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Khrone

Guardian of Spear
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Everything posted by Khrone

  1. Dodge is already a type of defense and is kind of the signature stat of the Rogue, just like Parry for BD and Block for WD Except they have more defensive skills that work in a different way (like BD's shield), while the Rogue only has Dodge, Kick in The Back and Absolute Reflexes
  2. They could pretty much have created a Dodge focused branch for the Rogue, but instead, all 3 branches are pure damage
  3. my brother in Christ, your better argument so far was "take your meds, honey <3 i love you xoxo "
  4. Notice how they still didn't respond the comment i made about how Dark Circle works, even though they were the one complaining about it
  5. If you didn't read my explanation, the Dark Circle works the way it is intended to. If it changed to be like Pool of Darkness/Blazing Ground, you would get stunned for the whole duration even if you entered the Circle 1 second before it disappeared. How is that better than the way it works right now? Honestly, this is my last comment. I'm tired of this dumb discussion.
  6. Talking from a (not really) programmer point of view: That's it. They didn't read.
  7. That could be easily reported instead of making a pointless discussion However, i don't believe it is a bug. The Dark Circle isn't a area that applies the Stun debuff when someone enters it: actually, that's how the skill Pool of Darkness works. Pool of Darkness: Creates a smoldering zone in the specified area for 5 sec. Every second, the zone deals a debuff to all opponents who have been in it for 5 sec. The effect deals magical damage in the amount of P% of the magical power of the character every second. Maximum number of player targets is Y, limit on the number of monster targets - X. That means even if you entered the Pool when it was about to disappear, you will get the full duration of the debuff. That's how Dark Circle really works: Dark Circle: Creates a black magic zone for T sec. While the zone is in effect, the Fetters of Darkness debuff is applied to the opponents who are in it. The opponents cannot move or apply skills, damaging them does not remove the debuff. The maximum number of player targets - Y, the number of monster targets is unlimited. That means the duration of the debuff Fetters of Darkness (just a cool name for "Stun") doesn't depend on itself, instead, it depends on the duration of the Dark Circle. While the Circle is on the ground, the stun is active for an infinite amount of time. However, when the Dark Circle disappears, the debuff disappears with it, as @Higgings said. Therefore, there's no way to decrease or increase the duration of the debuff besides the talent, which increases the duration of the Dark Circle itself (as fair as i know). If the person who i shall not mention but who likes to roleplay as a nurse read this explanation and understand it, they would realize it's better for the enemies that Dark Circle continues the way it is instead of working like Pool of Darkness.
  8. I mean, the whole purpose of Templar and Chieftain being created was to give the 2 factions what they needed: Templar - a jack-of-all-trades character like the Charmer + a class with a lot of AoE control skills like the Warlock Chieftain - an AoE damage class like the Mage So if the Templar isn't templaring, it's just a skill issue
  9. I believe it is the 3rd, note it says every 6th auto-attack, not after 6 auto-attacks (and i mean the 3rd considering you have 3 active skills) Also, i believe it is a non-crit auto for the same reason, it says every 6th (or 3rd) non-crit auto, so the condition of not being a critical hit is present in the auto-attack that triggers the double damage
  10. Considering these talents from the Death Face branch: Lesser talents Knight's Curse+ Increases skill power gain from character's magical damage by 1.5 \ 3 \ 4.5%. Steel Hurricane+ Increases skill power gain from character's magical damage by 9%. Aura of Hatred+ Increases the effect of a skill that increases a character's physical and magical power by 2%. Exhalation of Darkness+ Increases skill power gain from character's magical damage by 2 \ 4 \ 6%. Key class talents Damned Echo Increases the duration of the effect of “Knight's Curse” skill by 12 sec. Now, during the effect, near the enemy every 3 sec. creates a cursed area for 3 sec. When the “Kiss of Death” effect ends prematurely, a zone is formed near the enemy with the duration remaining from the effect. Baptism of darkness Increases the character's basic magical strength by 25% of the character's basic physical power. What is the best build for Magical Damage? We would have 3 extra skill points from all the Stellar Blessing talents, so we can get 1 more expert skill at 4/4, giving us 4 skills at max level. Knight's Curse at 4/4 is the main focus of the Magical DK. I've been thinking of using Aura of Hatred for several reasons: Besides the magical damage buff, there's also the physical damage buff, which indirectly increases magical damage due to the talent Baptism or Darkness. The defense buff, which i believe that increases the damage reduction of Dark Shield. The Accuracy buff because pretty much every DK skill can be dodged. Now, i don't know if i should use Steel Hurricane because i think the damage is kinda underwhelming, even with the talent, and we already have Knight's Curse as an AoE damage skill. So i've been thinking of using Sharp Shadow instead: High single-target magical damage. 100% Stun for 3.5 seconds. 20% HP heal with Saturation, even if the latter is 1/4. Talking about it, i think Saturation would be helpful for a bit more of sustain. So what do you guys think of the following build? Knight's Curse - 4/4 Aura of Hatred - 4/4 Sharp Shadow - 4/4 With extra Skill Points: Saturation - 4/4
  11. - Takes a L - Don't accept it - Keeps annoying everyone on the forum
  12. If you want to be a physical damage dealer like Blade Dancers, Reapers or damager Barbarians, then you would have to go something like: Thorns of Death - 5/5 Dark Shield - 5/5 Any skill - 3/5 Steel Hurricane - 4/4 Aura of Hatred - 4/4 Any defensive skill - 4/4 But the damage would be a lot lower than a Magical Damage build. Also, the new Talent Branches don't give that much options for players anymore, you'll have to fit one of the three branches given for your class if you want to use it at its fullest potential. For Death Knight, we got: Death Face - Magical Damage build Dark Fortitude - Tank Vampire Essence - Hybrid/Vampirism The best choice if you wanted to go full physical would be Vampire Essence, but it would be more of a semi-tank than a damage dealer. If you just want to be a tank, honestly, i think the damage type doesn't matter, but people prefer physical damage because it can help them deal damage with auto-attacks or something.
  13. The whole branch is focused on PvP, what else are they gonna do? Buff Grimoire? lol
  14. Nope, i just said that if you wanna remove a talent, you need to replace it with something else or Warlock would be the only class with 3 talents instead of 4
  15. Then give a better suggestion for a talent that fits the branch
  16. Yeah, because they are different skills from different classes I'm just saying 0.5 more stun on a skill won't make such a big difference
  17. Depends on what you consider as "spam", since the cooldown of Zone of Truth is just 5 seconds longer than Dark Circle's 0.2 second longer stun and a new effect that traps you inside the skill until it ends*
  18. If we're gonna consider it in a war, there is also Templar who got 0.7 seconds more silence and 0.2 more stun I'm just saying it's not a big deal
  19. All Paladin branches - I feel like the Paladin don't have an exact role right now, so the new branches define 3 roles for him: Magical Damage and Healer Tank with a bit of Physical Damage Tank and Support Inquisition Priest - The idea of a damage dealer Priest seems cool, and the talents are pretty strong too Masteful Cannonade Ranger - It basically turns the Ranger into a machine gun Dual Rage Beastmaster - Same as the Ranger, but melee and 2 times more frightening Eagle's Nature Chieftain - It basically makes Hybrids Chieftains stronger Death Face Death Knight - A huge buff for Magical DKs Life After Death Necromancer - I like the idea of summoning a whole army of skeletons
  20. Yeah, after some time i realized i made the wrong calculation Then it would be (almost) the same color as Dark Circle or Zone of Weakness
  21. Though i don't play PvP, i believe people who do focus on these too
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