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Filipe Ramon

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Posts posted by Filipe Ramon

  1. 11 hours ago, Kenay Telles said:

    Вы говорите о нем как о самом сильном, но забываете, что у моего рейнджера на счету 16 книг и все книги урона в игре!

    Если он сильный, то и я тоже

     

    There could be 50. That doesn't change the fact that none of them are Shark and Octopus, which improves the character absurdly. When your character blew mine up in 3 attacks you said it was normal. Now I accept the fact that you can't beat me, and stop crying.

  2. Hi Telles, as always feeling embarrassed and crying but let's go. Literally, the Druid is giving the same srun in the area without even having to put himself at risk, and you can see it in the video itself. My DK, as you may already know, is literally the strongest in the game, and is fully buffed, against several PvE players around. But obviously you prefer to cry instead of calling 2 mages with banishment and greatness to kill me. No problem, even if Escobar literally does the same thing with his Magician and I never saw you on the forum. Or the Druids in the arena destroying all MCs with a skill area greater than DK's Call.

     

    NOTE: I still die easily against strong Mages who use banishment. Think instead of crying and maybe you will achieve some success.

     

     

    Screenshot_2023-12-23-16-40-19-787_com.aigrind.warspear-edit.jpg

    Screenshot_2023-12-23-16-39-47-372_com.aigrind.warspear-edit.jpg

    Screenshot_2023-12-23-16-42-08-981_com.aigrind.warspear-edit.jpg

    Screenshot_2023-12-23-16-42-28-025_com.aigrind.warspear-edit.jpg

  3. I believe that the only thing that needs to be adjusted is the resistance skill, making it similar to the Mage. After doing this the class will be "normal". Same with the Orc Book.

     

    Время перезарядки: 30 сек.

     

    Расход энергии: 24 | 26 | 28 | 30

     

    Длительность эффекта (сек.) : 3 | 4 | 5 | 6

  4. The problem itself is the fact that the ability that ignores controls is working infinitely. Why are Mages, Dks and other classes with similar mechanics not as strong? For the simple fact that at some point they take even short controls that make it possible to kill them. A simple correction of the Resistance skill so that it does not work infinitely would already solve the Orc Leader's problem.

  5. Em relação a Proteção, a única coisa que eu concordo é aumentar a duração que realmente e muito baixa, mas o corte de 50% e ótimo como está.

     

    Em relação a asa, não faz sentido. A única mudança que ainda precisa, talvez seria uma % de redução de dano baseado na defesa mágica ou algo parecido (1% de redução de dano a cada 1000 de defesa mágica por exemplo).

     

    A função do DK ou é cortar dano, ou causar dano. Qualquer coisa além disso iria tornar a classe mais confusa ou terminar como sempre em Nerfs desnecessários.

  6. Over the years, the inefficiency of the Death Knight's damage-increasing abilities has become clear. Compared to its analogue the Paladin which has the Tank/Support role, the Death Knight has increasingly been played for the Tank/DMG parameter. The first skill has the same functionality as a basic paladin skill, and the Paladin skill is even more effective as it completely immobilizes the enemy without even the need to use another skill in conjunction or self-attack. The second ability, the damage increase, becomes an obstacle rather than a support, as it further increases the waiting time for applying what really matters, the damage. Furthermore, it is much less effective than the Paladin's ability Banner, which increases the damage received by enemies in the area.

     

    The objective is to actually provide parameters that add to the Death Knight's kit and needs. The game in End Game became completely focused on group battles. However, it is very difficult to be able to use any skill with different abilities to control the enemy faction. Furthermore, DK's magic damage has been extremely nerfed over the last few updates, beyond what is necessary, as the class's main damage ability cannot be used on objectives such as thrones, pylons and flags.

     

     

    image.png Blow of the Silence: Deals the "Power of silence" buff to the character for T sec. The effect increases the resistence parameter of the character by P%. An attack under the effect will also deal the "Mute" effect for R sec. to target and all opponents within a radius of 1 yards. Maximum number of player targets is Y, there is no limit on the number of monster targets.

     

     

     

    Skill level

    1

    2

    3

    4

    T

    5

    6

    7

    8

    P%

    10%

    15%

    20%

    25%

    R

    2

    3

    4

    5

    Y

    3

    4

    5

    6

    Energy expense

    18

    20

    22

    24

    Cooldown

    14

     

     

     

    image.png Knight's Curse: Applies the "Kiss of death" debuff to the opponent for seconds.The effect deals magical damage in the amount of P% of the magical power of the character every 1,5 sec. A cursed zone is formed near the enemy for 15 sec. All opponents in the zone receive magical damage in the amount of D% of the character's magical power every 1.5 sec. Maximum number of player targets - Y, number of monster targets - X.

