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Khrone

Guardian of Spear
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Everything posted by Khrone

  1. This is my honest opinion after reading this post and analyzing it: Please, no. These branches have huge differences between them, and most of the classes have separate ones made specifically for PvP. It's like having to buy new equipment everytime you wanted to change from PvP to PvE and vice-versa. If someone spent money to get 2 or even all the three branches, they should get the right to change freely between them without have to spend even more. We already have the option to change equipment sets and skill sets for free, why can't we do the same with Branches? There is no advantage here. Let's get the numbers from the talent above: Scarlet Blade With a 15% chance the “Exacerbation” skill additionally applies the “Bleeding” debuff to the enemy for 8 sec. when auto-attacking or attacking with a skill that deals instant damage. The effect deals physical damage equal to 20% of the character's physical strength every 2 sec. So it's 20% of physical power every 2s for 8s. 8/2 = 4 ticks of damage 4*20 = 80% of damage in total Now with Blood Ablution: 2s - 25% = 1.5s 8s - 25% = 6s 20% of physical power every 1.5s for 6s. 6/1.5 = 4 ticks of damage 4*20 = 80% of damage in total As they say here in Brazil, it's "changing six for half a dozen" I remember seeing it somewhere... It doesn't explain what the Quick Reaction buff does. Also, i'm very surprised if a Ranger manage to receive 5/3 attacks without dying. 4/4 Fortification decreases damage by 30%. With 90% missing health (that is, only 10% total health), you would increase the the damage reduction by 72% 30 + 72 = 102% So at 10% HP, you become immortal? To be honest, this talent would be better for the Dual Rage branch, since it is focused on Physical Damage and the Healing skill would be useless without Magical Power. This description is a bit confusing. So while the Moon Monster is alive, the skill Aura of the Forest will be permanently active, like the Mage's Aura of Fire? Wouldn't it be "when attacking" instead of "when attacked"? Meet the new DPS: The Shaman! I thought it was a translation error but no, even in the Russian forum it is the same. I don't understand why a support class gets a talent that increases Attack Speed. If the Electrification debuff from the Ball Lighting talent dealt damage if the Shaman attacked the enemy instead, then the name "Storm Keeper" and the effect itself would make a lot more sense. I should say, this one is really cool. You will probably miss skills but will NEVER miss an auto-attack. Another description that made me really confused. As a Magical Death Knight, this makes me happy. I believe it will be possible to reach the same level of magical power as a Warlock (i don't mean the damage, i mean the stat). Nice, now we just need the cooldown of Secret Reserves to refresh everytime we leave the arena. I wouldn't say it is exactly useful, but it seems fun, indeed. So you get a nerf to a skill which is already weak and to make it deal damage again, you need Energy? Heh, no. If you just remove the damage reduction, that would be an amazing change. Also no. It is the only talent from all classes that requires you to spend money to benefit from it. What is the difficulty of just doing something like "Increases the total Energy by X%"? It is Dark Seal, not Dark Circle. Also, it is an useless skill that nobody uses, and this talent won't make it better. What is the focus of this branch? PvP? PvE? Survivability? Pretty underwhelming to be honest. It could just be a normal effect from the skill, but considering the amount of skeletons that the skill Dead Soldier summons and including the ones from the talent Lifeless Army, it is acceptable. I mean, if an army of skeletons started chasing me because a Necromancer looked at me, i'd consider myself dead already. That is literally so cool, it makes me wanna create a Necromancer! Why is it a kanji? Isn't it an item from League of Legends lol This looks like a branch without purpose. It's just made to fix a problem created by the branch itself, which is the increasing amount of Hate consumed while in the Demonic Form. Overall, i don't have any more comments, just a single question: What happens to these talents that summon minions (like Druid's and Necromancer's) every X seconds if the minion is still alive? Does it re-summon them with full Health/Energy?
