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AntraxXL

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Everything posted by AntraxXL

  1. does anyone know why on the RU-Amber server there are so many physical death knights? Now with these new talents coming out I'm undecided on which build I'm going to do - On the one hand we have the physical dk that will take advantage of the dark fortress path that is tank. for pve it will be great. I don't use reserves, but the protection will get even better. in PvP, I use reserves and blood protection and then I will use 100% of the branch. On my server Br-toumaline, there are almost no physical death knights. Based on that, I don't know if I use the physical build that I will take advantage of 100% of the branch in PvP, or if I build a shield and magic mace, in which case I would have to take points from reserves or from blood protection, but I would get damage more damage, since in this case I would use the knight's curse. I'm in this doubt, I wanted someone to help me, thinking more about the arena now, I don't know if it would be worth investing in damage, since it seems that the damage of the other classes will increase. I don't know why on Amber there are so many physical death knights and on my server there are almost none. which one would be better?
  2. what talent do you think will be meta for arena and GvG? Doesn't seem like they've done anything good for the physical damage-focused death knights
  3. Does penetration affect damage reduction percentage directly? I swore it decreased the numerical value, which will also affect the defense reduction, but to a lesser extent. This question of mine is whether it's worth it to put my spring penetration mace +10 or the arena mace. And wow, not even 500 physical damage causes kkkkk. practically impossible to kill someone under these conditions.
  4. I would like to know how much damage a dk would cause to characters in these 2 cases. 1. enemy with 8000 physical defense and 60% resilience. Dk with 1050 physical damage, 50% ferocity, 30% penetration and 2.5 attack strength. 2. Enemy with the same attributes as above. Dk with 1100 physical damage, 50% ferocity and 23% penetration. If anyone can solve this doubt, I would appreciate it, and leave the calculations you used to arrive at the result. I'm setting up my PvP dk and I'm in doubt if I'm going to do more damage with the spring apple or with the arena mace with physical damage crystal.
  5. so in the arena other things are at stake. Because you won't win alone (only if you are much superior to the enemy team) the problem that I see a lot, at least on my br server, is that they don't give much support to the dk, when I'm locked, for example, I play the circle somber in front of the dk when he pulls someone just so they don't remove the curse debuff. But usually the dk pulls someone uses the curse and your team is stuck with 1 paladin and that's where the castle's debuff potion comes in. Of course not everyone has it, but if at least the Warlock, Hunter or shaman used it on the pala's shackles, it wouldn't be so problematic but anyway. The dk has these complications in PvP. something I like to do is use the curse when the mage uses ennoblement because the fire will fall on time but anyway, for me the sharp shadow should be inevitable, it would only be possible to resist and a rework on the aura of hate would be a good idea too, because for me it is a bad skill. But otherwise I like the class but in the arena unfortunately it depends on you falling with a team that knows how to play the least. so in the arena other things are at stake. Because you won't win alone (only if you are much superior to the enemy team) the problem that I see a lot, at least on my br server, is that they don't give much support to the dk, when I'm in warlock, for example, I play the circle somber in front of the dk when he pulls someone just so they don't remove the curse debuff. But usually the dk pulls someone uses the curse and your team is stuck with 1 paladin and that's where the castle's debuff potion comes in. Of course not everyone has it, but if at least the Warlock, Hunter or shaman used it on the pala's shackles, it wouldn't be so problematic but anyway. The dk has these complications in PvP. something I like to do is use the curse when the mage uses ennoblement because the fire will fall on time but anyway, for me the sharp shadow should be inevitable, it would only be possible to resist and a rework on the aura of hate would be a good idea too, because for me it is a bad skill. But otherwise I like the class but in the arena unfortunately it depends on you falling with a team that knows how to play the least. so in the arena other things are at stake. Because you won't win alone (only if you are much superior to the enemy team) the problem that I see a lot, at least on my br server, is that they don't give much support to the dk, when I'm in warlock, for example, I play the circle somber in front of the dk when he pulls someone just so they don't remove the curse debuff. But usually the dk pulls someone uses the curse and your team is stuck with 1 paladin and that's where the castle's debuff potion comes in. Of course not everyone has it, but if at least the Warlock, Hunter or shaman used it on the pala's shackles, it wouldn't be so problematic but anyway. The dk has these complications in PvP. something I like to do is use the curse when the mage uses ennoblement because the fire will fall on time but anyway, for me the sharp shadow should be inevitable, it would only be possible to resist and a rework on the aura of hate would be a good idea too, because for me it is a bad skill. But otherwise I like the class but in the arena unfortunately it depends on you falling with a team that knows how to play the least.
