Administrators Ramona 441 Posted March 6 Administrators Posted March 6 Warriors! The School of Magic on the Blissful Isle is opening its doors once again to welcome wizards from every corner of Arinar! Picture ancient, dust-covered tomes overflowing with ancient knowledge, quirky professors eager to share the secrets of spells, and enchanted portals that will transport you to mysterious realms... Curious about the challenges that await this year's students? Discover all the details in the Herald of the Blissful Isle! HERALD OF THE BLISSFUL ISLE (special issue) WELCOME TO THE MAGIC TOURNAMENT! A monumental event is about to unfold in the wizarding world – the long-awaited Magic Tournament! It's been nearly a century since the last one, and fans have been counting down the days. This year, the Blissful Isle proudly hosts the Tournament. His Majesty, the Spring King, the people of the capital city, and the students of the School of Magic are eager to welcome our formidable rivals from Borea and Almahad! For those who may not know, Borea is a realm separated from Arinar by the roaring Astral Rivers. Many doubted that the Boreans would join us due to their recent, earth-shattering calamities. But the wizards of the famed Black Bastion, the premier school of magic in Borea, have defied the odds – not only have they arrived, but they are determined to claim victory! And let's not forget the Mage's Guild of Almahad, a fabled and enigmatic collective of eastern wizards who rarely announce themselves. One can only wonder what secret tricks they have up their sleeves. The champions of Borea and Almahad, who will soon clash in the Tournament, have already been announced. But what about our very own champion from the School of Magic? That honor will be decided soon, and it will undoubtedly go to the most talented, bravest, resourceful, and, of course, luckiest student. Do you know someone who might fit the bill? INTERVIEW WITH THE CHAMPIONS OF BOREA AND ALMAHAD Our special correspondent was able to catch up with our esteemed guests – the champions representing the Black Bastion and the Mage's Guild at the Tournament. Alexis, a rather gruff young wizard specializing in Spellfighting – a discipline flirting with the dark arts, much favored in Borea – had his conversation cut short by his stern mentor, Sullen Polkan, head of the Black Bastion. "I won't tolerate anyone wasting time! Alexis needs to train hard if he's going to win this cursed Tournament!" Polkan roared, ending his tirade with a few choice Dragonian curses we won't repeat here... Then there's Rayhana, the champion from the Mage's Guild of Almahad, who left a much warmer impression. Petite, elegant, and effortlessly chic, she was extremely polite. The depth in her eyes was only rivaled by that of her pet snake. Correspondent: Rayhana, what would you like to wish the participants of the Tournament? Rayhana: Perseverance, courage, and the will to triumph! May the Black Sun light the way for everyone driven by the quest for knowledge... Correspondent: Hmm, that's very poetic... But isn't it odd for a sun to be black? Rayhana: Oh, did I really say that? Maybe you heard wrong! By the way, would you like to pet my snake? Correspondent: Maybe that's a bit too much! Thank you for your time! SCHOOL LIFE Fans from all over Arinar have flocked to the Blissful Isle! Waving flags and banners, they fill the streets of the capital and the island's emerald meadows – occasionally startling local farmers and grandmothers. But don't worry, the Ministry of Magic Games and Tournaments has a plan: special tokens can be collected to purchase all sorts of goodies from designated booths, ensuring a fun and orderly celebration while supporting your favorite team! And, in a delightful twist, an unofficial competition has broken out among the fans to see who can collect the largest collection of golden chocolate bunny cards – a beloved treat among schoolchildren. Holiday Quests With each academic year, the dark enchantments of Vesperian – Wickedora's arch-nemesis and the bane of aspiring sorcerers – grow ever more menacing. Even without overt threats, a mysterious aura of a powerful mage seems to linger within the School of Magic. To lift everyone's spirits, the faculty is hosting a Magic Tournament, and you're invited to join in the excitement! But don't forget to hit the books too – four semesters await, packed with both basic and advanced courses in Spellfighting and Dark Magizoology, complete with tests and exams. And for the most dedicated students, there's a chance to explore the hidden depths of the Misty Woods, where a dark wizard may be lurking... Reputation: Magisters of Spellfighting and Dark Magizoology To progress through the storyline and unlock access to tests and exams, you'll need to earn reputation with the Magisters of Spellfighting and Dark Magizoology. You can earn valuable points by exploring solo dungeons, completing daily and dynamic quests, and killing world bosses. Keep in mind that reputation earned in dungeons is capped at 600 points per day, with a total maximum of 15,000 points per student. With each semester you successfully complete, you'll unlock new perks and benefits! And once you've completed your studies, you'll receive a special skill that gives you access to the influence shop, where you can spend your reputation. There, Magister Avaris will offer exclusive rewards, including character experience, knowledge, special spring event currency, crafting experience, and reputation with all of the factions in Arinar. Weekly Guild Tournament: Spring King's Tournament The Spring King is stepping in to lift the spirit of the School of Magic by launching a weekly guild tournament! All guilds level 2 and above are invited to battle for supremacy! Once the tournament begins, your guild will be placed in a group based solely on its level – regardless of Alliance affiliation – so you'll be competing against guilds of similar strength within your division. Guild Distribution EU-Emerald, US-Sapphire, BR-Tourmaline Division A: Guilds from level 10-12 Division B: Guilds from level 6-9 Division C: Guilds from level 2-5 SEA-Pearl Division A: Guilds from level 5-12 Division B: Guilds from level 2-4 RU-Amber, RU-Topaz, RU-Ruby Division A: Guilds from level 10-12 Division B: Guilds from level 6-9 Division C: Guilds from level 2-5 Compete against other guilds in your division by earning valuable reputation points to earn unique rewards at the end of the week! Remember, if a player joins a guild but leaves during the tournament, the points earned by that player will be deducted from the guild's overall score. To see how your guild is performing, go to the Activity Center and click the Guild Statistics button under the Guild Tournament menu. Event Currency: Magic Grains Get ready to collect Magic Grains, an exclusive event currency available only on the Blissful Isle! Here's how you can earn it: Complete story and daily quests (90 each, capped at 900 per day) Complete dynamic quests (75 each, uncapped) Complete dungeons (120 each, capped at 1,200 per day) Assist in killing world bosses (100 each, uncapped) You'll also earn Magic Grains as a reward for participating in the guild tournament, guild events, and raids! Just remember that you can only hold a maximum of 35,000 Magic Grains per character! Expanded Spring King Talent Tree Stock up on Magic Grains to unlock unique spring talents! The updated talent tree features revamped abilities from last year, along with brand new enhancements. And remember, once you learn a talent, it's yours forever – so take the time to unlock the entire tree! Спойлер Critical Slaughter: Rank I Increases the critical damage of the character's auto-attacks against Common monsters by 1 / 2 /3% with a chance equal to Attack Strength. Critical Slaughter: Rank II