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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. why do we need to invest in life steal accessories and runes(and possibly armor) to gain some survivability with healing? while all other tank need to really do is level up an ability to get the same result or even better... same could be said about secret reserve and health regeneration to be fair. 25% life steal is really great, but the 10% health lose makes it not worth it, as well as the fact that it last for a measly 15 seconds at max level, you couldn't perma-use the skill even if you invest 100% into cooldown reduction
  2. here is the same problem happening in ash arena GvG. also i don't know if this is important but this is the steam version of the game. Warspear Online Mmorpg 2021.07.23 - 18.01.45.04.DVR_Trim (online-video-cutter.com).mp4 Warspear Online Mmorpg 2021.07.23 - 18.07.28.05.DVR_Trim (online-video-cutter.com) (1).mp4 Warspear Online Mmorpg 2021.07.23 - 18.11.19.06.DVR_Trim (online-video-cutter.com) (1).mp4
  3. i'm gonna create a female NPC, dress it in a maid custom and call it Narberal Gamma. and no one can stop me!
  4. it depends on the target magical armor. but yes, you can hit roughly around that much
  5. i wouldn't compare a "expert" that cost 40k gold and has 2 minutes cooldown with a "basic" skill that have 13 second cooldown by the time a death knight use reserve 1 time, paladin would use his heal around 10 times
  6. both warden and barbarian are better at their job (tanking that is) than dk looking at what the game gave them to do so, their roar the reduce damage in an aoe, their warcry that taunt and increase armor by 35%, 2 PASSIVE damage reduction skills. stone skin that reduce damage by 80% and replenish a stack each time barbarian do a successful block and last wish that reduce damage up to 95% when barbarian below 50% health, not to forget battle fury that heals 25% of max health. also his scream of fury reduce enemies penetration and increasing the class blocks, both reducing the damage the class take by weakening enemies and combing the skill with stone skin that if we remember replenish a stack each time barbarian do a successful block. now looking at warden. he did get nerfs, but his constant 25% damage reduction is really good and his heal every 2.5s or so while got nerfed still is great, not to mention his basic aggression skill heal him for 10% of his max health after using it 3 times, and his basic shield is also great looking at the tanks in scale of "tankness" barbarian would be #1 warden #2 paladin #3 death knight #4
  7. my dk has almost 12k defense, 25% block, 30% parry and 26% resistance and it's really frustrating how much work i put into it, for it to be mediocre at best in term of tanking
  8. in my opinion add new effect to these skills wouldn't be the best way to go about it, these 3 skills are good skills in concept but their numbers are really awful... blood is one of the best damage reduction skill (in amount) after barbarian damage reduction, but the skill problem is the small duration and long cooldown, at max level the skill duration is 8 second with an 22 second cooldown, the skill has approximately 33% uptime, while every other tank got a passive damage reduction. reserve is a really powerful healing ability. its only downfall is its 2min cooldown. the highest in the entire game, there is no justifiable reason for a skill to have THAT long of a cooldown. compared to what other tanks got in term of recovery, barbarian 25% heal from max health every 45sec(plus damage), paladin basic healing skill with even shorter cooldown, and warden passive healing skill every 2.5 sec or so. not to mention all these skills depend on stats that tank naturally gain a lot of. while on the other hand, dk need to scarifies parry/lifesteal/health for a heal that happens every 2min, that also doesn't reset after dying. that "heal" will be used once every dg or once every 5 or more arenas lastly saturation. the skill 25% life steal is really good, but its 10% health lose is stupid, i want someone for the love of god to tell me why this skill got 10% health lose, what's the wisdom behind it? what does that 10% lose supposed to achieve? and why is it that skill specifically needed that extra restriction? also the skill got 15 sec duration with 30sec cooldown, that's 50% uptime that's also mean that you need 100% cooldown reduction to keep this skill perma-used
  9. it still aggros even if it get resisted
  10. now that i tried these i have a question, does the the solidity of underwater work independently from normal solidity or do they stack? since i am a tank with max solidity would i get 65% overall solidity or would it be 50% and another 15% chance in underwater
  11. this seems really interesting, can't wait to test them out
  12. wait until you learn about death knight
  13. and warden are complaining about not being needed in another topic it amaze me how disarrayed the elves side is
  14. i don't know if this guide still useful... but i update it to the "lastest" version of the game as much as i can anyway. bright day's are coming knights!
  15. these are all great quality of life changes! also amazing skills/talents art as usual
  16. Not "one" but rather "only". There is no other build a death knight can go for that's remotely close to it... Trust me I tried. Death knight as far as a class go relies 100% on a support healing to keep it going. looking at what our colleagues are capable of in term of healing with the barbarian healing that relies on Max health(which for a tank, Max health is a given), the paladin healing or the warden healing that requires block ( also, for a tank that's a given) their requirements to be useful, their cool down, duration and everything about them trump what a death knight have in anyway
  17. there really isn't any other build that you could go with for tanking and any dk that try to find something else eventually comes to the conclusion that this is the only decent build to go with, its not that great of a build to being with... but its what we have dk is not a damaging class and this goes without saying that a class that meant to deal damage would do better than dk however when a class that is not meant to tank do better than dk, that's when we have a problem recovering for dk is a really bad problem, we either gotta chose between getting hit 10% of our health for 15 seconds of life steal, or getting healed every 2 minutes without a way of reducing that time - having said all that, life steal is really important for dk. giving the aoe capability of the class, getting some life steal could never hurt!
  18. Personally I don't really know nor do I care.... I am more focused on what we have right now. Death knight current expert are good on concept but it's so frustrating how underwhelming they are, how weak they are compared to what other tank have and I believe we should focus on improve these skills instead of fixing the problem by introducing a new skill
  19. YES! it would shot fists at the target
  20. wouldn't matter, because even if lets say the max is 20% damage classes would still get like 1k heal from a 5k crit... not to mention their damage in underwater with depth fury buffing the monsters wouldn't help either but rather would make things even more difficult for other classes a "bad" way to fix this is by putting a cooldown on life steal, life steal would work every x seconds for the next hit, another way to help supporting classes is to give them some other way to support beside healing, like buffs/debuffs. reducing the enemy armor, giving them a chance to miss, reducing their attack speed and many more and if the status quo force the devs hand, they could make it a requirement to have 1 tank & 1 healer in ur party to enter dg or whatever else there is
  21. i see no use of movement speed bonuses on a tank class in a PvE stage. also, why must the skill have a negative effect on the class? if the idea of the skill is to run around aggroing every mobs, then wouldn't those mobs hit you and prevent you from moving freely? sorry, i am not trying to be negative but the skill seems more suited for a damaging class
  22. seems like a reasonable change its really a problem that curse debuff does not stack and if 2 dks used curse one will cancel the other without it even placing the fire i get it... if 4 dk used maxed curse it will give 100% damage increase if they stack, but at least skip the debuff and place the fire immediately
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