     

     

     

    Skill level

    1

    2

    3

    4

    T

    1,5

    3

    4,5

    6

    P%

    10%

    15%

    20%

    25%

    D%

    65%

    75%

    85%

    95%

    Y

    3

    4

    5

    6

    X

    8

    10

    12

    14

    Energy expense

    24

    26

    28

    30

    Cooldown

    30

    Usage range

    4 yards

     
  7. On 11/21/2023 at 11:19 PM, vavavi said:

    A dk using 2h isn't supposed to be as tanky as a shield user though. Surely with those gears and books you could easily just use a shield and be extremely tanky. Block is just raw dmg reduction, it's not just the def increase from shield. Dks should lose tankyness the same way wardens and paladins lose alot of theirs for using 2h weapons.

     

    It doesn't change the fact that even with 2 hands and the strongest books in the game, I have no ability to survive or cause damage. Based on your comment, then shouldn't BD take damage? Or a Seeker that is completely broken causing a lot of damage and resisting a lot? Shouldn't mages have defensive skills that reduce damage to 0? Shouldn't Druids be immortal in a 2x2 arena with infinite healing and controls? Obviously it shouldn't have the same ability to withstand damage as shield classes, but this doesn't make up for it in other areas such as damage that is constantly nerfed. This just confirms the fact that the class needs a buff. And yes, I've already used the tank build with shield, but reserves have become an irrelevant skill, which most of the time is disabled because it has a global cooldown of 90s. In addition to the fact that it only works as a second life, enemies just take a little longer to kill you using full control.

     

    Everything you can imagine that is possible to do with a Death Knight in this game, I have already tested. After I built a Tank on the BR-Tourmaline server, all mages started using the Banishment skill, which disables Wing and Protection with 1 skill and reduces the effect of anything else I use. With Book Octopus and 20% resist I take full control of Templars and Summoners unless I buff myself with more resist. You are not talking to a layman. The class needs more damage and the ability to resist, as the Knight's Curse, which is the main damage skill, was discarded by the developers, causing less than 90% damage. The game today is extremely linked to group battles, and the class simply cannot click on GvG. One of the things that could be done is to replace the effect of the Breath of Silence that increases damage by some resistance effect. To at least be able to click on massive battles. Furthermore, since the class is clearly an analogue of the Paladin which instead of healing causes damage, the duration of the Sanguine Protection which lasts 10.5s if using the middle branch, should be similar to the Paladin's Shield which lasts 20s.

  8. This is my DK currently, and unless I use parchment and pot with resist parameter, I get full control in most battles that are not 1v1 or 2v2. The blood protection is easily removed with the Mage's "Banish" skill. And the Curse's damage has been nerfed so much that it's ridiculous to have 1400 magic damage. The death knight does need a buff, considering the fact that it is easily controlled.

    Screenshot_2023-11-21-08-48-06-127_com.aigrind.warspear-edit.jpg

    Screenshot_2023-11-21-08-47-30-648_com.aigrind.warspear-edit.jpg

  9. One of the most self-punishing skills ever created, similar or perhaps worse than the old Death Knight Saturation. It doesn't make any sense for all the damage to pass to the reaper if the ability's function is to reduce it. In this way that I am suggesting, the Reaper will receive a damage reduction similar to the Chief since the rest of the damage will pass as periodic damage, effectively becoming a delay to the damage and not a conversion of direct damage to periodic.

     

     

    image.png Delayed Death: Applies the “Delayed Death” buff to a character for (10/11/12/14) seconds. The effect absorbs (40%/50%/65%/80%) of the damage caused to the character by automatic attacks and skills with instant damage and causes the “Imminent death” debuff to the character. The effect deals (60%/50%/35%/20%) of absorbed damage to the character for 8 seconds, every 2 seconds.

  10. Unlike other classes with similar abilities, the Reaper is one of the only classes with completely disadvantageous abilities. This ability is one of the examples because it is extremely ineffective as it does not prevent control and is difficult to activate before the character's death. The intention is to make the ability actually advantageous, without exaggeration as the only difference from other classes is that this ant-stun is activated passively. Maybe this way the Reaper will actually be able to do something before dying and even be able to actually accumulate enough hate to transform into Demon form.

