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Warspear 10.0 Update: The Era of Knowledge. Announcement


Holmes
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4 hours ago, Holmes said:

Mage

 

icon_talent_103_large.png Crystallization

Shattered Stone skill adds an additional Crystallization positive effect to the character for 8 sec. The effect reduces the damage received by the character by 2% for every target affected by the skill. The maximum power of the effect is 14%.

once again, the magician receives a broken ability.

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2 minutes ago, Baskara said:

 

Lol it's a must have skill for GvG stuffs

Yes well, having a Key Class Talent that is only viable in a GvG situation is still very underwhelming.

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4 hours ago, Holmes said:

 

 

Paladin

 

icon_talent_89_large.png Divine Lightbringer

Heavenly Light skill additionally restores health to 4 allies to the amount of 10% of the power of the skill within 2 yards of the target.

 

 

will the target also get the 10% extra heal ( i.e. normal heal + 10%)?

or 10% only for near allies? 'cause it'll be the most underwhelming Key Class Skill 

 

 

 

 

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Ok I have a suggestion...charmers have both meele minions in attack... and a bird that heals ..

templer has a burst minion that meele attack

 

necro.has unlimited meele minions

 

druids elemntal guardian is ranged .. but with a maximum number of 2 compared to the army of charmers and necro minions..we elfs sucks so kuch at summoning so at least give our minions the ability to shoot skills too   like imagine an elemmntal guardian shooting every 10 seconds a 4/4 power of water...

 

or the beast of templer every some seconds hit with a sucker punch that will be awesome and thanks

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Because wizard, whenever there is news, you put it as a combo and with a mechanic that has a lot of chance of failing. Mage gained the same talent but mechanics and superior strength being that he already has 2 defensive skills.

 

Polish_20210903_083313614.png.58394a030e9b1651c912d23c0c41eb43.png

being the two talents with the same function as there can be so much discrepancy in their mechanics, the mage will only have to use one skill and the more targets she takes the greater the damage absorption (since he already has a specialist skill that increases the parameter of precision)

 

Polish_20210903_083248783.png.b1347bee404f1543998c711786592e15.png

 

Now the wizard will have to activate exhaust life on a target and wait to stagnate and for the skill to be viable and for it to last a little longer will have to use spellbook, wizard has no ability to increase the accuracy parameter, thus exhausting always dodge and blocks and exhaust because it is a penalty has the possibility of resistance... 

 

Polish_20210903_083217316.png.c3c91da3b5971228adaaea50753d39e3.png

 

Be a little more creative and please stop giving constant combos for wizard to be useful. Like for example since the mage will use shrapnel because the wizard's talent cannot stake in the pool?

 

And I wanted to know why the mage will have more absorption when it's the warlock that doesn't have defensive abilities?

Edited by DemonioCamuflado1
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5 hours ago, Holmes said:

icon_talent_76_large.png Bloody Barrier

Dark Shield skill adds an additional Bloody Barrier positive effect to the character for 15 sec. every time the character suffers total damage equal to 40% of its maximum health. The effect ignores the next incoming damage from an auto attack or opponent skill which causes instant damage.
The maximum number of effects is 2.

So... for the effect to activate, you need to lose almost half of your HP (and as a tank, if there's something that deals that amount of damage, you're pretty much already dead) 

 

Also, the maximum number of effects is 2, so you would need to lose 40% more HP in the 2nd hit (wow, look, now we have 20% of HP 😃 we're closer to see Garahan's face), but the 1st effect would activate (since it protects you from burst damage), so this "the maximum number of effects is 2" will never actually occur?

 

5 hours ago, Holmes said:

icon_talent_69_large.png Minions Defense

Reduces incoming damage to the character’s minions by 2.5 \ 5 \ 7.5 %.

icon_talent_72_large.png Minions Stamina

Increases the maximum health among the character’s minions by 2.5 \ 5 \ 7.5 % and reduces incoming damage from players against them by 1.5 \ 3 \ 4.5 %.

icon_talent_68_large.png Minions Power

Increases the damage caused by the character’s minions by 2 \ 4 \ 6 %.

Does it work for minions summoned by skills?

Edited by Khrone
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47 minutes ago, Nehantist said:

will the target also get the 10% extra heal ( i.e. normal heal + 10%)?

or 10% only for near allies? 'cause it'll be the most underwhelming Key Class Skill 

Only the adjacent allies.

 

18 minutes ago, Khrone said:

Does it work for minions summoned by skills?

No

 

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2 hours ago, Jcbreff said:

See, Aigrind does listen to suggestions

 

Yes, Lets see what I suggested here :blush:

 

 

Im happy to hear this update, thanks all warspear workers who has a work on this.