Increases the critical damage of the character's auto-attacks against Strong monsters by 1 / 2 / 3% with a chance equal to Attack Strength. Critical Slaughter: Rank III Increases the critical damage of the character's auto-attacks against Elite monsters by 1 / 2 / 3% with a chance equal to Attack Strength. Critical Slaughter: Rank IV Increases the critical damage of the character's auto-attacks against Mini-Bosses, Bosses, and Raid Bosses by 1 / 2 / 3% with a chance equal to Attack Strength. Critical Slaughter: Minions Increases the character's auto-attack critical damage against enemy minions by 1 / 2 / 3% with a chance equal to Attack Strength. Bewitching Boots of Slaughter Increases the bonus from enchanting boots with the Crystal of Slaughter by 1 level. Bewitching Amulet of Slaughter Increases the bonus from enchanting amulets with the Crystal of Slaughter by 1 level. Slaughter Extension Increases the duration of the character's control effects by 1.5 / 3 / 4.5% with a chance equal to Attack Strength. Chronicle of Slaughter Increases the bonus from Enhanced Attack Strength by 0.75%. Talents with New Levels Tempered Ring of Slaughter Increases the Attack Strength bonus in equipped rings by 0.1 / 0.2 / 0.3%. Tempered Bracelet of Slaughter Increases the Attack Strength bonus in equipped bracelets by 0.1 / 0.2 / 0.3%. Tempered Amulet of Slaughter Increases the Attack Strength bonus in equipped amulets by 0.15 / 0.3 / 0.45%. Tempered Cloak of Slaughter Increases the Attack Strength bonus in equipped cloaks by 0.15 / 0.3 / 0.45%. Tempered Weapon of Slaughter Increases the Attack Strength bonus in equipped one-handed weapons by 0.1 / 0.2 / 0.3 / 0.4 / 0.5%, and in two-handed weapons by 0.2 / 0.4 / 0.6 / 0.8 / 1%. Attack Strength: Minions Increases the Attack Strength of the character's minions by 2 / 4 / 6%. New Talent Slaughtering Counter Reduces the duration of control effects on the character by 1 / 2 / 3% with a chance equal to Attack Strength. Спойлер Agile Maneuver: Rank I Increases the chance to avoid critical damage from auto-attacks of Common monsters by 1 / 2 / 3% with a chance equal to Skill Cooldown. Agile Maneuver: Rank II Increases the chance to avoid critical damage from auto-attacks of Strong monsters by 1 / 2 / 3% with a chance equal to Skill Cooldown. Agile Maneuver: Rank III Increases the chance to avoid critical damage from auto-attacks of Elite monsters by 1 / 2 / 3% with a chance equal to Skill Cooldown. Agile Maneuver: Rank IV Increases the chance to avoid critical damage from auto-attacks of Mini-Bosses, Bosses, and Raid Bosses by 1 / 2 / 3% with a chance equal to Skill Cooldown. Agile Maneuver: Minions Increases the chance to avoid critical damage from auto-attacks of enemy minions by 1 / 2 / 3% with a chance equal to Skill Cooldown. Bewitching Helmet of Agility Increases the bonus from enchanting helmets with the Crystal of Agility by 1 level. Bewitching Boots of Agility Increases the bonus from enchanting boots with the Crystal of Agility by 1 level. Bewitching Ring of Agility Increases the bonus from enchanting rings with the Crystal of Agility by 1 level. Arcane Extension Increases the duration of the character's non-control harmful effects by 1.5 / 3 / 4.5% with a chance equal to Skill Cooldown. Bewitching Bracelet of Agility Increases the bonus from enchanting bracelets with the Crystal of Agility by 1 level. Chronicle of Agility Increases the bonus from Enhanced Skill Cooldown by 1%. Talents with New Levels Tempered Ring of Agility Increases the Skill Cooldown bonus in equipped rings by 0.15 / 0.3 / 0.45%. Tempered Bracelet of Agility Increases the Skill Cooldown bonus in equipped bracelets by 0.15 / 0.3 / 0.45%. Tempered Amulet of Agility Increases the Skill Cooldown bonus in equipped amulets by 0.2 / 0.4 / 0.6%. Tempered Cloak of Agility Increases the Skill Cooldown bonus in equipped cloaks by 0.2 / 0.4 / 0.6%. Tempered Weapon of Agility Increases the Skill Cooldown bonus in equipped one-handed weapons by 0.15 / 0.3 / 0.45 / 0.6 / 0.75%, and in two-handed weapons by 0.3 / 0.6 / 0.9 / 1.2 / 1.5%. Skill Cooldown: Minions Adds 2.5 / 5 / 7.5% to the Skill Cooldown of the character's minions. New Talent Bewitching Counter Reduces the duration of non-control harmful effects on the character by 1 / 2 / 3% with a chance equal to Skill Cooldown. Training After each successful test or exam, you'll unlock special bonus skills available only during the Spring King Celebration! Complete school challenges, deepen your magical knowledge as you progress from apprentice to expert, and unlock powerful new abilities along the way! Spellfighting: Apprentice (Passive Skill) Harness the art of casting combat curses and incantations where ordinary magic falls short. Bonuses: Unlocks the Spellfighting Apprentice's Treasury in dungeons Reduces the Seeker's Stamina refill rate by 1 hour Spellfighting: Expert (Passive Skill) Achieve a higher level of Spellfighting Magic, allowing you to channel ancient spells against dark forces. Bonuses: Unlocks the Spellfighting Expert's Treasury in dungeons Reduces the Seeker's Stamina refill rate by 1 hour Unlocks access to the Spellfighter Quarters Dark Magizoology: Apprentice (Passive Skill) Delve into the exotic science of tending to extraordinary magical creatures. With this skill, you'll be able to tame any beast that crosses your path. Bonuses: Unlocks the Dark Magizoology Apprentice's Treasury in dungeons Reduces the Seeker's Stamina refill rate by 1 hour Dark Magizoology: Expert (Passive Skill) Learn unique ways to approach any creature and gain their support in battle as an expert in Dark Magizoology! Bonuses: Unlocks the Dark Magizoology Expert's Treasury in dungeons Reduces the Seeker's Stamina refill rate by 1 hour Unlocks access to the Duelist Quarters Unlocks access to the services of Magister Avaris Spellfighter's Courage (Passive Skill) The most adept spellfighters know that every victory only makes them stronger. Can only be used on the Blissful Isle. Misty Portal (Active Skill) While few wizards can master ancient magic to counter darkness, those versed in Spellfighting Magic can easily traverse the most dangerous corners of the Blissful Isle through the Misty Portal. Can only be used on the Blissful Isle. Beast Taming (Active Skill) Only a wizard with a pure heart can tame even the most vicious magical creature. This skill will prove invaluable when facing your enemies. Can only be used on the Blissful Isle. Portal Territory: Misty Woods Few dare enter the Misty Woods without proper preparation – its very nature seems to bend to a dark will! Dense thickets hide deadly traps, ghostly figures emerge from the thick fog, and winding paths lure travelers deep into its shadowy heart... But those who pass the Spellfighting exam will gain access to this mysterious realm! With the Misty Portal skill, you can teleport directly to the forest from anywhere on the Blissful Isle. Remember, your time in the Misty Woods is limited – keep an eye on your personal timer at the top of the screen. Also note that there is no Respawn Statue in this area, and the guild teleportation skill is inactive. You can return to the Blissful Isle using the return teleport at any time, even before your timer expires. It's time to venture into the heart of the Misty Woods and uncover its hidden secrets! But be careful – this forest never lets anyone leave without facing its trials... Dynamic Quests While you have been immersed in your studies, poisonous weeds have taken over the Misty Woods and sinister creatures have begun to populate its meadows! This is your chance to put your training to the test and rid the forest of these dark magical abominations! Keep in mind that your character's level is dynamically scaled within the portal area. You'll be able to tell this by the color of your level