  2. Actually it is written "Dark Seal" in the Russian forum. They made a mistake here.
  3. It's still 12,5% less resist, which is good Maybe just increase a bit the numbers, but the effect itself is amazing
  4. In the 11.4 update, we will get 3 different Talent Tree branches for each class, effectivelly creating "subclasses" for them. If you read the Preview post and got confused about which role will fit each branch, i will explain them. NOTE: This is not absolute truth, it's just a review based on my analysis. Chosen Paladin Retribution - Healer/Magical Damage Paladins of “Retribution” branch are both a reliable support for their allies and a fighting force that strikes fear into the hearts of their enemies. Holy Warrior - Tank/Physical Damage Seeing the shine of the armor of the “Holy Warrior” Paladin, any enemy realizes that he is facing a dangerous opponent. Raising his banner, the Paladin proudly resists any onslaught. Bastion of Faith - Tank/Support Steadfastly enduring the burden of frontline battles, Paladins of the “Bastion of Faith” branch will not abandon a weakened ally and become a reliable cover for him. Mage Pyromancy - Magical Damage By mastering the power of fire, “Pyromancy” Mages have become an unstoppable offensive force capable of crushing anyone Secret Magic - PvP Mages of the “Secret Magic” branch change reality to achieve their goals. Entering into battle with them, you should not believe your eyes. Geomancy - Balanced Offense and Defense Possessing a wide range of skills, the Mages of the “Geomancy” branch are universal combat units capable of both increasing their offensive potential and strengthening their defense. Priest Serving the Light - Support (Debuff Remover) Saving the lives of comrades is the main and only goal of the Priests of the “Service the Light” branch. Warriors who sacrifice themselves in battle can always be sure that the righteous light will illuminate their path forward. Inquisition - Magical Damage Righteous punishment with burning light will overtake the enemy, which will stand in the way of the Priests of the “Inquisition” branch. Sacred Fury - Magical Damage/Support (Additional Damage) In addition to helping the wounded, “Sacred Fury” Priests are able to enchant the blades of their brothers-in-arms with the withering power of righteous anger. Seeker Steel Storm - Physical Damage (Auto-Attacks) Like unstoppable wind flows, a flurry of cleaving blows from Seekers of the “Steel Storm” branch falls upon the enemy. Ruthlessness - Physical Damage (Bleeding) When fighting “Ruthless” Seekers, you need to be careful, otherwise you will get mortal wounds before you understand anything. Righteous Fury - Balanced Offense and Defense Seekers of the “Righteous Fury” specialization have high combat potential and excellent defense even when close to death. Templar Stronghold of Faith - Physical Damage/Tank Templars of the “Stronghold of Faith” specialization are not only able to survive in the harshest corners of Arinar, but also to repel the enemy. Keeper of Oaths - Support Experienced warriors say that they are alive only thanks to the Templars of the “Keeper of Oaths” specialization. They are able to heal even the most terrible wounds without losing combat effectiveness. Tactician - Mass PvP Templars of the “Tactician” specialization provide an unparalleled advantage on the battlefield, with skillful control of space and gravity. Firstborn Blade Dancer Dancer on the Wind - Physical Damage (Auto-Attacks) Like the claws of a wild beast, “Dancer on the Wind” Blade Dancers slashes through the armor and flesh of enemies in a ceaseless dance. Unrestrained Onslaught - Physical Damage (Skills) The Blade Dancers of the “Unrestrained Onslaught” specialization cut through the enemy formation with perfected maneuvers, not allowing the enemy to come to their senses. The assault power of forest warriors is almost impossible to stop. Featherlike Agility - PvP The reflexes of the Blade Dancers of the “Featherlike Agility” specialization trained over the years, made it possible to notice danger, and the skill of wielding blades to avoid it at any distance. Ranger Masterful Cannonade - Physical Damage (Auto-Attacks) “Masterful Cannonade” Rangers' movements are so smooth and precise that their lightning-fast shots leave enemies with no choice but to die. Massive Bombardment - Physical Damage (Skills) Rangers of the “Massive Bombardment” specialization rely on high-tech weapons in combat that can shoot far and quickly, dealing massive damage to enemies. Anomalous Elusiveness - PvP Unthinkable agility is in the hands of Rangers of the “Anomalous Elusiveness” specialization. The enemy