FALHA RECLAMAM DO CHARMER E DO BRUXO MAS ESSAS CLASSES NÃO PULA NO MEIO DE UMA PT E MATA GERAL !!!!!! Bruxo e charmer SÃO CLASSES OP NO X1 MAS NEM É SÓ DE X1 QUE SE VIVE UM HOMEM. (Mestre do bloqueio [Warden]) Todo golpe que o Warden bloquear regenera uma pequena quantia da sua vida, PORÉM ! SE PERDER 20/25/30% DA VIDA TOTAL o bloqueio passa a recuperar a vida do Warden em uma QUANTIA BEM PEQUENA APENAS ! Ex: o Warden tem 4k de HP se ele perder 20% desses 4k a habilidade mestre do bloqueio regenera uma quantia um pouco menor. Ficar arrumando tudo devagar vai desmotivando certos jogadores espero ver uma melhora significativa o mais rápido possível, Lado MC tá um SACRIFÍCIO pra montar grupo pq TANK tá em falta ! Em muitos jogos vejo Bárbaros como uma classe OP em PVE. warspear é o único jogo que pro bárbaro ser forte precisa ser +7 ou +10 lembrando que se tratando de BRASIL nem todos temos uma vida com um dinheiro extra pra depositar no jogo, então não resta opções se não pararmos de jogar por falta de condições e desvalorização. Nossa ECONOMIA não é igual da Rússia, então quando o jogo não fica equilibrado pelo menos pro pessoal mais humilde eles se sentem desmotivados para jogar. Não se trata apenas de um jogo se trata de questões financeiras também ! Nem todos os Países tem uma economia boa e um salário bom pra gastar com jogos no fim do mês. Aguardo uma atualização descente e acima de Tudo EQUILIBRADA PARA TODOS OS LADOS ! Costumamos dizer que o cliente sempre tem razão ! Uma boa tarde, Grato.
  18. I would like to suggest a rework on either of the 2 skills mentioned below: 1. Saturation: It would be better to reduce it's health consumption rate. Basically, Dark Knight players without a good amount of steal health can't gain enough health to tackle it's side effects. Imagine a player with bare amount of gold uses this skill as a hope to farm and earn some gold. Not only them, all dark Knights will become much more reliable without having them to have +10 equips. I mean, why not? If a medium amped warden can do it, why can't we? On to the next one, as I said reworking on either of this skills will like bring back life with smiles on the legion side. It's all about balancing of the skill between the two oppositions. 2. Secret Reserves : Literally a skill which got nerfed into being nothing. It's good in PvP on 1 on 1. That's literally it. Making it 4/4 is another rip off. I mean that reactivation time of a PASSIVE skill is way too much. You will die within the long run, no jokes. It would be better to rework the skill either by removing that sure dead reactivation time or you could easily change to how it works to, Certain percentage of health is regained with each successful BLOCK or PARRY or maybe DODGE. ( I know what you are thinking :'3 ) Well, as I said, reworking on either of these 2 skill would kinda balance out the skill between Dark Knight and Warden. Not only that, as a matter of fact, the frustrated DK players who have left, will leave will again have a BIG HOPE of being reliable with just medium amped equips. How cool is that? Can you imagine newbies who got interested in DK can actually help themselves in quest in servers where there are very less players. Give the legion side a chance to shine too!
  19. Hello guys,as a pally player,i had study banner 4/4 and call1/4,and going to study third expert skill and level up one. I found illuminate's dmg higher than call by comparing to other pally,and it shorter CD.It seems its pretty good dmg skill for mdmg pally but it describe it would taunt surround mobs,for what i think i may killed in dg and lab. So pls tell me your feeling when use illuminate,should i level it up?i dont want level a skill couldn't use in some major situation. And which suggested for fourth expert skill? Thanks everyone!