indicator on your character widget and equipment slots, a special icon on the right side of the widget, and a hint when you enter the area. Clear out the invasive weeds, defeat the forest ghosts, race through portals, and face off against the bosses of the Misty Woods – Webweaver Vayri, Night's Doom, and Mimic Yonakhim! The dynamic quests Garden Menace and Spirits of the Forest will rotate daily, along with alternating bosses (Night's Doom and Mimic Yonakhim). All other quests, including the challenge against Webweaver Vayri, will be updated every 24 hours. Spellfighter's Courage Having completed the entire Spellfighting course and passed the tough exam, you're now ready to put your skills to the test in real combat! With the Spellfighter's Courage skill, every monster you kill on the Blissful Isle will give you a chance to gain one of these powerful bonuses: Restore 20% of maximum health Increase damage dealt by 3% for 20 sec Reduce damage taken by 3% for 20 sec After killing a monster, there is a chance that a magic orb – red, blue, or green – will appear nearby, but it will only last for a short time! This orb can only be activated by you or a friendly ally by simply being close to it. Keep in mind that each monster you kill will only grant you one of the three available bonuses. For the effect to occur, the monster you kill must be no more than two levels higher than your hero. Moreover, the stronger the monster, the greater your chance of receiving a bonus! Note that this skill will not work if you kill a monster summoned by another character. Make the most of these orbs and unleash their full potential! Beast Taming Some of the magical inhabitants of the Misty Woods aren't just threats – they can become your allies if you learn to tame them! Once you pass the Dark Magizoology exam, the Beast Taming skill becomes available, allowing you to recruit a variety of creatures. Some are tough enough to absorb enemy attacks, others can heal wounds and support you in battle, while a few can deal massive damage to your enemies. This skill activates when a tameable magical creature is within 2 yards of you. You can only have one creature by your side at a time, and its companionship lasts 60 minutes. Once tamed, your new ally will accompany you across the Blissful Isle, but won't be able to help you in the Arena. Try to tame as many different types as you can! Solo Dungeons: House of Secrets At first glance, the unassuming cottages of Scrollmaster Farolt appear harmless – but all that changes once you step inside! To face this cunning wizard, you must complete any four challenge rooms and return to the starting chamber, where a portal will lead you straight to the boss! Once a respected member of the Ministry of Magic, Scrollmaster Farolt lost his position due to his fanatical ideas. Exiled and embittered, he devoted himself to creating mad potions and forbidden spells. His true passion lies in scrolls imbued with dark magic. Rumor has it that many of the creatures on the Blissful Isle were born from Farolt's scroll magic, and he takes great pride in it. At first, you'll only have access to four rooms filled with deadly traps and intricate puzzles. But there's more: the Spring King's court sorcerers have turned Farolt's magic against him. After completing each room, you'll earn a scroll that grants a unique bonus tailored to a specific role – whether it's tanking, damage dealing, or healing. The details of each bonus are explained on a plaque near the room. Once you complete a room and claim its bonus scroll, an additional room is unlocked, along with an enhanced scroll that adds new features to your original bonus. All of these buffs will remain active until you exit the dungeon. Collect as many enhanced scrolls as you can – they'll be crucial in the final battle against Scrollmaster Farolt! The old wizard is known for constantly changing his battle tactics, but with the power of these scrolls, you'll be ready to counter his spells. There's no time limit on dungeon runs, so dive in and master the art of scroll magic! And as always, in addition to the main reward, you'll be awarded at the exit with four magister treasuries – one for each academic semester – available only to those who have completed their training. World Event: Live Practice The Magic Tournament could have been a light-hearted event for the students of the School of Magic – but someone's dark will has turned it into a perilous game! An unseen force is secretly meddling in the tournament, planting its minions everywhere. It's up to you to thwart this threat, but you'll need to gather your strength! Stage I: Three-Pointer Cheers and shouts echo throughout the School as the Tournament reaches a fever pitch! This means the students must train harder to overcome rivals arriving from afar. Your challenge is to hone your skills by making as many shots as possible into the magical hoop. Aim carefully and watch out for catchers – you don't want a stray ball to hit you in the nose! Stage II: Test of Courage The swarm of slimy creatures isn't random; as the old saying goes, "Where a wizard treads, a toad follows!" It is a sign that the enemy is near. Join forces with your allies, secure the astral zones, and watch the cloaking magic fade away! Defeat the Dark Sorcerer to complete this trial. Stage III: Hidden Threat The Professors' worst fears have come true – Vesperian's minions have entered the fray. What began as a Tournament has now turned into a full-blown battle. Fight side by side to defeat Vesperian's minions and their bloodthirsty pets! Stage IV: Swampy Bogmuck Vesperian isn't content with small-scale mischief – he seeks vengeance against all living things. From the darkest part of the forest emerges the Swampy Bogmuck. Under Vesperian's command, this monstrous creature is making its way to a vital water source to poison it with dark magic. If you let it succeed, the consequences will be irreversible! Guild Event in a GvG Area: Trials of Valor This year, the School of Magic is buzzing with the sound of cheers echoing through the corridors, lecture halls, and even the most secluded corners of the castle! Wizards, professors, and guests are all eagerly anticipating the Arinar guild contest, a competition that promises to be more exciting than ever! A shroud of darkness has fallen over the School of Magic... To lift the spirits and distract from the looming troubles, tournament challenges have been arranged. Guilds from all over Arinar will put their skills to the test by taming a variety of exotic beasts. Hunt down keys to unlock cages housing ever-more-powerful creatures, and prove your mettle by defending a special flag zone against enemy interference. Meanwhile, a unique challenge awaits Commanders: if they can retrieve a chalice of living water from the well and survive the ordeal, their guild will earn bonus points! Every guild in Arinar will find a challenge to suit their style! Top graduates of Dark Magizoology can put their expertise to work by battling fearsome monsters confined within golden, silver, and bronze cages. To open these cages, you'll need keys of the correct color – snatch them from roaming beasts, then hurry to unlock the right cage and defeat the monsters inside! An exclusive challenge awaits guild Commanders! Four Tournament Banners are scattered throughout the event area, and a Commander's mission is to touch one of them and survive within its range for 60 seconds. Protect your Commander from enemy attacks, as maintaining control of a banner for the full duration is crucial to earning maximum points. Once interacted with, a Tournament Banner will reappear in its designated location every 2 minutes, giving every guild a chance to claim it! And that's not all – there are more trials waiting! At opposite ends of the map are special