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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. edit: just to be clear... the skill heals 50% of ITS DAMAGE not 50% of your health For PvE? nah, the skill uses magical damage which in general dks don't have much of, and most importantly the skill is often resisted by bosses, not mentioning that fact that IF the skill landed then its damage would be reduced by the enemy armor so the scenario that would happen most of the time is, you activate saturation > lose 10% health > then sharp shadow fails and you waste 10% of your health for nothing the skill is not efficient in PvE nor justify leveling it up over other sk
  2. i am glad you like it, i worked hard on it, worked on it more than i wanted too... but people seem to liked the result so i am happy the aggression amount is permanent unless 1 of 2 things happen A - you leave the area where the aggroed monster is in B - The targeted monster die aside from that... if we are talking about identical tanks, then yes! the one who started aggroing first gonna get aggro, but on normal game scenario, its usually about who have more cooldown to spam aggro skills more and if you have aggression increase relics as well as potions!
  3. yes i was thinking about doing it that way! but still even with that you can't get good values on how the skill actually work...
  4. Important Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it. Description Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and
  5. i would like to add that seeing what dungeon drop (in a party that is) shouldn't be just for the leader of the party
  6. it increase damage reduction the more health you lose, i.e the more health you lose the more tanky you get but its really a shitty ability, giving like ~44% damage reduction at max level when you are below 10% health, i forgot numbers and just giving what i remember
  7. yeah this have happen to me too a while back, thou the game doesn't do that anymore to me...
  8. OMG!, so if its dungeon completed then we need to multiply the number by 5 for each party member, this dungeon give me depression... most likely its lower than that
  9. 54532 mermen dungeon was completed, 1893 gear dropped...
  10. i'm gonna show what real defensive stats are like when i finish what i am working on right now
  11. my experience fighting myself in the new dungeons
  12. welcome back🙆‍♂️ its always nice to see old player coming back
  13. a new one joined the bandwagon xD actually its a 120 seconds cooldown
  14. yeah..., its not easy to do thou, specially considering warspear leveling system not many people has as much free time as i had
  15. i played the original 6 classes + 6 during their release in update "crossroad of destiny", at least until the max level at the time of 20 didn't really do much with them except leveling them up, playing multiable classes can help you understand the class in case you happened to be against it or play with it knowing their weaknesses, their strength..etc
  16. fair enough. chieftain can wear the same gear, i don't get your point... in the end i was right, chieftain got 20% attack speed however, numbers could change
  17. idk, as hunters have a skill that only provides 18% attack speed and nothing else, chieftains should be glad their skill provide something else as well but at the same time we have rogues with 35% attack speed and skill cooldown, it could pretty much be a flip of a coin for chieftains on what they get on a side not, with chieftains damage reduction skill, their heal skill and now remove negative effect and increase resistance stats, could chieftains tank better than dk? if it weren't for heavy armor + shield, they pretty much could, in term of defensive arsenal, seems lik
  18. it wont be enough, but if it could offer another play style for dks then i am all in for it
  19. i read somewhere, someone suggesting that secret reserve become a passive that trigger every time death knight block an attack and heal them based on their hp regen, like warden skill but with hp regen instead of health and idk i kinda like it, ofc it would need its numbers adjusted
  20. death knight needs some love, this has gone on long enough.... i, myself got tired of creating post asking about improving death knight
  21. There has been no official statement that i know of by devs on how much it absorb or what's the formula is, but I have a rough idea of how the skill work by eyeing the skill and doing my own testing so DONT TAKE THESE NUMBERS AT FACE VALUE they could be wrong and most likely are From testing and seeing other people tests I concluded that the skill absorb roughly 1 point of damage for every 27 point of armor, meaning that if you had 10k defense, the skill would absorb around 370 damage, IMPORTANT: the skill does not count increase in armor from buffs so aura of hatred 15% armor incr
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