  20. as lv 32 came i tougth that would be good that each class will be able to learn at lv30 new expert skills with outstanding power and able to totaly change the way we imagine pvp and pve, these books would be avaible at the usual trainers for 60k gold each Mountain clans barbarian: unstoppable rage the skill is a passive wich is focused on buffing the "rage" effect, it will increase its duration and give extra effects on it while developing the skill time increase: 2-3-4-5 seconds increase on attack: 1-1.5-2-2.5% extra (it means if the skill is developed at 4/4 the rage buff will give 12.5% more attack instead of 10% bonus health regen speed: 40-60-80-100% increase of level range for heal from killing: 4-4-5-6 more levels lower than the character (this means that an lv32 barbarian with the skill at the 4/4 level of developement the "equal power" is considered lv26) passive increase of "rage" stat: 5-7-9-11% increase of hp regen stat: 0-0-50-100% aggresion cause increase: 20-30-40-50% at skill learn the barbarian has an chance equal to the barbarian's rage on blocking an attack to gain the "rage" effect Bersek Active on time consume. The barbarian inceased his deffense, attack power and speed Skill activation cost: 10-20-30-40 Skill time consumption: 7-9-11-13 energy/2 seconds Attack increase: 10-15-20-25% Deffence increase: 20-30-40-50% Attack speed icrease: 10-13-16-20% Movement speed increase: 20-25-30-35% rogue: smoke grenade active, the rogue will trow an smoke greanade on the ground wich will buff the dodge of allies and decrease the enemys accuracy, any rogue inside the smoke is invisible, once hit the taget will be lost, and the rogue can use "stealth" skill cast range: 3 yards skill area occupation (square): 3x3-3x3-3x3-4x4 skill energy consumption: 20-24-28-32 energy skill cooldown: 30 seconds skill duration: 12-14-16-18 seconds dodge increase: 8-12-16-20% accuracy decrease: 5-7-9-11% Backstab Active. the rogue makes an strong attack, if the target its not targeting the rogue or the rogue is in stealth it will deal extra damage and if the rogue is in stealth and the target its attacking an another enemy, the attack will be unable to ignore and deal massive damage Skill energy consumption: 16-18-20-22 energy Skill cooldown: 27 secs Skill base damage (D): 50 Skill damage from character level (E): 5 each level Skill damage from rogue's physical attack (A): 120-130-140-150% Skill extra critical damage: 20-30-40-50% Skill bonus damage if the rogue is not targeted or the rogue is in stealth(B): 20-30-40-50% Skill bonus damage if the rogue is in stealth and the target its attacking(C): 30-45-60-75% Skill formulas Base (F): rogue's level*5+rogue's physical attack*A+50 If the enemy its not targeting the rogue or the rogue is in stealth: F*B If the enemy its attacking someone and the rogue is in stealh: F*C shaman totem of protection active, the shaman places an totem on the ground wich increase the allies in the effect's area defensive stats cast rage: 5 yards skill area effec (square): 5x5 skill energy consumption: 24-26-28-30 skill cooldown: 40 seconds skill duration: 15-19-23-27 seconds increase of allies physical and magical deffence in area: 15-20-25-30% increase of the parry and dodge statistics: 2-3-4-5% Collosal earthquake Active, shaman charges and causes an massive earthquake by causing massive damage and stunning enemy targets Skill energy cost: 100% energy Skill cast time: 10secs | during the period the shaman will use the energy required for the skill and any damage gained will stop the cast Skill cooldown: 150secs Skill area effecc: 7x7 (square) Skill stun duration: 5-7-9-11seconds Skill base damage (a): 80 Skill damage from character level (b) : 8 each level Skill damage from shaman's magical attack (c) : 130-180-230-280% Skill formula: Shaman's magical attack*c+ shaman's level*b + c The skill will damage EVRYONE in the area of effect Friendly damage: 100-90-70-50% hunter hunting wolf Passive. the hunter will be followed by an wolf ally, it can be killed, once killed it wont respawn afther an certain period of time or till an respawn or respawn statue use, it has chance on attack to apply bleed wolf's hp: 50-70-90-110% of hunter's health wolf's base attack speed: 1 attack each 2 seconds wolf's physical attack: 40-60-80-100% of hunter's physical attack wolf's physical/magical deffence: 20-30-40-50% of hunter's physical/magical deffence wolf's chance to apply beed: 20-30-40-50% of hunter's critical chance wolf's bleed duration:8 seconds wolf's bleed damage: 5-7-9-11% of its attack Respawn time: 120sec Multi shot Active. The hunter shoots multiple arrows at once (attack multiple times at once) Skill cost: 10-12-14-16 energy Skill cast time: 2 seconds | during the period the hunter will use the energy required for the skill and any damage gained will stop the cast Skill cooldown: 30 seconds Arows shooted: 2-3-4-5 Forsaken Deathknigth Life assorbtion Active with continuos energy use. while the skill is active the deathknigth will heal for an part of the damage that near, living things gain. The lifesteal boost from saturation will also increase the skill efficency, the efficency its halfed if the damage is caused by the deathknigth Skill area of effect: 5x5(square) Skill cooldown: 20 secs Skill activation cost: 20-24-28-32 energy Skill energy consume ovetime: 7-9-13-15 energy/2.5sec