  6. on the other hand, the dk causes much more damage than all those you mentioned and obviously aigrind in the last updates was improving the damage part of the dk, it may not be the best pve tank but it is also playable and it is more versatile than brb and wd, only the pala that stands out
  7. I wanted to see a video of dk players who complain about the class, pve me all +5 I tank mermen quietly, in PvP 1v1 I can play calmly, arena x5 I'm more dependent on the team but I can also play calmly. The class for me is very good, it can have high damage, high vamp and a second life with the reserve. The 20% damage reduction for players would not be strong in my opinion because no one upgrades blood protection for pvp and doesn't have enough skill points for that. Pala with low health has passive damage reduction, barbarian also has 2 damage reduction passives, wd has if I'm not mistaken 30% and all these classes can use set 32 of merfolk so I wouldn't see a problem but if not change I don't complain either. Comparing classes like this is what makes both sides never satisfied. And about the skill points, there are 2 extra points now in the talent, aigrind still gave 60k of knowledge for high lvl so I don't know why they complain a lot. The dk's key talents are kind of memes, just the call that serves but patience about that. They must know that no one is using the other 2 so wait for the balance. My build is this if you want to analyze: Damage build for pve and PvP: Exhaust darkness 5/5; 3/5 provocation; Shadow Shield 5/5; Curse of the Knight 4/4; sharp shadow 4/4; secret reserves 4/4 and saturation 3/4. In PvP I use vamp on the rings and regen de.hp on the cape and amulet and when I go to the arena I use strong rum from t5. Build tank pve: Dark shield 5/5; 5/5 provocation; thorns of death 5/5; Secret reserves 4/4; Blood protection 4/4 and death call 4/4. I have the 2 talent points so I'm considering them. If you want you can comment on my build.
  8. I disagree with almost everything. The dk is a class that has improved a lot. Let's comment on your statements. 1- you said that the talents are bad, I agree in part. I liked only the talent of the call of death. But I think you underestimate this skill a lot. Its damage is inevitable, it along with steel hurricane and knight curse does a lot of damage on pve mainly. 2- Dark shield may have an old mechanic, but it is a great skill, with it you can ignore an amount of damage while it is active, very good when there are many mobs, unlike brb that the stone skin ignores 1 hit per build. with the talent you increase the chance of it activating and even zero the damage when it loses 33% of hp, very good skill. 3- Threads of darkness only has this function to pull the enemy in PvP, if you use breath of silence, along with the call of death when you pull the enemy he will already be silenced. also in pve it is useful to activate relic, I myself have 15% more vamp every time because of the relic I use in this skill. 4- Aura of hate, I agree with what you said, it is really bad. it is not worth leveling it to the max to gain only 15% damage and defense that in practice is useless. It could work like this: 15% damage and 15% cooldown if using a two handed weapon and 15% damage and 15% attack speed if using a shield. It would be a very useful offensive skill for death knights who focus on causing damage and it helps the physical construction of the class as well. 5- Reserves I totally disagree, I love this skill and use it in all my builds, in pve it is wonderful. in PvP it is good, but needs to be improved, all dks suggested it should give 20% player damage reduction and that the recharge time of the skill should come back when you die or leave the arena. Other than that the skill is great, I dk +5 has killed many classes with great equipment thanks to the surprise effect of this skill that healed all my hp preventing a blade dancer or ladino from killing me quickly. Another thing you said was that we should invest in life regeneration instead of vampirism, for this we have the saturation skill that covers this hole and makes you have one more source of life regeneration. 6- You said that saturation is horrible because it "ONLY" gives VAMPIRISM, attribute that you pay 90-150k to get 5%, we have at least 10% more and 25% with the skill at max. so what you said makes no sense. you can put life regeneration and have 30% or almost 30% of vampirism thanks to this skill. remembering that vampirism will not save you if you are silenced or stunned, so the reserve comes to fill this hole, one skill complements the other. 