chalices that only guild Commanders can interact with. In this challenge, the Commanders must visit as many Magic Wells as possible throughout the event area. But it won't be easy – carrying a heavy chalice, a Commander can't cross bridges over water, so shortcuts to the wells are off the table! To successfully complete the event, your guild must earn 1,000 points by completing various activities: Kill a player – 1 point Kill a monster, Swiftfoot – 2 points Kill a monster, Proudclaw – 3 points Kill a monster, Stomper – 25 points Kill a monster, Tuskfang – 50 points Kill a monster, Biter – 75 points Kill a monster, Owlbear – 250 points Hold a banner – 10 points every 5 seconds (up to 120 points) Hold a banner for 60 seconds – 130 points Kill a Commander holding a banner – 100 points Kill a Commander carrying a chalice – 50 points Interact with a Magic Well – 125 points Special map markers will indicate the locations of cage keys, banners, and chalices. Additionally, Commanders carrying a chalice will be able to see all Magic Wells on the map. You can keep track of your guild's progress with a score meter to the right of your character's health and energy widget. Remember, this is an elimination event – once a guild reaches the target score, it will leave the event area. Instanced Area Guild Event: Book Maze Deep within the Forbidden Library lie countless ancient manuscripts filled with powerful spells – but a single mispronounced incantation can unleash terrifying, unpredictable consequences. Recently, an ill-fated magical experiment awakened something ancient and untamed: the Book Golem, pieced together from weathered tomes and enchanted parchments. Now, this relentless creature has breached the Forbidden Archives and is poised to devour priceless volumes of dark magic. It's up to you to stop him! To succeed in this event, you must complete the challenges in both stages within the allotted time. Stage I: Rifts of the Past Throughout history, clever tricksters have bent the rules to ease the pressure of exams. But this time, their mischief backfired – what should have been a self-updating cheat sheet, drawing knowledge from ancient texts, instead summoned a true bookish monstrosity. Along with the creature, temporal rifts from forgotten grimoires have emerged. If left open, these rifts will grant the Book Golem untold power! In this stage, you'll navigate the library's maze-like corridors in search of three rooms where the School of Magic's past has come to life. Solve the mystery behind the age-old dispute between Julius and Claudius over animated texts, put an end to Momba and her enchanted concoction, and take down the Disincarnated Vesperian using faulty mechanisms! Once you've resolved all three puzzles, a portal to the next stage will open. Stage II: Book Golem With the ancient rifts sealed, the Book Golem loses his source of power – but you must act quickly before he reaches the forbidden section and consumes the tomes of dark magic! The Book Golem roams the Forbidden Archives without mercy, targeting the brightest students and reckless adventurers alike. In battle, this hulking foe wields the power of ancient spellbooks, constantly summoning monsters from the very pages he was built from. Test your strength and endurance in this showdown, as the Book Golem won't stop until the last page is turned! Competitive Guild Raid: Deadly Blossom Deep in the shadowy depths of the Misty Woods, where the very earth is steeped in magical corruption, a host of sinister plants have taken root. Among them stands the Blightbloom, a living nightmare born of the wild glade, whose poisonous stems herald inevitable doom. This season will pit you against this deadly menace – the third season of Competitive Guild Raids is launching soon, featuring three showdowns: the first with 10 difficulty levels, and the second and third with 15. The Misty Woods have long been a breeding ground for bizarre creatures, and the Blightbloom is no exception. Having grown in the cursed glades, it has absorbed nothing but corruption and darkness. Now, this massive, poisonous, and fearsome beast brings only terror and devastation in its wake, commanding other rotting plants like its own minions. The heroes of Arinar must unite to eradicate this spreading evil! Before you can confront the Blightbloom itself, you must first tame its enraged spirit by destroying the overgrown stems that are choking the glade. The higher the raid's difficulty, the more stems you'll have to take down – but be warned, as each grotesque offshoot of the Blightbloom has its own deadly abilities. It may seem that nature itself has turned against the guilds of Arinar, but hope is not lost! The Misty Woods bestow a wondrous gift known as Magic Pollen. Each pollen stack increases your damage against any raid monster by 1%, up to a maximum of 100 stacks. You can keep track of the total amount of Magic Pollen you have accumulated on the progress bar at the top of your screen, which turns green when the effect is active. There are two ways to gain Magic Pollen. On difficulty levels 1 through 10, each raid member will passively gain a certain amount of pollen over time – the harder the raid, the less pollen you will receive. Additionally, on all difficulty levels, each time you destroy a Blightbloom stem, a portal to the root zone will open for a few players. With every monster killed, more of your allies will have a chance to go through the portal. Defeat the Forest Heart inside to claim valuable pollen, then return to the gloomy glade with renewed strength! Once you've cut down a certain number of stems, the Blightbloom will finally emerge, unleashing the full wrath of nature upon you. It will even create copies of itself from time to time, so you must first identify the true boss and then strike decisively. Moreover, the Blightbloom can summon monsters to hunt down their target. But even if you've managed to collect enough Magic Pollen, the Blightbloom can turn the tables. At a critical moment in the battle, it will freeze in place and begin sucking pollen from all nearby enemies. The only way to prevent this loss is to stun the Blightbloom and break its concentration with control effects. But remember, time is not on your side. Act quickly – hesitate, and it will rob you of your hard-earned pollen. The Blightbloom is the very embodiment of dark magic, and only the mightiest of heroes will be able to unravel its twisted secrets and defeat it in a deadly battle! Update 12.8 makes it easier than ever to keep track of important raid mechanics. Enlarged effect icons on both characters and monsters will alert you to upcoming acid explosions during the stem battle, giving you precious seconds to react. In the final confrontation with the Blightbloom, a larger icon on the boss will indicate how close players are to interrupting its pollen-stealing ability. Additionally, an enlarged icon on your character will show if a monster summoned by the Blightbloom has targeted you, allowing you to dodge a devastating attack. Update 12.8 also refines the raid boss info window. Positive and negative effect names will now be displayed in different colors, making them easier to distinguish. World Bosses In their quest to win the Magic Tournament, the wizards of the Black Bastion are determined to eliminate the top students of the School of Magic – but you have the power to stop them! Sullen Polkan and Alexis are battle-hardened Spellfighters, refined in countless skirmishes. At the outset of battle, any attack against them may seem futile, but as the seconds tick by, their magical defenses will begin to weaken, creating an opening for the decisive strike! Sullen Polkan Only those who have fully completed the Spellfighting course will be able to challenge Sullen Polkan. Be warned, this formidable wizard is never