Skill efficency: 4-6-8-10% Death shield Passive. Time to time when the deathknigth is in combat , he will gain a damage conversion shield for fewseconds. The shield will convert damage into extra maximun health wich will stay for some time Skill trigger rate: 60-50-40-30secs Skill shield duration: 2-3-4-5 secs Skill hp increase duration(post shield): 10-15-20-25 secs Warlock Course revenge Passive. The warlock gain extra damage and critical damage for few seconds, the effect can be stacked up to 5 times Effect duration: 5-7-9-11secs Increase of damage and critical damage: 4-6-8-10% Life widthdraw Active, the warlock will place an circle in the ground wich will instantly apply life exaustion on targets in it Skill energy cost: 20-24-28-32 energy Skill cooldown: 30 secs Skill cast range: 5 yards Skill duration: 5-7-9-11 secs Skill base damage: 6 damage each tick Skill damage from warlock's level: 3 for each level Skill damage from warlock's magical attack(A): 7-12-17-22% Health conversion: 10-15-20-25% Skill formula (each tick) 6+warlock's level*3+warlock's magical attack*A Necromancer Call of skeletons Active, the necromancer summons an group of skeletons for figth for him for a period of time Skill energy use: 30-34-38-42 energy Skill hp use: 5% of total hp Skill cooldown: 60secs Skeletons' summon duration: 20-30-40-50 secs Amount of skeletons summoned: 2-3-4-5 Skeletons' phisical attack: 15-22-29-36% of necromancer's magical attack Skeletons attack rate: 1attack each 2.5 seconds Skeletons hp: 20-30-40-50% of necromancer's hp Life gift Active, the necromancer gives healing over time to the party Cooldown: 30 secs Skill energy consumtion: 10-13-16-19energy Skill health consumption: 5% Skill effet duration: 12 seconds Healing over time: 50-60-70-80% of necromancer's magical attacck Healing rate: 1 tick each 2.5 seconds Charmer Golem's call Active. Summon an stron golem to protect the party, the golem will automaticaly cast deathcall when the charmer use any agression skill or in figth Skill energy use: 30-45-70-85 energy Cast range: 5 yards Skill cooldown: 120sec Skill duration: 50-70-90-110secs Golem's hp: 110-120-130-140% of charmer's hp Golems's physical and magival deffence: 110-123-136-149% of charmer's physical and magical deffence Golems "block" stat: 10-14-18-22% Golem's physical attack: 40-50-60-70% of charmer's magical attack if the charmer's magical attack Golem's attack speed: 1 attack each 3 secs The golem will cast deathcall evrytime its ready in battle (usage of any agression skill by the charmer will make it recharge automaticaly) Golem's deathcall level of developement: 1/4-2/4-3/4-4/4 Barrier Active. The charmer created a barrier on himself or an ally Skill consumption: 20-24-28-32energy Skill cooldown: 20 secs Skill effect duration: 6-12-14-20 secs Skill damage assorbtion: 30-40-50-60% of target's health Chosen Paladin Royal protection Active, the paladin will decrease him self and his allies damage income Skill energy use: 24-28-32-36 energy Skill cooldown: 40secs Effect duration: 10-17-24-31 secs Damage reduction: 10-15-20-25% Paladin's wish Passive. time to time, the paladin creates a barrier on himself and the party, if the paladin is attacked the activation rate is faster, can stack twice Skill activation rate: 40-30-20-10 secs Skill damage assorbtion: 10-15-20-25% of paladin's health Activation rate boost under attack: 10-20-30-45% Mage Cataclysm meteor Active, the mage will charge his power and make an meteor fall from the sky. By causing massive area dmg Skill energy use: 100% of total energy Skill cast range: 10 yards Skill cooldown: 140second Skill cast time: 10 seconds | during the period the mage will use the energy required for the skill and any damage gained will stop the cast Skill area effecc: 7x7 (square) Skill base damage (a): 100 Skill damage from character level (b) : 12 each level Skill damage from mage's magical attack (c) : 150-200-250-300% Skill formula: Mage's magical attack*c+ mage's level*b + c The skill will damage EVRYONE in the area of effect Friendly damage: 100-80-60-40% Multiple bolt Active. The mage charges and trows multiple fireballs Energy consume: 200-300-400-500% of fireball's energy consumption Skill cooldown: 25 secs Skill cast time: 4 secs Fire balls casted: 2-3-4-5 Priest Divine recovery Active. the priest will cause an huge area heal and heal overtime, the skill will also heal from any negative status effect Skill energy use: 50-60-70-80 energy Skill cast range: 5 yards Skill cooldown: 120sec Skill effect duration: 20-30-40-50 sec Skill area of effect: 5x5 (square) Instant healing: 150-200-250-300% of priest's magical attack Healing over time: 50-60-70-80% of priest's magical attacck Healing rate: 1 tick each 2.5 seconds Priest's blessing Active. The priest applies an health regeneration and increase his or an ally deffecne for some time Skill energy consume: 14-18-22-26 energy Skill cooldown: 20 secs Skill effect duration: 18 secs Healing over time: 40-50-60-70% of priest's magical attacck Healing rate: 1 tick each 2.5 seconds Physical and magical Deffence increase: 20-25-30-35% Seeker Seeker's focus Passive. for each critical hit, the seeker will gain extra critical chance and damage. The effect can be stacked up to 10 times. Each failed crit (or the attack is blocked, parried or dodged) will remove one stack, if the seeker dosent