7- breath of silence causes silence and that is what the skill does, and it also increases damage, this skill has a particularity that if you know how to use it correctly, the enemy will inevitably (only if resisted) be silenced. 8- you said that death call is only used to call mobs, that's why I said that death knight players underestimate this skill, it not only calls mobs in pve, but it also gives guaranteed damage, it works very well with vampirism, especially with the new talent. in pvp it not only takes the focus off the enemy and does damage, if you use breath of silence together with this skill, it is certain that the enemy will be silenced (only if resisted) so what you said also makes no sense. 9- you said that hurricane of steel is nothing special, it really isn't, it is an area damage skill that when upgraded gives good damage, but has a useful mechanic in pvp that it can not be dodged, ie if you use the breath of silence along with this skill, a rogue or ranger will certainly be silenced, since these classes have a lot of dodging. 10- as for blood protection, I think it is a good skill, but I think the duration should be increased a bit more, 2-3 seconds is good. 11- based on what I said, I believe the death knight not only has 2 good skills, but the players themselves underestimate the class. 12- I agree that aura of hate is kind of useless. 13- Now giving a general opinion, in pve the class is fine, I would change the aura of hate as I already said. In PvP I would make the sharp shadow stun unavoidable as it is the only skill that will help the death knight approach if the threads of darkness fails or is on recharge. Reserves should reset when it dies and when it comes back from the arena, plus it should reduce players 20% damage to help in PvP when it is unavailable. otherwise the class is great and I think we should judge this class with fairer eyes and try to see its potential. Aigrind really "forced" the magic build on players, leaving the physical build forgotten, the change I suggested in the aura of hate would help, but it wouldn't be enough.
  9. I wanted to know if this idea I had is worth it: take the necklace of fury and physical damage, enchant the chest with fury and use the relic that increases the skill effect by 40% on the wing when in a rage. what do you think?
  10. I use a tank-oriented build. Aggression 3/4. Reserves 4/4 Blood protection 4/4 and saturation 3/4. for PvE I liked it, but I can't do anything in GvG or PvP and it's bothering me, what do you suggest I do? I like tanking but I can't get much out of this build in PvP and GvG
  11. But dk tank needs to level aggression in area, otherwise the good will turn on damagers. This suggestion is interesting, I just don't think it would be very helpful in extreme situations.
  12. But you would have to spend 3 points on saturation and more points on damage skill, as I said before, vampirism alone doesn't work well, it has to deal damage in order to heal well. If you level up the saturation, you would have to level up some skill and damage as well and that doesn't solve the dk damage reduction problem. I say again, blood protection being improved by the blocking parameter doesn't make it bad for other buildings, if using the suggestion I made, 40% damage reduction for 10s is too little for you? And nothing more normal for a tank facing build to hold more damage than a damage facing build. What is your suggestion to change blood protection then? since you are against it using the Blocking parameter.
  13. Using that same logic, changing the saturation couldn't either, since there are many dks that don't use vampirism like me. Paladin is not a parameter to move dk, paladin has 2 good healing skills and the strongest shield in the game, dk has what? damage? Chief, Charmer and Hunter do much more damage. For vampirism to work, it has to have damage, my build for example is completely focused on defensive skills. As much as vampirism is a defensive parameter, it relies on offensive statuses to function. In short, hardly a change will be useful for everyone, at least when it comes to dk, and the build that needs the most buff is the tank build.