alone on the battlefield – his loyal hounds, willing to lay down their lives for his cause, will fight at his side. Sullen Polkan is of Dragonian descent, one of Borea's ancient races. For centuries, he has led the Black Bastion – the premier school of Borean sorcery – ensuring that its battle mages are renowned as the best of the best. The Boreans are not averse to using Spellfighting, a discipline considered by many to be a form of the dark arts. Alexis Now comes the ultimate trial, available only to those who have mastered both Spellfighting and Dark Magizoology! Alexis has arrived on the Blissful Isle with a single mission: to exterminate wizards unworthy of the magical legacy. Only the finest students of the School of Magic have a chance of stopping him! Alexis is the top student at the Black Bastion and has been entrusted with defending Borea's honor at the Magic Tournament. This ambitious young wizard accepts no compromise, revering only strength. Rumor has it that he believes only the truly chosen are worthy of wielding magic. Every move in this battle is critical. Not only is Alexis armed with thorny vines that strike with deadly precision, but he plays by his own brutal rules: to break one curse he inflicts during battle, you must allow him to impose another! Holiday Skill For the duration of the Spring King Celebration only, all players will unlock a unique holiday skill! Keep in mind that this skill cannot be used in the Trials of Valor and Mermen Trials events, raids, sieges, and Arenas. Pinecone's Aid (Active Skill) Summoned from the ancient forests, the Pinecone is nature incarnate – a bristly warrior made of pine and fir who unleashes raw, natural magic upon his enemies. But be warned: his presence is fleeting. After a brief battle, he vanishes back into the forest's shadowy depths. Activity Season 32 Every school year at the School of Magic comes with its own Activity Season – check out the Activity Center, packed with daily and weekly missions tailored to your character's level and a wealth of rewards! And as always, Battle Pass holders will unlock an additional branch of rewards and extra benefits, including... More daily and weekly mission slots Additional reward slot after redeeming all season rewards Quick access to the Personal and Guild Storage Free hairstyle changes at the Personal Hairdresser Personal Knowledge Bank Achievements As a reward for your progress in mastering magical disciplines and practical training, you'll have the chance to unlock 13 new personal achievements – one of which is legendary, forever cementing your name among the School of Magic's elite! There are also 4 legendary guild achievements to unlock, which will serve as prized trophies for your efforts! Skill and Talent Updates General Talent Tweaks Inconspicuous Attack Now has a toggle option to enable or disable this talent. Inconspicuous Healing Now has a toggle option to enable or disable this talent. Invulnerability (Adventurer's Guild of Almahad) Fixed a bug where the effect would last much longer than intended when logging in. Paladin Power Surge (Assassin's Guild of Almahad) Healing rate changed to every 5 sec (was every 3 sec). Everburning Candle (Reckoning branch) Healing reduction per party member affected changed to 5% (was 4%). Healing modifiers will no longer affect healing from this talent. Intercession (Bulwark of Faith branch) Effect cooldown changed to once per 2.5 sec (was once per 1.5 sec). Sacred Teaching Fixed a bug where the talent's effect on an ally would last indefinitely. Mage Ethereal Barrier Fixed a bug where the effect of the skill would not absorb damage from the Ranger's Ranger's Blessing skill, instead triggering a cooldown. Priest Redemption Target limit changed to 5 / 6 / 7 / 8 allies (was 6 / 7 / 8 / 9 allies). Penance (Assassin's Guild of Almahad) Healing from applied non-control harmful effects changed to 2.5% of maximum health (was 1.5%). This effect can now only occur once per 1.5 sec. Fixed a bug where the talent would work even if the character was dead. Rogue Bee Sting (Assassin's Guild of Almahad) Damage rate changed to once per 1.5 sec (was once per 2 sec). Shaman Ancestral Charm Fixed a bug where disabling the talent would reset its cooldown. Electrified (Fury of the Skies branch) Effect type changed to damage over time (was harmful effect). Death Knight Dark Retaliation (Assassin's Guild of Almahad) Number of attacks required for activation changed from 5 to 4. Necromancer Soul Synergy Healing modifiers will no longer affect healing from this talent. Reaper Demon's Face (Adventurer's Guild of Almahad) Chance to gain additional Hate on critical hits with instant damage skills changed to 30% (was 20%). Updated Info Settings Menu For the Names section, you can now customize how names are displayed for the following categories: Character Party Guild Friends Others For the Levels section, you can now customize how names are displayed for the following categories: Character Party Guild Friends Others For the Guild Names section, you can now customize how names are displayed for the following categories: My Guild Others Note that changes in the Names section no longer affect NPCs and interactive objects. A new section, Game Object Names, has been added specifically for this purpose. Quick Access Panel Press-to-Close Feature A new option is now available in the Game settings: Close Quick Access Panel on Click. With this option enabled, clicking anywhere on the screen – whether on an item slot (empty or occupied), the panel activation button, or anywhere outside the panel – will automatically close the quick access panel. If this option is unchecked, the quick access panel will remain open when you click on a slot, as long as using the item or skill in that slot doesn't require selecting a target or opening another window. Other Changes The consumption time for Food items has been reduced from 7 seconds to 4 seconds. That's all for now – but stay tuned for more details on rewards, gifts, and other changes on release day! See you at the open test! The Warspear Online Team LeeLoo, Shimarin and ABBOZZA 2 1 Quote
Wuuzurd Balls 37 Posted March 8 Posted March 8 On 3/6/2025 at 2:03 PM, Ramona said: Slaughtering Counter Reduces the duration of control effects on the character by 1 / 2 / 3% with a chance equal to Attack Strength. On 3/6/2025 at 2:03 PM, Ramona said: Bewitching Counter Reduces the duration of non-control harmful effects on the character by 1 / 2 / 3% with a chance equal to Skill Cooldown. What's the point of these? the benefit is so low that it isn't even worth trying to get these.. They would be bad even if the effect was guaranteed instead of a chance to get them Drown 1 Quote
vegeta 77 Posted March 8 Posted March 8 On 3/6/2025 at 5:33 PM, Ramona said: Power Surge (Assassin's Guild of Almahad) Healing rate changed to every 5 sec (was every 3 sec). No reduce in number of targets healed ? 10 palas can heal 80 people 10 necro can heal 50 people . @Shimarin Toad Sage and Blueranger 1 1 Quote
aFatOldManx 18 Posted March 8 Posted March 8 On 3/6/2025 at 2:03 PM, Ramona said: Demon's Face (Adventurer's Guild of Almahad) Chance to gain additional Hate on critical hits with instant damage skills changed to 30% (was 20%). Could we get this to work with auto attacks too? It would help to be used with the left branch as well. Right now is not very useful to us. @Holmes Laevateinn 1 Quote
youjiang 2 Posted March 8 Posted March 8 It's very rare that you can remember the speed of eating. But do you overlook the issue of handmade rings and bracelets, their other attributes are exactly the same, while the attack ring is 1% less than the bracelet Quote