     

    image.png Unwavering Will: Every few seconds, the reaper receives an “Unshakeable” buff. The "Unshakable" effect allows you to ignore the collection of the control effect. Ignoring any control effects removes an "Unshakeable" buff. Additionally when they receive (5/4/3/2) debuffs it instantly applies an effect to the reaper. When changing to demonic form, 2 "Unshakable" buffs are applied to the character.

     

     

    • Type: passive
    • Accumulation time of each buff: per 24 | per 20 | per 16 | per 12 seconds
    • Accumulation of buff triggered by debuffs parameter: max. once every 2 seconds
    • Max buffs: 2

     

  11. I agree in parts. Indeed, the branch of talents in a partial form should indeed function as if it were transformed into a Demon. The only difference should be that in this form the player does not receive the 25% hp and mana, nor converts speed into skill cowdown. The branch came up with the idea of being an option for those who don't want to change the speed parameter when transformed, but the way it was done it even seems like it was a mistake, because it's not worth it. The only thing that really needs to be done, and remove the gain from HP, Mana, changed parameters, and keep all other gains for the talent branch to actually be an improvement and not a Nerf.

  12. Something I can say regarding the second talent from experience on the BR-Tourmaline server, because my DK already does practically that with Reserves and Blood Protection.

     

    After I used such a construction and simply being an immortal dummy, all Mages in the game without exception started using the Banishing skill which practically nullifies the skill. Also, the DK loses what little damage it already has. In addition, if even like Book Polvo I have difficulties using the skill due to the controls, the others will not be different or worse.

     

    With that in mind, the same will probably happen when all DKs use this talent.

    But I really must agree that gaining only 15% Critical Strike is demotivating compared to other talents. If there was some additional gain like 10% Penetration maybe the talent would become more attractive. Which is not absurd considering that there are new talents from other classes that give more than one extra attribute.

     

    Example:

     

    запах крови ДК.png Запах крови

    С шансом, равным значению параметра "Критический удар", исцеление от параметра "Вампиризм" имеет шанс стать критическим ударом. При восстановлении здоровья от параметра "Вампиризм" персонаж получает бонус "Запах крови" на 12 секунд. Этот эффект увеличивает показатель критического удара на 1,5% и проникающую способность на 1% за каждые 5% от максимального запаса здоровья, восстанавливаемого вампиризмом. Максимальный бонус для параметров «Критический удар» и «Пробитие» составляет 15% и 10%.

     

    @Holmes I know we still need to do tests, but it would be interesting to pass this observation on to the developers.

  13. On 31.05.2023 at 08:07, Erchomage said:

    Зачем? Чтобы физ-пве ветка стала играбельной через сало, и позволяла использовать комбинацию ‘сало-автоатака-ураган’, усиливая прокаст. В магическом архетипе постоянно используется выдох + его реликвии, считаю, что в физ-пве будет неплохо смотреться подобная реализация Сала, которое не изучается и не ставится в панель.

     

    That's exactly what I did in my PVE build with the new 2 Handed Reload Axe, which surprised me very positively.

     

    Damage is extremely high, most of the time being the TOP DMG of the group. Being more efficient than the Speed build.

     

     

    WhatsApp Image 2023-06-03 at 13.54.23.jpeg

    WhatsApp Image 2023-06-03 at 13.53.34.jpeg

  14. In my view, taking into account my DK.

     

    On 31.05.2023 at 05:52, Deso said:

     

     IMG_20230531_103251.png.1a99d78a3b5f9e405e3c890918733ba7.png

     

    The first talent branch is only usable in GVG.

     

    On 31.05.2023 at 05:52, Deso said:

    IMG_20230531_103444.png.bcafe59d7528b1f4b59d33bb3e63edf6.png

     

    The second branch of talents is one of the most useful, however, it still has its drawbacks. HP regeneration is an extremely problematic stat to collect in PVP as it takes the place of much better stats. In addition, the cooldown is still high and the skill does not reset when leaving the arena, thus making 3 points wasted for some time. Apart from the fact that such a construction is only for Tank (which for me, who am a magic PVP for example, is not so attractive). Also, the Blood Protection in me is almost permanent because of the Shark Book.

     

    On 31.05.2023 at 05:52, Deso said:

    IMG_20230531_104307.png.aa2c724f26eaab579e85fb3f901055cd.png

     

    Few people understood the potential of the third branch in PVP, so I'll try to exemplify.