does not really have time to aim and strike, as the agile elf is already standing behind him. Druid Forest Generosity - Healer/Support (Buffs) The elders of the Elven forests have strengthened the bonds of their people with the forests of Melvendil, deeply worshiping the power that dwells there. It was the Druids of the “Forest Generosity” specialization who had the honor of passing this power on to their brothers. Angered Spring - Summoner (Magical) Elven waters can both heal deadly diseases and be a formidable weapon in the hands of “Angered Spring” Druids. Discharged Sky - Healer/Magical Damage* Heaven is capable of both taking life away with raging hurricanes, and giving it away, washing the dry earth with moisture. Druids of the “Discharged Sky” specialization rule both states of the untamed firmament. *You could also think of it as PvP, due to the buff to Punitive Roots, Power of Water and "AoE" Lighting Bolt. Warden Unbridled Will - PvP Wardens of the “Unbridled Will” specialization are ordered to move only forward, steadfastly take the blow and protect their brothers even under the threat of death. Guardian's Axe - Physical Damage Wardens of the "Guardian's Axe" specialization have chosen the path of brute force, making it clear to the enemy that the elven measurement is easily replaced by a violent frenzy. Scorching Fury - Tank/Offense What is the wrath of the forests of Melvendil will learn elven enemies when faced with the Wardens of the specialization "Scorching Fury". Beastmaster Guardian Unity - Summoner (Hybrid) The spiritual balance between the elves and the forests of Melvendil was embodied in the harmony between the Beastmaster and the Moon, opening up new facets of the mastery of the “Unity of the Guardians" specialization. Dual Rage - Summoner (Physical) Not all Beastmasters use magic in battles with enemies, some of them are used to relying solely on brute force. The Beastmasters of “Dual Rage” specializations have devoted much of their time to melee battles and beast training, turning claws and blades into deadly weapons. Forest Inspiration - Magical Damage Incredible secrets are hidden in the most ordinary inhabitants of the forests. Thus, through the lotus flower under the moonlight and the flapping of the butterfly's wings, the most ancient wisdom is transmitted by the Beastmasters of the “Forest Inspiration” specialization. Mountain Clan Barbarian Defense - Tank Barbarians of the "Defense" branch have increased even more steel layers on their uniforms, which are able to more confidently hold back the onslaught of opponents and take a hit on themselves. Berserk - Damage When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle. Reinforcement - PvP The “Reinforcement” Barbarian is ready to fight side by side with his brothers in arms, covering them with his shield. And the piercing battle cry will sow panic in the heart of any enemy. Rogue Versatility - Physical Damage Rogues of the “Versatility” branch are able to be effective in any combat, using both basic attacks and deadly skills. It is the competent combination of all means of attack that allows you not to leave a chance to the enemy. Lethality - Physical Damage (Auto-Attacks) Enemies will face a relentless onslaught of fast attacks as they encounter “Lethality” Rogues on the battlefield. Few can resist a flurry of such dangerous blows. Liquidation - Physical Damage (Skills) Destroy the enemy quickly - the main task of the "Liquidation" branch. Combinations of the most powerful skills allow to inflict colossal damage to any enemy in a few seconds. Shaman Spiritual Patronage - Support As the eldest ancestor, the Shaman of the "Spiritual Patronage" branch is obliged to protect his brothers and pass on the secrets of amplifying magic to the next generation. Fury of the Skies - Magical Damage (Auto-Attacks) For thousands of years, the magicians of the clans took away all the sorrow and pain from the warriors, which no longer have a place in their hearts. Offenders will be struck with deafening thunder and lightning, feeling all the hatred of the Shamans of the “Fury of the Skies” branch. Occultism - Mass PvP The secret rites of “Occultism” Shamans have unlocked an ancient power that can cast spells on enemies and heal entire squads of allies. Hunter Skillful Shooting - Physical Damage (Auto-Attacks) There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately. Self-propelled Artillery - Physical Damage (Skills) The improved design of ranged weapons allows Hunters of the “Self-Propelled artillery” branch to continuously bombard enemies with powerful attacks, without letting them take a breath. Spirit of Ancestors - PvP