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Everything posted by Ogull

  1. Personally, i would not build an entire dk around a core skill that could easily be negated/resisted both in PvP and PvE. but that's just me but that's the only problem with mdmg dk, if devs decided to make the fire un-resistable then i would recommend mdmg dk 100%
  2. this is a really difficult thing to talk about. Devs seems to be forcing the magical damage dk into existence which i don't have a problem with. to sum it up, personally i think its better to go with physical damage for tanking and magical for anything else. now what i mean by tanking is mermen dungeon, mythic sea and end game content and raid bosses and that's for the simple reason that going for magical build will hurt ur defensive stats. now don't get me wrong, you still could pull through with magical damage, but it would be much easier with physical damage. looking at what they did to steel hurricane for example, the skill will deal much more damage with magical build, roughly 75% more damage at all level (based on my own calculations). that means that you could deal 1k damage with 900 physical damage, but could deal the same with merely 500 magical damage or so. to me, this seems like favoritism to magical damage dks and more so will hurt the class itself simply because instead of giving the dk 2 paths to chose from, with similar outcome or 2 paths each for certain reason, they made 1 path seem much, much more appealing than the other. but at the same time, magic damage dk reaching the same amount of damage with less magical damage will allow the dk to tank as good without worrying about his damage a lot my thoughts are all jumbled and to be honest i'm a bit confused... i need to wait for the test servers to open to make a clearer answer.
  3. oh lord they trying to push the mdmg dk as much as they can xd
  4. how will the interaction with sharp shadow work now? now that the skill have continuous effect, will every sharp shadow blow heal the dk
  5. only magical damage? cuz the skill deals damage based on the most prevailing damage type. @Nolan
  6. i like it! suggesting blood protection to work sort of like paladin scared shield
  7. Ogull


    forget about warden and barbarian skills, you do realize that what you are suggesting is 40% chance to completely negate damage? for tanks?(or more like for any class that can wield a shield). parry can already reach 30% and that's extremely good if used correctly... and parry only block melee attacks. i want you to sit with me for a minute and think about it clearly, you are suggesting that any class that wield a shield to have the ability, with enough block, to negate 40% of any attack that come at them. regardless of if they used skills or buffs
  8. i like the suggestion. giving classes more options for playstyles is a good thing, 2 handed weapons need to find a new purpose in the game
  9. i really don't know from which point you are talking... beside maybe magic damage based dks(who use 2handed weapons). virtually all dks use block. as long as its a class that wield a shield. its without a doubt a class that will use block, its the main parameter for tank/defensive class both PvP and PvE the suggestion didn't limit the skill to block parameter but allowed the skill to be further improved by it.
  10. are you serious??? dk is a tank as much as any other tank as well as a class that wield a shield, ofc he uses block. by your logic before stone skin was buffed it didnt make sense for a barbarian to build block cuz he didnt have a skill that benefit from it paladin already has a skill that reduce damage based on amount of hp left "Inner Force" and its the worst skill the class have.
  11. ok... snow falling in the last day of Halloween, indicating the coming of snow is the coolest thing ever. it look so charming
  12. this is a really amazing suggestion! really well thought out! my problem with this skill besides the low duration is the fact that when activated i will block/parry most attacking during its time making the skill quite inefficient. a really nice way to buff the skill as well as incorporate a defensive stat into it and make it more "required" for dk. if someone manage to get 3 stack which is quite easy then you will get 16 seconds duration on the skill! with its cooldown being 22sec you could make it permaused with enough cooldown reduction everything suggested here is really nice and a fresh take on the dk problem. really well done!
  13. the outcome wont change regardless, in both ways you will have fire under your target 1 skill out of over 100 still got used even after being resisted would make resist skills useless :/. like you said they could just stun or silence the dk and walk off of it, again. regardless of what you said or i did, the outcome would still be the same... having cursed zone under your target. what i merely suggested was that the 25% bonus damage stays but the cursed zone will get used regardless if the target resisted the skill or not, this would also fix the problem with the skill not working on war flags, gvg pylons, castle door etc.
  14. i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
  15. to be honest, if he's flexing i am totally ok with it. if he realized his class power and came to bring awareness to it then i would be extremely surprised
  16. these are all unique and really well thought out effect, really great suggestion. thou some numbers seem a bit to much... for example, a 16% damage increase to all target effected by fateful connection seem a bit to much, this could become overpowered really fast considering this effect last 30secs and legion AoE prowess... maybe the initial target gets 16% and all target effected by fateful connection gets half that? i like this effect specially
  17. nice job! due to there being a lot of sets of gear with physical armor as the first set bonus, dk as well as any other heavy armor wearing class. can reach considerable amount of armor, showing that paying real money or having +10 gear is not really needed to play the game and enjoy it also at 1:10 secret reserve did a really great job
  18. Ogull


    found the weeb!
  19. this is exactly the problem with the class, a class that excel at 1v1 won't find much use in a game that disencourage 1v1 and try to move away from it, regardless the class is really good in PvP but need better improvement in PvE. i don't necessarily agree with this post suggestions, but rogue superiority in PvP shouldn't hinder their progress in PvE.
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