     

    Basically any DK can collect 20% Critical Hit with a crystal in the amulet. The skill itself adds an additional 15% and there is also a relic that adds an additional 15% when Fury is active, totaling 50%.

     

    If the DK has all the hallowen talents up (And the Vampirism skill book) he can collect 55% of vampirism with the additional 3% that will come, add 15% of vampirism with the Relic of defense, 15% with Low HP Vampirism Book. In addition to the Vampirism received as HP is low with the new talent.

     

    In summary we have a DK that can achieve the following parameters:

    Critical Hit: 50%

    Vampirism: 85%~100%

     

    Add the fact that Vampirism's Heal is considered a Critical Heal and it has the Rage Revelation Book that will activate every time the DK heals.

  15. On 5/27/2023 at 2:08 PM, LeeLoo said:

    незыблем тьмы.png Branch “Dark Fortitude”

    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.

     

      Reveal hidden contents

    Death Knight_2.jpg

     

    Lesser talents

     

    защита крови.png Blood Protection+

    Increases skill effect strength by 2 \ 4 \ 6%.

    остр тень.png Sharp Shadow+

    Increases skill healing strength by 2%.

    тайные резервы.png Secret Reserves+

    Increases skill healing strength by 10 \ 20 \ 30%.

    аура ненависти.pngAura of Hatred+

    Increases the effect of a skill that increases a character's physical and magical defense by 1.5%, and the effect of a skill that increases character's "Accuracy" parameter by 1.5%.

     

    Key class talents

     

    темная опека.png Dark guardianship

    Increases the duration of the buff effect from “Blood Protection” skill by 20%. Now, when using a skill on an ally, the character also receives the effect of the skill with 50% reduced strength.

    воспол силы ДК.png Strength replenishment

    Increases “Health Regeneration” parameter by 30% and speed of health regeneration by 150% when a shield is equipped.

     

    image.jpeg.3d3c0ed104b0631429bc6aaecfc2267e.jpeg

     

    Dimitri Dance GIFs | Tenor

  16. During the development of classes, some classes became outdated or simply do not fulfill the role for which they were originally created. This is the case with Death Knight and Paladin. Both classes have skill kits and relics that do not favor their second role, or simply fail to reach their full potential due to class limitations.

     

    The Paladin is currently a Tank / Magic Support and the Death Knight is a Tank / Magic DMG (if we take the skill kit of both classes and interactions with relics and buildings mostly Magic). This leads me to the question, what's the point of both classes wearing Light Armor instead of Cloth Armor?

     

    Firstly, the Kit of both classes benefits much more from the parameters acquired through Cloth Armor. An example of this is the Set 32 Mermen which would be much more useful than the current Set. If both classes do a build based on auto-attack, their kit becomes almost useless in the PvE aspect, which makes both the first and second skills of the set almost useless. There are some Paladins and Knights who attempt such a feat, but it is clear that it is not something that benefits the class's kit 100%. Paladin's Magic Healing and Death Knight's Magic Damage constructs would be extremely more effective and viable.

     

    I would like to know the opinion of other players who use the class on the subject. Do you think Cloth Armor would be more useful or the current Light Armor is good?

     

    IMG_20221013_075208.jpg

    IMG_20221013_075243.jpg

    IMG_20221013_075006.jpg

    IMG_20221013_075122.jpg

  17. 54 minutes ago, Kyrai said:

    In EU Emerald Death Knight is the worst tank of the game •~•) bruh nobody like in Legion people prefer Barbarian is more comfortable.

    Their performance is only useful for pull enemies

     

    On the BR Tourmaline server it was like this for a long time, until we started investing in magic construction. Currently with my 2 Hand Hammer DK and set I can tank Orcinus without a healer or pet just with vampirism. Obviously not everyone does the same, but currently building magic with vampirism is vastly superior to PvE and PvP.

  18. 17 minutes ago, Khrone said:

    I think the skill is ok the way it is right now

     

    If we take into account that your Paladin antagonist can stun in area and silence, I think it's a fair buff in the current functioning when dealing with a single target. In addition to being another way to keep the enemy in the Knight's Curse.

  19. It is extremely frustrating to have one of the strongest DKs in the game, and to be blocked in the arena by enemies running around with scrolls and pots that are easily acquired. The only thing that is undeniably good about the Death Knight these days is the survivability due to vampirism.