Administrators Shimarin 1002 Posted March 8 Administrators Posted March 8 1 час назад, vegeta сказал: No reduce in number of targets healed ? 10 palas can heal 80 people 10 necro can heal 50 people . @Shimarin I doubt that it's correct to compare Power Surge and Dead Will in terms of efficency solely on the target number. Not to mention that Paladin is an Off-Healer and Necromant is a true Support. Solomonari 1 Quote
Sigma 371 Posted March 8 Posted March 8 (edited) On 3/6/2025 at 9:03 AM, Ramona said: Power Surge (Assassin's Guild of Almahad) Healing rate changed to every 5 sec (was every 3 sec). Everburning Candle (Reckoning branch) Healing reduction per party member affected changed to 5% (was 4%). Healing modifiers will no longer affect healing from this talent. Intercession (Bulwark of Faith branch) Effect cooldown changed to once per 2.5 sec (was once per 1.5 sec). Sacred Teaching Fixed a bug where the talent's effect on an ally would last indefinitely. It's depressing. Does the developer give in so easily to the Russians' complaints? As for the power surge, it really did need a change since it's not tied to healing through magic, but changing the duration of the bulwark effect is really bad, especially since healing has already been reduced in the last balance updates. The bulwark's healing frequency won't even work against some mobs. Does the developer really want to turn a subclass into complete trash? Edited March 8 by Sigma Quote
vegeta 77 Posted March 8 Posted March 8 49 minutes ago, Shimarin said: doubt that it's correct to compare Power Surge and Dead Will in terms of efficency solely on the target number. Not to mention that Paladin is an Off-Healer and Necromant is a true Support. Thats wat everyone is trying to say . How can a non healer heal better than a main full fledged healer . In the current meta Pala heal > necro heal in many game scenario Arena ,GVG, Dgs etc . Pala heal solo > necro heal , druid heal, priest heal or shaman heal which is why we are asking if there will be changes since pala is a support not a main heal . Laevateinn, TheCaster, Drakoslayd and 1 other 4 Quote
vavavi 268 Posted March 8 Posted March 8 (edited) On 3/6/2025 at 1:03 PM, Ramona said: Penance (Assassin's Guild of Almahad) Healing from applied non-control harmful effects changed to 2.5% of maximum health (was 1.5%). This effect can now only occur once per 1.5 sec. Fixed a bug where the talent would work even if the character was dead. Does this mean the cooldown is applied only to debuff heals? And is the cooldown applied individually per person, or entire party? As in if one pty member gets a heal, then nobody else can get one for 1,5 secs? If the cd is for whole pty, having a talent that heals only one person for 400-500 while fully buffed is pretty underwhelming for a dedicated support class @Shimarin Edited March 8 by vavavi Quote
aFatOldManx 18 Posted March 8 Posted March 8 1 hour ago, Shimarin said: I doubt that it's correct to compare Power Surge and Dead Will in terms of efficency solely on the target number. Not to mention that Paladin is an Off-Healer and Necromant is a true Support. Yes that is the whole point, why would a non heal class have a better healing skill than an actual support heal class? IMO it should be capped the same or less than necromancer’s skill. Or at least limit it to the party members. Quote
Gladiator 1205 Posted March 8 Posted March 8 On 3/6/2025 at 1:03 PM, Ramona said: Power Surge (Assassin's Guild of Almahad) Healing rate changed to every 5 sec (was every 3 sec). Everburning Candle (Reckoning branch) Healing reduction per party member affected changed to 5% (was 4%). Healing modifiers will no longer affect healing from this talent. Intercession (Bulwark of Faith branch) Effect cooldown changed to once per 2.5 sec (was once per 1.5 sec). I don't understand why the magic branches got a bigger nerf than the assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions? Voidknight, Laevateinn and Sigma 2 1 Quote
SoRcaRtoA 51 Posted March 8 Posted March 8 Someone explain to me how it is possible that the necro uses 2 talents at the same time is it a big spoiler or just a bug Quote
Laevateinn 119 Posted March 8 Posted March 8 3 hours ago, Shimarin said: I doubt that it's correct to compare Power Surge and Dead Will in terms of efficency solely on the target number. Not to mention that Paladin is an Off-Healer and Necromant is a true Support. A Paladin is not primarily a healer. He is a tank who wears heavy armor. On the other hand, Beastmasters, Priests, Necromancers, and Shamans all belong to the cloth class, and except for the Beastmaster, they are all healers. Now, imagine a large-scale battle. Cloth classes struggle to withstand AoE damage and die quickly. So, who remains? Tanks like Paladins survive until the end and fulfill their roles. In that case, whose healing output will be higher? Traditional healers become nearly useless when using a Globe, as it weakens magic damage. Personally, I think healing based on max HP should be changed. For example, Paladins should heal based on magic damage. Imagine fighting inside a Globe with 10 Paladins. TheCaster 1 Quote
US Evil 29 Posted March 8 Posted March 8 1 час назад, Gladiator сказал: I don't understand why the magic branches got a bigger nerf than thes assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions? yes true. physical pala can heal even low magic dmg. must change power surge base magic. not max hp base. or pls give to dk passive heal too :) Quote
xenovski 23 Posted March 8 Posted March 8 6 hours ago, vegeta said: No reduce in number of targets healed ? 10 palas can heal 80 people 10 necro can heal 50 people . No change to necro rate of healing? necro can heal 4% every 3 sec. pala can heal 4% eveyr 5 sec. necro will heal 66% more than pala? @Shimarinfix now! 😂 Quote
xenovski 23 Posted March 8 Posted March 8 1 hour ago, Laevateinn said: Personally, I think healing based on max HP should be changed. For example, Paladins should heal based on magic damage. Imagine fighting inside a Globe with 10 Paladins. not really. all of the recent changes and additions to paladins talents were hp based. (I wont name the talents because i dont have much time on my hands) So the assassins talents for paladin shouldnt be reserved only to magic damage, rather it should comply with both builds of paladin (physical and magical). And then again, even if it was magical dmg based healing, paladin with the right branch and shield, would be immortal, and guess who would come into the forums crying to a pala nerf again? right. your logic is flawed Quote
xenovski 23 Posted March 8 Posted March 8 1 hour ago, US Evil said: yes true. physical pala can heal even low magic dmg. must change power surge base magic. not max hp base. or pls give to dk passive heal too :) paladin is an hp based character, unlike any other character in the game. Heres a few talents/skills that paladin has which are hp based. Quote
Sigma 371 Posted March 8 Posted March 8 2 hours ago, Gladiator said: I don't understand why the magic branches got a bigger nerf than the assassin's talent which is way more broken than the other 2 talents, considering it made even non-healer Paladins heal more than actual healers. And now, physical palas will heal even closer to a magical paladin (because magic branches are nerfed more strongly). The worst part is, physical Palas will still heal a lot, instead of 300k, now maybe like 200k in arenas. Who makes these, honestly, stupid decisions? The real problem has always been the power surge, but how did they deduce that they had to nerf the magical branches if the cure for the power surge isn’t tied to magical power? A forced pseudo-balance only made the game more unbalanced. The bulwark got worse when they increased the healing frequency to 2.0s, and now at 2.5s, it will be unsustainable. It doesn’t make sense to me since the physical paladin will still heal a lot, even without the magical branches. Quote