For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies. Chieftain Rat Horde - Physical Damage It took a lot of training to tame such cunning creatures. Now the Chieftains of the "Rat Horde" branch are able to unleash a ferocious fanged malice on enemies. Eagle's Nature - Hybrid Damage Like eagles soaring overhead, the “Eagle's Nature” Chieftains inspire hopelessness in the hearts of enemies. You can’t hide from them and you just have to wait until the red veil obscures your eyes. Puma Agility - Magical Damage Even looking into the void, the enemy will always find the eyes of a predator there. Not fangs and claws, but the tip of the weapon will be the main danger to the enemy, which has become a target for the Chieftains of the "Puma Agility" branch. Forsaken Death Knight Death Face - Magical Damage Death Knights of the “Death Face” branch have one single order - to burn to the ground all opponents of the Legion with a dark flame. Dark Fortitude - Tank Death Knights of the "Dark Fortitude" branch are able to confidently hold back the onslaught of the enemy - the real advanced power of the dark forces. Vampire Essence - Hybrid Damage/Balanced Offense and Defense (Vampirism) Death Knights of the “Vampiric Essence” branch gained power in absorbing the life force of the enemy. These warriors of the Legion are ready to arrange a bloody feast time after time. Warlock Occult Spell - Magical Damage (Energy) Countless rites and offerings to the dark forces opened up a new round of black magic for the Warlocks of the “Occult Spell” branch. Inevitability of Darkness - PvP Above the heads of the Warlocks of the “Inevitable of Darkness” branch, the darkness thickens with renewed power, plunging the hearts of enemies into the inevitability of death. Two-Faced Filth - Mass PvP/Balanced Offense and Defense Warlocks of the "Two-Faced Filth" branch have fully mastered the power of chaos and learned how to use it both against enemies and for the benefit of the Legion army. Necromancer Breathless Patronage - Magical Damage/Support (Additional Damage) Necromancers of the "Breathless Patronage" branch have gained unprecedented magical power, which they use to increase the combat potential of the Legion's warriors. Life After Death - Summoner (Magical) The earth-shaking tread of the inanimate Legion will unquestioningly destroy all enemies, because thanks to the Necromancers of the “Life After Death” branch, the fallen enemies will certainly serve the dark forces. Frozen Heart - Healer/Mass PvP Powerful “Frozen Heart” Necromancers are capable of both awakening life and stopping it. No matter how strong the will, the cold enveloping the soul will not spare anyone. Charmer Triforce - Summoner (Hybrid)/Balanced Offense and Defense Demonic ties firmly bind the “Triforce” Charmer to his Dark Wolf and Night Bird subjects. Only side by side, these fiends of the underworld with their master will be able to unlock the potential of the dark magic of summoning. Ferocious Horde - Summoner (Physical) “Ferocious Horde” Charmers prioritized the enraged strength of the pack of wolves, leaving behind only the gnawed remains of their fallen enemies. Fiend of Darkness - Summoner (Magical)/Healer Demonic knowledge and power over the most dangerous monsters of the underworld have opened a new path for Charmers of the "Fiend of darkness" branch. All this power will certainly be brought down on enemies. Reaper Demonism - Physical Damage (Auto-Attacks) The embodiment of a demonic essence is not always a complete transformation into a dangerous monster. “Demonism” Reapers draw a different kind of power from the sources of chaos, becoming no less dangerous to their enemies. Infernal Hunger - Hate Generation The insane pursuit of victims will destroy everything in its path. After all, it is impossible for the Reapers of the “Infernal Hunger” branch to quench the thirst for hatred even with the suffering of thousands of souls. Abyss Watch - PvP Higher demonic forces are not destined to set foot on the lands of Arinar, so they implement their plans through their adherents - Reapers of the “Abyss Watch” branch. All the forces of chaos will be directed to protect the adherents of the higher will.
  5. Probably the next (and last) expert skills will be released with Almahad
  6. I believe we wouldn't need all of that Just an Exhalation of Darkness
  7. Remember Paladin's Banner of Harad increased damage debuff happens at the same time as the damage ticks and it's AoE, so if the skill was supposed to deal 100 damage, it actually deals 125 because of the 25% damage increase. Knight's Curse increased damage debuff happens before the damage ticks and on a single enemy.