  14. If they left these skills with constant consumption I wouldn't complain, but I think it's unlikely. They won't "give" 25% vampirism in a constant consumption skill, the skill not being strong is better because players will have to invest with vampirism runes and gear (company's point of view in my view). Blood protection with constant consumption I also think it will roll, first that wd already has a skill like that and it still loses damage, I doubt they will change the skill to constant consumption without any penalty. Again I say, as the friend above said, the ability to use block doesn't make her limited by him, it makes her improve by him and would really help dks with tank builds that don't use vampirism like me.
  15. Look, I don't know which server you're from, but on mine, most of the dks I've seen are block tanks. Vampirism is not a parameter for a tank in my opinion, especially when it comes to tanks, who take control all the time. Life-based reduction the chief, paladin and barbarian already have. Using the steal life parameter for reduction is basically forcing all dks to put on vampirism, which isn't cheap and easy to get. And the skill would still be useful for the other dks (which according to you are the majority) 10s at 40% reduction doesn't seem bad to me. Tank build that is lagging behind, I like dk as a tank and I don't have gold to build a damager build and I don't even want to.
  16. But death knight players are complaining about the dk's tanking ability. The dk is still a tank. The paladin is a tank/support, while the dk is a tank or damager. His damager build (magic mainly) is already strong with the change from the steel hurricane and the new talent. And let's face it, dk doesn't play a damager role as well as the paladin does support, especially with better class options like chieftain and physical charmer. I still think his main role is tank. The paladin doesn't have abilities that use blocking doesn't say anything, as he has health-based healing and life-based shield. That is, he would just copy what the paladin already has in dk, other than that the chief already has damage reduction based on lost life. So I still think this change would be very good for most dks. The latest updates have focused on the damager part of dk, it's time to stick with the tank part.
  17. Thanks, the numbers might be a bit exaggerated, but I think this rework would be interesting for our Death Knight What do you think of the reserve and shadow shield suggestions? maybe I exaggerated the numbers?
  18. -> dk's abilities themselves are good, but need an update. That said, I suggest the following improvements: -> Blood protection: - Increase buff time by 2s; - add a new effect: within the time the skill is active, each block will give 1 stack of protection, each stack will give an extra 2s on the duration of the skill's effect, maximum accumulations is 3. - Decrease the effect from 50% to 40% Blood protection example (4/4): You used the skill, it will stay active for 10 seconds, within that time each time you block will give 1 pile of protection. When the skill runs out, the stacks will be consumed and will extend the duration of the skill depending on how many stacks you have. NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks. Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the duration of blood protection and put on a new effect that needs the BLOCK. -> Shadow shield (wings): - Damage reduction calculation: (MD/3) + PD -------------- 37 MD = Magic Defense PD = Physical Defense NOTE: Skills that increase defense (both types) of both guild and classes, not will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification location) runes and equipment bonuses (15% shield and Set coliseum for example) will be counted. Example 1: 7215/3 + 13380 2405 + 13380 15785 -------------- = ------------ = ----- = 426,62 37 37 37 That was the most defense I got (No guild buff, as it won't be counted) a total of 426 damage reduction. There are very few who reach this level, apart from this assembly is pretty bad. Example 2: 4763/3 + 8675 1587,66 + 8675 10262,67 ------------- = -------------- = -------- = 277 37 37 37 These devices are full +7, to have a more real scenario, there was a total reduction of 277, which I think is good for +7. For those who think nothing has changed, I made a test with my Character, the reduction increased by 102. -> Secret reserves: - The skill will now heal a part of your maximum health over time: 1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health. 2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health. 3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health. 4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health. NOTE: The skill activates when your health drops to 40% The skill has a cooldown time of 1:40m Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%) the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20% of maximum life, ie 1600 hp. Now reserves will depend on dk's hp, will heal faster and will heal more hp as well. Those were the changes I thought, of course it doesn't have to be 100% of what I put in here, but i believe they are good changes. Sorry for any errors, I used the translator.