     

    However when it comes to defense and damage the class is only half-assed. The class is outdated when it comes to PvP (That's because I still have Octopus book, the only reason it's not easily controlled), today the DK is not a Tank, but a Bruiser easily fought. As long as you can do damage, you can survive. My suggestions are similar:

     

    Shadow Shield: Change in skill formula. In addition to the current reduction which is a raw value, implement a % damage reduction of +- 0.5% for every 1000 physical and magical defense that comes from the character itself (Runes, Equipment, Amplification and Extra Class Ability Books).

     

    Emanate: Instant skill cast instead of strengthening auto attack.

     

    Hate Aura: Removal of defense boost and addition of Ability Cooldown or Attack Speed parameters depending on the predominant damage type.

     

    Secret Reserves: Rework the skill to work with the % Health parameter instead of Health Regen (Similar to the Templar Mantra).

     

    Threads of Darkness: Increased root time which is currently around 1s after pulling the enemy to stagger (1s / 1.5s / 2s / 2.5s / 3s).

     

    Sharp Shadow: No more need for the 80% stun chance cap as there is now the resistance parameter. The chance at level 4/4 should be 100%. In addition to an increase in cast distance as it can be resisted, parried, blocked and dodged.

     

    Blood Protection: This is the only skill that is actually on the right track. Because it is a significant increase in damage reduction, the way it works is justifiable. However, the skill needs at least + 1s duration to compensate for the high cooldown.

     

    Knight's Curse: I believe the class mechanics are correct. The Knight's task must be to keep the enemy on fire. But your current kit doesn't allow you to do that.

     

    Steel Hurricane: the only complaints I have about this skill are in relation to the strong visual bug to hit the enemy. And the new talent tree skill, which needs to be at least 25% instead of the current 15%.

     

    Such changes are fully compatible with current class mechanics, and would not change the game's style and proposal in any way.

  20. 2 hours ago, Kaesarz said:

    I don't know your main character, but if it's a cloth user, or a light armor user, you have no obligation to complain.

     

    I literally sent the print of my main character full magnitude +10 from the book Octopus full book and half set mermen Tank. Which shows you didn't even look and simply wanted to defend the Sentinel classes...

     

    2 hours ago, Kaesarz said:

    If you are talking about the aoe stun.... Yes, it has less cd but considers that it is not a single stun that lasts a long time, it only stuns you for a few seconds and pushes you away, it does not keep you tied to the same place until the effect ends.

     

    That's the point, have you already paid to compete for a seal with a rank class that does that? It is impossible to stay on the seal. In addition, even if it resists the stun, it activates again almost immediately with a few seconds of use between one Flow and another. Literally most Templars use only Flow and Mantra and gain a Seal.

     

    2 hours ago, Kaesarz said:

    - heal.. Yes and not, bcuz not all paladins are mdmg, especially in arena

     

    -shield.. Yes is a bit strong, depending how much amped the pala is. 

     

    Aoe control,  The same as if you fought 5v5 with two wlocks, even worse, they can stun and silence at long range.

    You are exaggerating at this point

     

    No, I'm not exaggerating. Paladin is one of the most used classes by Sentinels on the Brazilian server. People gave up on creating Warlocks because they died extremely easily because the class's unique defense skill left it useless awaiting death. In group battles most died without even being able to use skills thanks to the Templar flow.

     

    2 hours ago, Kaesarz said:

    Chieftains can also do this, even I have done it too

     

    If you read the last change you will see that this possibility was removed from the chief. And literally on the Brazilian server in every war there is a Mage who spends around 300 Revives Scroll just doing that. Remembering that when the Death Knight did something similar with the Curse the skill was removed almost immediately from the game...

     

    2 hours ago, Kaesarz said:

    If the seekers Had the same ability to use dodge as rogues, and rogues the  55% dmg reduction you would still be complaining

     

    I'll pretend I didn't read that. Do you want to compare a Skill that increases the dodge parameter with something that leaves the Seeker with absolutely absurd damage and defense to the point of not even needing the resilience parameter? Please... At least have valid arguments if your goal is just to blindly defend something.

    7 hours ago, hibana said:

    Outra pergunta é ,você não usa escudo no pvp?

     

    I also have Mace and Shield build my friend, Barbaros full +10 sword and shield greatness do the same and die just as easily. No matter the Build, I've already tested all contractions, skill sets, team synergies and the result is mostly the same. The Ranger is blowing up every class he faces.

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