xenovski 23 Posted March 8 Posted March 8 23 hours ago, Laevateinn said: So, who remains? Tanks like Paladins survive until the end and fulfill their roles. In that case, whose healing output will be higher? if you are not a tank class and die, thats a you problem. Paladin is a versatile class, it can become a tank, a healer/support or a decent damager based on the builds.I assume you speak of magical paladin either a shield. Compare physical paladin to healers classes and they(paladins) will be dwarfed in the healing aspect. 21 hours ago, Sigma said: paladin will still heal a lot, even without the magical branches. in what scenario you are speaking of? physical paladin is tanky and primarily heals from ls or sunseal + stunning blow combo (which gets resisted most of the time or isnt even possible to cast on octo book users).The power surge is just a compensating talent for the prayers skill that we used to have that would heal us 4k at a time. Without power surge, physical paladin will not be able to tank anywhere near to what the other tanks can. @Shimarin Pretty sure this might be a bug, but paladins guaranteed stun skill ‘Harad’s Call’ doesn’t remove a stack of bds resist. As it is a stun skill it is supposed to remove a stack from bds resist skill just like the ‘Stunning Blow’ skill does. Quote
vavavi 268 Posted March 8 Posted March 8 (edited) 54 minutes ago, xenovski said: if you are not a tank class and die, thats a you problem. Paladin is a versatile class, it can become a tank, a healer/support or a decent damager based on the builds.I assume you speak of magical paladin either a shield. Compare physical paladin to healers classes and they(paladins) will be dwarfed in the healing aspect. Problem with palas is that phys palas really don't get dwarfed by healer classes. They somehow manage to heal more or equal to any healer in most cases, even without having a magic build. It's kinda crazy Edited March 8 by vavavi Quote
xenovski 23 Posted March 8 Posted March 8 20 hours ago, vavavi said: Problem with palas is that phys palas really don't get dwarfed by healer classes. They somehow manage to heal more or equal to any healer in most cases, even without having a magic build. It's kinda crazy if you attack a bd supported by phy pala or a druid/priest.It is alot easier to melt the bd with the support of a phy paladin. Physical paladin only has a passive healing effect every 3 seconds and a shield. But a druid or a priest will have dmg reduction,stun removal, and heals that are able to crit, thus making bd atleast 5x harder to kill with the support of a druid/priest than with the support of a physical paladin. Do not look at the end results of an arena battle as it is consisted of 80% of the heals made by the power surge that heals off party members that were damaged by aoe skills of the enemies. 20 hours ago, vavavi said: Problem with palas is that phys palas really don't get dwarfed by healer classes. They somehow manage to heal more or equal to any healer in most cases, even without having a magic build. It's kinda crazy you need to also take into account that physical paladin in pve is not a good damager,support,healer or a tank.A class that is weak in pve has to atleast thrive in the other side of the game like pvp. what annoys me is that op pve characters complain and sob about other characters that are good in pvp.There will be no balance that you always cry about, if the strong pvp characters suck in pve then that by default is balance. Quote
aFatOldManx 18 Posted March 8 Posted March 8 25 minutes ago, xenovski said: what annoys me is that op pve characters complain and sob about other characters that are good in pvp.There will be no balance that you always cry about, if the strong pvp characters suck in pve then that by default is balance. Brother you have no idea what your talking about, imo pala should be nerfed more, is abnormal to heal 2-300k in arena, it should be as gladiator said, based on mdmg not max hp. Quote
xenovski 23 Posted March 8 Posted March 8 19 hours ago, aFatOldManx said: gladiator said, based on mdmg not max hp you forgot phy pala is still an option? the assassins talent.Imagine a templar, which can use staff and melee + shield, got his assassins talent reworked to be compatible only for staff users.Dont be silly, the talent should be compatible with all branches of the class, which in paladins case, is physical and magical.Use common sense, there is a reason why dev have been adding plenty of hp based reworks and additions to talents and skills, its done to not be biased towards either magic or physical builds of paladin. 19 hours ago, aFatOldManx said: Brother you have no idea what your talking about, imo pala should be nerfed more, is abnormal to heal 2-300k in arena, it should be as gladiator said, based on mdmg not max hp. Physical paladin doesnt heal 300k in 2x2 does it? Put a healer and a physical paladin in a 2x2. The healer will have 100k and paladin 20k. No idea where you are getting these 300k heals from. Quote
Gladiator 1205 Posted March 8 Posted March 8 1 hour ago, aFatOldManx said: it should be as gladiator said, based on mdmg not max hp. My suggestion was that the Paladin heals himself based off HP% and the AoE to be based off of magic power. Quote
xenovski 23 Posted March 8 Posted March 8 (edited) 4 hours ago, Gladiator said: My suggestion was that the Paladin heals himself based off HP% and the AoE to be based off of magic power. Now that is a better idea, but even with the aoe heals, there should be some sort of a cap to the amount of the magic dmg that is healed. Otherwise there will be even more complaints towards the magical 2h pala 😂 Edited March 8 by xenovski Drakoslayd 1 Quote
xenovski 23 Posted March 8 Posted March 8 (edited) 9 hours ago, Laevateinn said: A Paladin is not primarily a healer. He is a tank who wears heavy armor. On the other hand, Beastmasters, Priests, Necromancers, and Shamans all belong to the cloth class, and except for the Beastmaster, they are all healers. Now, imagine a large-scale battle. Cloth classes struggle to withstand AoE damage and die quickly. So, who remains? Tanks like Paladins survive until the end and fulfill their roles. In that case, whose healing output will be higher? Traditional healers become nearly useless when using a Globe, as it weakens magic damage. Personally, I think healing based on max HP should be changed. For example, Paladins should heal based on magic damage. Imagine fighting inside a Globe with 10 Paladins. Death Knight is primarily a tank that wears heavy mermen. How come when it becomes low hp it starts healing 2k a tic and ends up around 12k hp within 5 seconds.It also has a 50% reduction that lasts 9 seconds and has a cooldown of only 20 seconds. Why does a tank become a better support than a primary support/healer like a druid with its weak skin toughening skill. Not to mention the annoying 0.5 sec stuns from dk m5 talent, even the tornado that you all complained about cannot compete with that. see how stupid you sound? Just because a paladin with maxed out gears and 45+ books destroys weak 0 book mcs, doesn't mean it needs a nerf or a rework.It only means you need to start working on your weak char and learn how to play it Edited March 8 by xenovski corrections Quote
vegeta 77 Posted March 9 Posted March 9 6 hours ago, xenovski said: Physical paladin doesnt heal 300k in 2x2 does it? Put a healer and a physical paladin in a 2x2. The healer will have 100k and paladin 20k. No idea where you are getting these 300k heals from Physical pala heal > shaman {best healer mc} we dnt talk if it's not busted Quote