  19. I've never been a mermen, but I've never seen a tank go without a healer, no, the mermen set is really strong, but I imagine that not all tanks can go without a healer, on the legion side maybe the barbarian can, but most don't it can, death knights for example need healers, I don't know in the elves, but maybe the paladin actually replaces the healers, but then the change should be in the paladin.
  20. in my view, the only 100% effective solution is to remove vampirism from the game, but it would be unfair to those who spent a lot investing in it, so just reducing the effectiveness in Bosses will help a lot, maybe increasing the damage of the bosses will increase the effectiveness of this change. maybe increasing the damage of the bosses will increase the effectiveness of this change.
  21. So, but then they will die, as with the 50% damage debuff it will heal almost nothing, and damager classes are more likely to take critical damage.
  22. As the game releases new items and resources, we see more and more tanks and healers losing space in groups, as currently the damager classes have become very self-sufficient with the "Steal life" parameter. Tanks and healers are not independent, as tanks don't deal much damage and healers don't take high amounts of damage and don't deal much damage, but damagers can do all three functions, they deal damage, heal themselves with life stealing, making them withstand a lot of damage, the game has reached a point where a damager class only needs 20% vampirism and critical to make all the game content alone. I suggest that bosses apply a damage reduction debuff to the target they are focusing on, the debuff would reduce 50% of the physical and magic damage of the target being attacked by the boss. This change will prevent damagers from being totally independent, because if they do less damage, they heal less, so they won't take much damage, it will give more opportunities for healers and tanks, after all, the game is to be played as a team, it doesn't make sense that a class type has this privilege that others don't (deal damage, take damage, and heal). In addition, they would still be somewhat more independent because this change would only be in the bosses (monsters with the red crown and above) the other monsters would continue the same way. I hope you understand the side of the healers and tanks, who are slowly losing ground. Sorry for any mistakes, I used the translator. - AntraxXL
  23. Faltou só adicionarem mais uma página de habilidades, pois não dá para explorar todo o potencial das classes se nós temos que mesclar build PvP com PvE.
  24. My current build: I've been playing warspear for a little while, for some reason I fell in love with the death knight class, when I started playing the magic damage build was high, and as I was starting, I followed this wave, but as I progressed level, I saw that I was only called to the groups as a tank, and since I was a magic damage build, I wasn't a good tank. When I changed my build I put the one I showed, I liked the immediate result I had, especially the blood protection skill, which allowed me to tank in mythical three with only 6k defense and almost no parry and blocking, her problem is that it only lasts 8s, but I am very grateful to her. The taunt skills are at the maximum, minus the new skill as I'm at level 31, but I never had any problems with mobs and bosses turning on my supports and damagers I don't like the hate aura, at first I thought it was very good, but now I don't like it anymore, because the dark shield doesn't benefit from the defense boost and I don't raise damage skill, so it only serves to increase my robustness. I'm thinking instead of leveling the aura of hate, I buy and level secret reserves, here's my dk: I plan to put sea rings with hp regen and sea necklace with mana and hp regen, and I will enchant with health regen, I would get 186 health regen, how much health would I heal with secret reserves 4 /4? I don't have gold for vampirism gear, much less for 32 mermen gear, so blood protection + secret reserves would handle holding damage? I don't go to dungeons much, I was just an easy coliseum, a hard berengar tower, a hard corrupt garden, a hard termite mound and a mythical tree of the seasons, sea I know I can't because I still don't have lasting defense, but how far can I go in technopolis and coliseum? Sorry if there are any errors, I used the translator
  25. The game itself doesn't have much content to bring many videos, content creators depend on the company to bring new stuff for them to record, and as I said, some class will always stand out, it's easier to get in balance by updating more often, take it the example dk, did these last buffs change anything? Many Youtubers are getting discouraged from recording warspear, at least here in Brazil.
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