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5 hours ago, Holmes said:

lagued Minion

The monster called by the Call skill creates a cursed zone under itself for 6 sec. at the time of their death or disappearance. This zone causes an amount of physical damage which is 20% of the physical strength of the character to all opponents within it every 2 sec

 

5 hours ago, Holmes said:

When a character or ally gets an effect from the Combat Support skill, then all enemies within 1 yard of him suffer magical damage to the amount of 25% of the physical strength of the character and 40% of the magical power of the character

the damage from the charmer's talent should follow the same line of reasoning as the templar, having some of the magic damage as well, to prevent the damage-focused enchanter from overlapping the magic enchanter @snorlax

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5 minutes ago, superluck said:

when update bros

After the tests next week. :smile:

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1 hour ago, Khrone said:

So... for the effect to activate, you need to lose almost half of your HP (and as a tank, if there's something that deals that amount of damage, you're pretty much already dead) 

 

Also, the maximum number of effects is 2, so you would need to lose 40% more HP in the 2nd hit (wow, look, now we have 20% of HP 😃 we're closer to see Garahan's face), but the 1st effect would activate (since it protects you from burst damage), so this "the maximum number of effects is 2" will never actually occur?

 

Does it work for minions summoned by skills?

i want to know for charmer

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If talents are going to cost more than 2k to max it out it would be  a scam. We get better bonuses with runes and crystals and they cost 1.5k on discount  and we alreads have expensive talents  for sea

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1 hour ago, Speedom said:

That's selfish lol

Not selfish, rogues hit maximum 3k crit Hunters can 10k but xbow is slow, Chieftains can hit 15k+ but only w skills and have cooldown seeker just do few autos and win any boss 

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9 minutes ago, Ivoo said:

Not selfish, rogues hit maximum 3k crit Hunters can 10k but xbow is slow, Chieftains can hit 15k+ but only w skills and have cooldown seeker just do few autos and win any boss 

Yea only well build +10 seekers and with a high level guild. Other than they can't.

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Paladin

 

icon_talent_89_large.png Divine Lightbringer

Heavenly Light skill additionally restores health to 4 allies to the amount of 10% of the power of the skill within 2 yards of the target.

 

Does this affect the main effect of the skill? 

 

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Starting that this is another wonderful update, since it allows to customize your character even further

 

But...

 

2 hours ago, Khrone said:

So... for the effect to activate, you need to lose almost half of your HP (and as a tank, if there's something that deals that amount of damage, you're pretty much already dead) 

 

This is another fact. I'm not understanding why this class is the only one which has to sacrifice something in order to get buffs... it's a tank; tanks need HPs in order to survive. On the other hand ,it's also true that I haven't yet tested the skill, so it might be more efficient than it appears...

 

Well, only time will tell. 

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7 minutes ago, Higgings said:

This is another fact. I'm not understanding why this class is the only one which has to sacrifice something in order to get buffs... it's a tank; tanks need HPs in order to survive. On the other hand ,it's also true that I haven't yet tested the skill, so it might be more efficient than it appears...

 

Well, only time will tell

Tests will be held next week and with it, a section to provide feedback for what is being tested. We will kindly appreciate the players honest opinions. :not_okay:

 

13 minutes ago, Kaesarz said:

Does this affect the main effect of the skill? 

No. It only does what is written there.

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41 minutes ago, Higgings said:

Starting that this is another wonderful update, since it allows to customize your character even further

 

But...

 

 

This is another fact. I'm not understanding why this class is the only one which has to sacrifice something in order to get buffs... it's a tank; tanks need HPs in order to survive. On the other hand ,it's also true that I haven't yet tested the skill, so it might be more efficient than it appears...

 

Well, only time will tell.

I don't understand either. When a tank loses 40% of its health, it means that it can't resist.Immunizing one injury won't help the plight.

 

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Its funny how things work out different depending on server.

 

On Tourmaline a Chieftain will not be accepted in any guild without 5/5 Thrashing.

 

I guess people here are just too hardcore about GvGs.

 

4 hours ago, Lefu said:

Comparing chieftains Key Class Talent to every other class, it sounds very underwhelming, both in PVE and PVP. It will almost never be used, and even if its used, theres rarely a case where a chieftain should up Thrashing from 1/5 to above, so he would only "benefit" for a few seconds. By the time the debuff is used, the chief has gotten maybe 1-2 hits in. I do hope to see it drastically changed before this update hits live.

 

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13 minutes ago, Arthas said:

Its funny how things work out different depending on server.