attack for 10 seconds all stacks will fade away Skill critical damage increase: 5-7-9-11% Skill critical chance increase: 1-1.5-2-2.5% Whirlwind Active. The seekers spins on himself and damages all enemys around Skill energy consume: 20-22-24-26 energy Skill cooldown: 20secs Skill damage (base): 25 Skill damage for character level: 3*character level Skill damage from seeker's physical damage(A): 90-100-110-120% of seeker's physical attack Target limit (pvp only):4-6-8-10 Skill formula: 25+seeker's level*3+seeker's physical damage*A First born Blade dancer Parry combo Passive. for each parried attack, the bladedancer gain extra physical, magical deffence and "parry" the effect can be stacked up to 10 times, if the blade dancer gets an attack it will loose one stock and if the blade dancer dosent parry an attack for 10 secs all stocks will dissapear. Learn the skill will allow the blade dancer to parry ranged attacks Physical and magical deffence increase each stock: 5-7-9-12% Parry incease each stock: 1-1.5-2-2.5% Blade protection Active. The blade dancer gains an incoming damage reduction based from a portion of the his "parry" Skill energy consumption: 16-18-20-22 energy Skill cooldown: 27 secs Skill effect duration: 10-15-20-25 secs Incoming damage reduction: 40-60-80-100% of blade dancer's parry Ranger Familiar (wolf) Passive. The ranger will be followed by an wolf ally, it can be killed, once killed it wont respawn afther an certain period of time or till an respawn or respawn statue use, it has chance on attack to apply bleed wolf's hp: 50-70-90-110% of hunter's health wolf's base attack speed: 1 attack each 2 seconds wolf's physical attack: 40-60-80-100% of hunter's physical attack wolf's physical/magical deffence: 20-30-40-50% of hunter's physical/magical deffence wolf's chance to apply beed: 20-30-40-50% of hunter's critical chance wolf's bleed duration:8 seconds wolf's bleed damage: 5-7-9-11% of its attack Respawn time: 120sec Aimed shot Active. The ranges focuses and shots an sure critical hit shot with inceased critical damage, with increased range Skill energy use: 20-24-28-32energy Range: 8 yards Skill cast time: 5 secs| during the period the mage will use the energy required for the skill and any damage gained will stop the cast Critical damage boost of the attack: 30-50-60-70% Druid Storm Active. the druid will generate an storm wich will deal constant damage and thundertrikes random enemys in it, each 3 saps the enemy will be stunned Skill energy use: 20-30-40-50 energy Cast range: 5 yards Skill cooldown: 40 secs Skill duration: 10-15-20-25 seconds Skill area of effect: 5x5 (square) Skill base damage (rain): 20 Skill damage from character level (rain): 2 each level Skill damage (rain): 3-5-7-9% of druid's magical attack Rain damage rate: 1 tick each sec Skill base damage (thunder): 50 Skill damage from character level (thunder): 5 each level Skill damage (thunder): 10-15-20-25% of druid's magical attack thunder attack rate: 1 time each 5 seconds Sap duration: 20-30-40-50 secs Stun duration: 2-3-4-5 seconds Warden Bastion Active with energy overtime. The warden gain incredible resistance, buts its attack power its higly reduced and its stuck in place Skill activation cost: 20-30-40-50 enegy Skill energy cost overtime: 0 energy Skill physical and magical deffence increase: 50-70-90-110% Skill block incease: 4-6-8-10% Skill parry incease: 4-6-8-10% Skill attack decrease: 20-30-40-50% Skill attack speed decrease: 20-30-40-50% Skill critical hit decrease: 5-7-9-11% Death immunity Passive. Each period of time the warden can use all his energies and ignore death, but it wont regenerate energy for some time too Skill cooldown:120 secs Skill energy use: 100% of left energy Skill health recovery: 20-30-40-50% Energy regen block: 10-8-6-4 secs *thanks to aarontitan (us-saffire) for helping me make these skills a bit more balanced
  21. The half of ranger skills is really useless comparing it by another classes such as hunter or any class have a look please 1-"scatter shot" : it is really useless.if the enemy stay near the wall it wont work ! . why not to make it like the"fear" skill or shaman skill .Also the range of this skill is really sick ! Its range must be 5 like any long-range class! (Useless skill) 2-"Ranger Blessing" : if this skill is 5/5 it is rarelly to double your shot (every 10 shot u can double once) i think you need to make it 100/5 to work well , it is useless to waste your skill points on it ! I think the game must increase the percentage of this skill !(useless skill) 3-"trap" : i think game made this skill to get the five skill of ranger so i think delete it better ! Very useless skill and it is funny when you use it and see the enemy use his skills freely .If you use trap vs long-range class it well be absolute useless and if vs melee class he will use any attraction skill on you and kill you ! What is the benefit of this skill if the enemy can use his skill ! I think the game must add stun to the trap and remove the motion of the character during put the trap !!!! (Very useless skill) 4-"dodge" : if u gonna make it 5/5 you will never dodge any shot ! And no ranger in the game use this skill at all i deleted it from skill box ! Make it like the rouge dodge skill or delete it ! (Extreme useless skill) Ranger is the weakest class in the game with this 4 useless skill !