xenovski 23 Posted March 9 Posted March 9 48 minutes ago, vegeta said: Physical pala heal > shaman {best healer mc} we dnt talk if it's not busted Now show me the damage taken on that shaman and warlock... Both shaman and warlock received more damage than any of the paladins in the screenshot.Does that automatically mean they are beating a tank such as a paladin in its own category? No You could do a healing competition between paladin and any other healer if needed. A physical paladin wont be able to heal a target to full hp anywhere near as fast as a shaman.You are also forgetting the solo healing that pala receives from sun seal and base heal skill. The reality is, if you do aoe damage across a group of elfs for 5-7 minutes, the paladin will by default have high numbers of healing just because the power surge is healing party members back to full hp after they get chipped away.This screenshot proves nothing. Look here, a warlock outhealed a PRIEST twice as much! Quote
vegeta 77 Posted March 9 Posted March 9 (edited) Ur funny comparing 300k + heals to 7k heals vs 13k heal . Clown mode lol . If we run ur concept then physical charmers shud heal super high n do super high damage compared to staff charmers . But it's the opposite . Go full physical sacrifice some heal . Go magical sacrifice some damage. Not have both which physical palas in the current game play are running with { high damage + high heals } . No meaning of people playing heal classes if a non healer is better Edited March 9 by vegeta Shax 1 Quote
Overhoul 67 Posted March 9 Posted March 9 Can you buff magic chieftain please? After the recent rebalance all the major buff were given to physical chieftain while magical is overlooked. I'm talking about stun on plague curse, bleeding on wolf alacrity and frenzy+trashing combo stun. There should be no way physical chieftain should be dealing better AoE damage and stun compared to magical chieftain. What's the point of building magic on chieftain with this? Quote
vavavi 268 Posted March 9 Posted March 9 14 hours ago, xenovski said: if you attack a bd supported by phy pala or a druid/priest.It is alot easier to melt the bd with the support of a phy paladin. Physical paladin only has a passive healing effect every 3 seconds and a shield. But a druid or a priest will have dmg reduction,stun removal, and heals that are able to crit, thus making bd atleast 5x harder to kill with the support of a druid/priest than with the support of a physical paladin. Do not look at the end results of an arena battle as it is consisted of 80% of the heals made by the power surge that heals off party members that were damaged by aoe skills of the enemies. Sure in some situations healers are more consistent, mainly a 2v2 situation while fighting a high burst class, but palas support isn't just limited to that. Also that last point goes both ways, high burst heals get wasted a lot on people who only lost some hp, while paladins heal is a consistent non stop heal. And that's without even consider the effects aura talent has. Quote
aFatOldManx 18 Posted March 9 Posted March 9 (edited) 5 hours ago, xenovski said: Now show me the damage taken on that shaman and warlock... Both shaman and warlock received more damage than any of the paladins in the screenshot.Does that automatically mean they are beating a tank such as a paladin in its own category? No Here you go: Explain to me how can a pala heal 213k and deal 141k dmg and you call that ok?? Edited March 9 by aFatOldManx Better ss Quote
XBlaster 7 Posted March 9 Posted March 9 46 minutes ago, aFatOldManx said: Here you go: Explain to me how can a pala heal 213k and deal 141k dmg and you call that ok?? better solution. end game. balance in this game is insane. they still buff characters who dont need buff and nerf the most famous mc ones. chieftains wa very popular. Now everyone is leaving them or selling them and play on elfs. Bm is overpowered but they still buff them, mage pala too. They have bad testers. I sold all my equipment to npc mm etc from main character and deleted him. This game will die. Eu emerald is 80%elfs 20%mc. In some servers only elfs killing raid bosses, even if mc win war bcs they are overpowered. Dead game mechanics Quote
xenovski 23 Posted March 9 Posted March 9 (edited) 9 hours ago, vegeta said: Ur funny comparing 300k + heals to 7k heals vs 13k heal . Clown mode lol . If we run ur concept then physical charmers shud heal super high n do super high damage compared to staff charmers . But it's the opposite . Go full physical sacrifice some heal . Go magical sacrifice some damage. Not have both which physical palas in the current game play are running with { high damage + high heals } . No meaning of people playing heal classes if a non healer is better anyone can reach 300k heals with aoe heals, the difference between physical pala and say druid or any heal in that case is that paladin physical CANNOT heal very effectively compared to a real healer. Here are some visuals for your smooth brain note: the video where physical paladin heals is on 2x speed and the priest on normal speed heals me and himself faster. 200k hEaLs OmG 😱♿️ 1 hour ago, xenovski said: note: the video where physical paladin heals is on 2x speed and the priest on normal speed heals me and himself faster. 200k hEaLs OmG 😱♿️ now the priest: 5 hours ago, aFatOldManx said: Here you go: Explain to me how can a pala heal 213k and deal 141k dmg and you call that ok?? and now question the warden that did 121k dmg as TANK 😱 This only proves how LONG the battle lasted.. that tanks are able to reach damage values of 100k+. Imagine what a damage class would do in this time span.Maybe around 300k and you would still ask for it to be nerfed. My paladin is built to do damage, the question is, how come you don't show the whole screenshot and let us see the damage of the others. 5 hours ago, vavavi said: Sure in some situations healers are more consistent, mainly a 2v2 situation while fighting a high burst class, but palas support isn't just limited to that. Also that last point goes both ways, high burst heals get wasted a lot on people who only lost some hp, while paladins heal is a consistent non stop heal. And that's without even consider the effects aura talent has. Doesn’t matter, everyone is saying paladin as a TANK is out healing prImARy HeALeRs which is blatant lie 😂 The number of 200k heals are only achievable in group battle of 4v4 or 5v5 where everyone gets aoe damaged and rehealed by paladins power surge. Put it this way, its like a seeker complaining about a mage out damaging him in a 5v5 match because he has 300K damage compared to the 50k damage of a seeker. It’s common sense, the mage will do more damage because he can clip more people into his AOE damage skills thus doing more damage, but I guess common sense isn’t so common. 5 hours ago, XBlaster said: better solution. end game. balance in this game is insane. they still buff characters who dont need buff and nerf the most famous mc ones. chieftains wa very popular. Now everyone is leaving them or selling them and play on elfs. Bm is overpowered but they still buff them, mage pala too. They have bad testers. I sold all my equipment to npc mm etc from main character and deleted him. This game will die. Eu emerald is 80%elfs 20%mc. In some servers only elfs killing raid bosses, even if mc win war bcs they are overpowered. Dead game mechanics The real solution is to buy 15 books viable in PVP and Arena, max out your talents and enjoy being in the top tier of players that will be reported as “OP” in forum.Doesn’t matter what class it is, if its a class that is more outgoing in the PVP aspects of the game and you end up getting 15 books and maxing talents on it along with a-lot of experience and skill with the class.. then you will automatically make your class broken.Dont know why 0 books arena players think they can take on a full book character 😂 Edited March 9 by xenovski Quote
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