 

On Tourmaline a Chieftain will not be accepted in any guild without 5/5 Thrashing.

 

I guess people here are just too hardcore about GvGs.

 

 

u mean only in kingdom guild, cause any other guild  in br tourmaline mc side accept chieftain without thrashing 5/5 

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34 minutes ago, Efleitas said:
As it can have a maximum of 5 effects, it only damages 3 times

You can use the skill again and keep refreshing the buff timer lol

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1 hour ago, Nolan said:

Tests will be held next week and with it, a section to provide feedback for what is being tested. We will kindly appreciate the players honest opinions. :not_okay:

 

We DK users would also appreciate to have a skill meant to protect us instead of requiring our own life in order to work

 

Or at least, to make it last a bit more than "the next auto attack hit", since we lost 40% of HPs to trigger it ;-; . 

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8 minutes ago, Higgings said:

 

We DK users would also appreciate to have a skill meant to protect us instead of requiring our own life in order to work

 

Or at least, to make it last a bit more than "the next auto attack hit", since we lost 40% of HPs to trigger it ;-; . 

I'd change it to:

 

icon_talent_76_large.png Bloody Barrier

Dark Shield skill adds an additional Bloody Barrier positive effect to the character for 15 sec. every time the character suffers total damage equal to 25% of its maximum health. The effect ignores the next damage greater than 10% of the character's health.
The maximum number of effects is 2.

 

I still can't understand how we are supposed to stack this buff.

Edited by Khrone
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9 hours ago, Holmes said:

When a character or ally under the effect of the Barkskin skill receives damage, the attacking opponent gets the Thorny Embrace negative effect for 5 sec. The effect reduces the Penetration parameter of the opponent by 2,5%.

 

this negative effect can stack?

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8 minutes ago, Khrone said:

I'd change it to:

 

icon_talent_76_large.png Bloody Barrier

Dark Shield skill adds an additional Bloody Barrier positive effect to the character for 15 sec. every time the character suffers total damage equal to 25% of its maximum health. The effect ignores the next damage greater than 10% of the character's health.
The maximum number of effects is 2.

 

I still can't understand how we are supposed to stack this buff.

We can do this.Dark Shield skill adds an additional Bloody Barrier positive effect to the character forsec.The barrier can absorb all the incoming damage within 4seconds, and recover dk health at the end of time, which is equal to 30% of the damage absorbed by the barrier.This effect can only be triggered once in 30 seconds.

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13 hours ago, Holmes said:

 

icon_talent_79_large.png Bone Mastery

When a character or ally affected by the Bone Shield skill receives damage that exceeds the protection value of the shield, the damage is completely ignored and the shield is left with 1 unit of durability.
Works 1 time while the skill is active

Since nobody comment on this ill be the first, this looks verry verry underpowered, so insted of the shield absorbing 2 hits now will absorb 3 hits(remember necro/priest shields are super weak) yeyyyy, it makes it almost useless i hope at test it receive some buffs.

Suggestion:

Instead of the 1 time make it for next 3-5sec to absorb all dmg.

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5 hours ago, Arthas said:

Its funny how things work out different depending on server.

 

On Tourmaline a Chieftain will not be accepted in any guild without 5/5 Thrashing.

 

I guess people here are just too hardcore about GvGs.

 

 

"theres rarely a case where a chieftain should up Thrashing from 1/5 to above" In this instance the rare case being GvGs, outside of that, the skill has little to no use. Only scenario where it will be used is mass pvp, and even there, a +10% damage received on a few of people will never be noticeable. Even bladedancers are getting a talent which literally counters it.

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6 hours ago, nilozero said:

u mean only in kingdom guild, cause any other guild  in br tourmaline mc side accept chieftain without thrashing 5/5 

 

Not at all.

 

Most competitive guilds , including some under level 8 are asking players to use Thrashing at 5/5 , and most Chieftains use it anyways. 

Because thats what makes the class so valuable to any guild.

 

 

 

 

@Lefu

I mean , i quite like the skill inside Arenas. 

 

It has quite a few uses.

 

But i do agree its not a skill that is viable in any content , but most skills aren't.

Edited by Arthas
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15 hours ago, Holmes said:

Achievements

 

An integral part of the history of any great warrior has always been their exploits, captured on the "time chronicle", or rather, in the "Achievements" tab! You will have the opportunity to test your strength and become famous throughout Arinar thanks to more than 40 new achievements for 125 Tokens of Glory! In addition, one of them will be Legendary.

Hope you will add more skills slots then. 20 isnt enough for all buffs from books

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