  8. First of all, i want to say i'm extremely unhappy with this update. Developers managed to completely destroy the class, and the last changelist made the feeling even worse. Anyways, these are the changes (so far): Forsaken All classes of the Forsaken faction have had the cost of almost all of their base skills reduced by 1-2 pt. on all development levels. Death Knight Thorn of Death Skill cooldown increased from 9 sec. to 10 sec. The final physical damage of the skill has changed: instant damage slightly increased, damage per minute practically unchanged. Comments: No comments. Exhalation of Darkness Adjusted the duration of the “Exhalation of Darkness” effect from 5 sec. to 10 sec. The final magical damage of the skill has significantly increased. Fixed the error due to which the damage of the skill couldn’t be critical. Comments: So we got more damage, it can crit and we have more time to hit a basic attack. I could be happy about these buffs if the nerf to other skills weren't worse. Threads of Darkness Reduced the range of the skill from 5 yards to 4 yards. The duration of the “Immobilization” effect has been adjusted: from 1.5 sec. to 2 sec. Comments: Less range but 0.5 seconds more control. No comments. Dark Shield Skill cooldown reduced from 30 sec. to 25 sec. Now the skill with a 30 \ 45 \ 50 \ 60 \ 75% chance reduces the damage taken by the character by 2.5 \ 3 \ 3.5 \ 4 \ 4.5% of the character’s physical defense against monster attacks and by 1.5 \ 2 \ 2.5 \ 3 \ 3.5% of the character's physical defense against player attacks. Adjusted the duration of the effect: from 30 \ 40 \ 50 \ 60 \ 70 sec. to 22 \ 24 \ 26 \ 28 \ 30 sec. Comments: Now we have a formula on how the skill works, and apparently, it is better now, but the duration got nerfed to (almost) match the cooldown. Then i ask myself, you and developers: Why not make this skill an active skill like Saturation? Literally every DK walks around with it active 100% of the time, and having to use the same skill every 30 seconds is pretty annoying. Imagine having to use Power of Relaxation or Exarcebation again everytime the effect wears off? And the worst part is the skill doesn't even have a visual effect besides a cool animation that lasts like 2 seconds when you use it, so you don't have anything to help you notice when you need to use the skill again, except the small buff square disappearing below your HP bar. Death Call The final magical damage of the skill has slightly decreased. Comments: The damage of this skill wasn't even noticeable, what's the point of nerfing it even more? I have honestly nothing to say about it besides that. Steel Hurricane The final physical damage of the skill has slightly increased. The final magical damage of the skill has slightly decreased. Added a Dodge check to the damage of the skill. Comments: Oh, yeah, the skill which sole purpose was simply dealing damage. No increased damage like Knight's Curse. No crowd control like Blow of Silence. No healing like Sharp Shadow. Just damage, and that's it. Guess what? They also nerfed its damage! :D But wait, it was only the magical damage that got nerfed, the physical damage got buffed instead! There is just a small problem, AIGRIND... You made the magic DK subclass to deal damage while the physical DK keeps being the tank ones. That being said, physical DKs don't level up this skill since they need defensive skills like Secret Reserves or Blood Protection to tank. The only useful thing about these changes is that it got buffed on lower levels (+45% physical and +40% magical damage), so i can keep it in 1/4 and use my precious points in other skills. Sharp Shadow The chance of triggering the “Stun” effect has been increased: it was 35 \ 45 \ 55 \ 80%, now it is 100%. Now the skill additionally restores the character's health by 10 \ 12 \ 16 \ 20% of the character's maximum health if the character is under the effect of the “Saturation” skill (previously - depending on the damage dealt). The final magical damage of the skill has slightly decreased. Removed the Parry check from the damage of the skill. Added separate checks for damage and effect of thes kill: damage can only be negated by Dodge \ Block, while effect can only be affected by Resistance. Comments: I have mixed feelings about this. Even though i'm sad the damage got nerfed, the new healing, stun chance and the last 2 changes made the skill