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yinglun

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Posts posted by yinglun

  1. 8 hours ago, Legix said:

    The dark shield is already good to tank a lure of mobs, i suggest just rework saturation (remove the 10%) - or blood protection (increases duration time) or secret reserves (nerf+make it infinite)

     

    Also alot of dks dont use block, a dark shield based on block to be strong is a bad idea.

     

    (srry my bad eng)

    I agree with you, but dk still needs to block and parry.

    Otherwise, when you face a BOSS like Dagan, you will be under great pressure.His several attacks may make you need to use potions.

  2. After reaching the bottom of the sea, the dark shield appears very fragile. A death knight with 13000 + defense can only reduce 200 + damage.

     

    I suggest that when the death knight successfully blocks once, the next damage reduction effect of the dark shield will be increased by 200%.

     

    Barbarians can refresh petrified skin skills through blocks, and wardens can restore health through blocks. I think death knights can also have this effect.

  3. 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.

  4. 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.

     

  5. 2 hours ago, Santa Claus said:

    Correct me if im wrong but imo templars mantra work like reserves but it have short cd and cd can be reduced . It  heals u and u cant be attacked + it works on other ppl

    Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low.

  6. Suggestions for changes to the secret Reserve.

     

    Regenerating health has a very low presence in the game. Even the secret Reserve is the only skill that requires it.

     

    The current cooldown on this skill is too long and lasts for a short period of time, so we can make it a constant energy drainer.

     

    When the skill is turned on, it consumes energy continuously, increasing the player's ability to regenerate health and the speed at which it recovers health.

    Increases health recovery by 5%/20%/35%/50%

    Increases health regeneration rate by 10%/20%/30%/40%

    Sustained energy consumption :1/3/6/8

     

    In my mind, this ability gives the player 3 seconds to recover 150 health or less at full level. For there is the nectar of immortality. So the value of this skill should not be too high.

     

    Let's discuss it together😁

  7. 5 hours ago, Ashdeath said:

    Secret reserves is a pretty decent means of health restoration. The sad part is that for some reason it doesn't work correctly. When you die and respawn it's cd doesn't reset like all the other skills. Things like dying and reviving or entering arena have no affect on secret reserves. For normal skills they all automatically finish cd when u respawn or enter arena, but for secret reserves you have to wait for the cd(2 min I think) to be finished before it can be used again regardless of respawning or entering arena. Also the cool down parameter has no affect on secret reserves which also kinda hurts.

    Yes, the CD of this skill is as long as 2 minutes, which cannot be used as a routine means.

    6 hours ago, lelfil said:

    Dk has life steal skill, it is meant to regenerate by doing damage so getting a full life steal build with accessories and runes would pay for the dk's lack of healing skills

    You need to use dk to fight several times in the dungeon.

    4 hours ago, Higgings said:

     

    407954363_WarspearOnline_2020-12-29-15-14-28.thumb.jpg.86ae43e20927852da5036a454f7a6c71.jpg

     

    Trust me, it's just show off

    😵When I have 100% vampires, That would be like a God of war

  8. 15 hours ago, Drakoknight said:

    The dk doesn't need a summon like that. Instead I think the class needs is something like Templar's statue or a healing shield type skill

    Dk should be a hero of the undead, so it should rely on fighting to restore blood volume, which is more in line with the theme of dk

    The new skill can deal damage to nearby enemies, and then get the same amount of shield.

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