  22. Warspear is a very good game but aigrind is taking the issue of Well (Sentinels / Elves) and Evil (Legion / Mcs) to be a balanced game, but it seems that the balance is thought more for the Elf side and believe this weight just helps them! I do not believe I'm going to give you 10 reasons why this topic 1 ° if you ask in the servers what class nerfada the answer is only one ROGUES. 2 - Do you know the best heal of the game? Good is an Elf, DRUIDA has a skill that in mine is in the opinion of many is the best cure of the game The "secret link" Heals in a matter of seconds and heals practically all his life without Speaking that he is the only one to have 4 Cures and one of them is a shield. 3. You already noticed how 90% of the elves have a skill in common! Not? All elves are blessed with a shield except ranger, no wonder the pro ran ranger gain a shield. 4 ° -Dk! before in the mcs one of the ways a free player earn a living was farmando LAB with a dk more now that "secret reserves" was nerfada this dream is only possible for those who have money to be full theft of life. 5 ° -MAGE! Before it was nothing deserved a buff I condordo more I think they went too far! Aigrind solved a hand or rather an eye, the "Eye of the Dragon" was not enough to regenerate all energy by hitting still 50% crit, you can even talk more and only when you use skill and you already counted how many damage magician abilities has? 7 I said 7 damage skills 4 Aoe and 3 single target. 6 ° -PALADIN! There are some things that annoys me on the paladin is a replica of the quirky leap but it is better in the area, stuns, and the best still criticism looks ironic. 7th -SHAMAN! there is not much to complain about here, but I could not stop talking about the lightning shield I heard that life stealing works with this ability, but now it's good not to mention that his News Skills leave MT to be desired. 8 ° - BARBARIAN! I am very sad to see the prejudice that others have with the barbarian if it is not PRO does not enter into groups because their tank skills are not so useful their stone skin was a triumph more now there is a similar better. 9 ° -BD! It's a Dmg or tank explain there! I think he should have more TANK skills and not DMG without mentioning that the cut tendon is very stolen from the distance I've already been picked up one more mile away not to mention the bleeding that is a bit high here. 10 ° - I left the best for the final WARDEN what to say neh! Class Most ROBED Ah most WARDEN has no damage will be !? 7wardens took the flag of the legion in the war that absurd wardens in t4 Mc of the map 2 spend hours and hours there farman LAB all alone and does not have to be pro not just have HP and block aigrind made a peripécia putting limit of 1s by regeneration to each block I call it a FALSE Nerf and many believe !! Either that changes or the game will only sink
  23. 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.
  24. Good day to y'all, I like crafting but i hate it that it is so bad organized. Here are some tips to make crafter funner and user friendlier: - When crafting resources let people choose the item they want to craft and How many times they want to craft it. This way the player doesnt have to scroll everytime down to craft the same thing (for example) 5 times. So something like this: When you click on the item u want to craft a button appears that says: "How many times u want to craft this X" - And u choose how many u want to craft of X item. - Next, the whole menu is scrolling and scrolling, u really have to look very closely to find the level of what item u want to craft. Cant this be easily solve by making a list like for example: " ...... Level 11 Craft item 1 --- Craft item 2 --- Craft item 3 --- etc. ....... Level 12 Craft item 1 --- Craft item 2 etc. ...... " What do you guys think of this proposal? Let me know. And Gm please do something to make crafting more fun. Thanks.
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