A LOT better. Blow of the Silence The skill now applies the “Power of Silence” buff on the character for 7 \ 8 \ 9 \ 10 sec., which increases the character’s physical and magical strength by 5 \ 15 \ 20 \ 25% until the next attack. Attack under the effect will additionally apply the "Mute" debuff for 4 \ 5 \ 6 \ 7 sec. on the target and all enemies within 1 yard. Added limit for the maximum number of PvP-targets: 3 \ 4 \ 5 \ 6. Fixed the error due to which the effect of the skill did not trigger from damage over time. Comments: I'm not that much of a PvP player and never even bought this skill, but considering the PvP power of the Death Knight, i could say this change was almost unnecessary. However, the DK lacked an AoE control when almost every class had at least one, so it's acceptable and understandable. Secret Reserves Fixed a bug due to which the effect that reduces damage from monsters sometimes did not work on the character while the skill was on cooldown. Comments: Just bug fix, i have no comments. Aura of Hatred The size of the increase in physical and magical power has been adjusted: it was 5 \ 7 \ 10 \ 15%, now it is 5 \ 6 \ 8 \ 10%. Adjusted the duration of the effect: from 15 \ 20 \ 30 \ 45 sec. to 50 \ 60 \ 70 \ 80 sec. The skill now increases the character's “Accuracy” parameter by 9 \ 11 \ 13 \ 15%. The class key talent “Bounty of Death" now applies an additional buff to all party members within 7 yards (previously 4 allies within 3 yards). Effect strength reduced by 25% (was - 50%). Comments: Like someone said in Russian forum: they made Accuracy important for DK by making almost every damage skill being dodgeable. Even Knight's Curse, which is an AoE skill (not supposed to be dodgeable) got Dodge checks. Honestly, i have no comments about it. Blood Protection Now the skill can be used not only on the character, but also on an ally. Comments: Useless. This is definitely what we did NOT need. If you need to use this skill on an ally, that means you're not tanking right. Now, the most controversial changes: Knight's Curse Now, if the effect of "Kiss of Death" was removed from the target, it will cause the cursed zone to instantly appear. Adjusted the amount of magical damage from the skill: from 110 \ 130 \ 155 \ 180% of the character's magical strength every 2 sec. for 8 \ 10 \ 12 \ 14 sec., to 55 \ 65 \ 75 \ 85% of the character's magical strength every 1.5 sec. for 15 sec. Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. The final magical damage of the skill has changed: instant damage slightly decreased, damage per minute significantly decreased. Added a Dodge check to the damage of the skill. Comments: No. Just no. First of all: What is the point of adding a Dodge check? It is an AoE skill, how are you supposed to dodge it? Also, the total damage (in 4/4) decreased from 1260% to 850%. It's 410% less damage. That's a LOT. The frequency changed to hit every 1.5 seconds, the duration buff on Exhalation and Threads and the stun chance buff on Sharp Shadow could help the DK to keep enemies inside the area, and if the Dodge check got removed, the damage nerf would be understandable.
  9. Diminuiram o dano causado pela skill, e dano também aumenta pontos de agressão. Além disso, o DK é (ou pelo menos era pra ser, na teoria) um tipo de tank vampiro, que se cura baseado no dano causado aos inimigos, logo, quanto mais inimigos afetados pelo Chamado da Morte (e outras skills, obviamente), mais cura. Com o dano nerfado, o DK se cura menos ainda, diminuindo a sua sobrevivência.
  10. C'mon, guys, it's not that bad, Dark Shield now counts with all of DK's physical defense, including buffs Note: my set is +1 and i wasn't using a shield, only a defense scroll and Aura of Hatred 4/4
  11. Probably it's because the frequency that the skill hits is too high, so it ends up acting like a control skill, since every hit stops the enemies, when it was actually supposed to just deal damage
  12. Pior, qual é o sentido de esquivar/aparar/bloquear chuva? Bloquear, tudo bem, é só levantar o escudo, mas como se esquiva ou apara chuva??
  13. It's 5% for every 20% of shield's durability, so if it breaks (that is, absorbed 100% of its durability), it's 25%
  14. Wow, these changes to DK were amazing, i hope the developers keep up the good work! I've never seen such a thing, i'm flabbergasted!
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