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Everything posted by Ogull

  1. while creating this costume i wanted something that scream "evil" and what better thing to portray that than the color red the Calamity costume is made from the scales of an ancient red dragon, decorated with a ruby at it center, while ancient beast horns are attached to the helmet and a cape! who doesn't like capes, the cape is made of high quality dyed silk to project the wealth and status of its owner
  2. that is correct! thank you for correction, it seems like an obvious thing that the target doesn't get rooted for the same duration, but somethings goes over my head... i should probably test how long the rooting last for each level and add it to the skill
  3. buying magical items because they are what you could your hand on is different from buying them because they are the correct thing to buy. surly anything you equip will be useful but you will start to notice the different once you go into late game content
  4. thanks for the editing... the flashing gave me a headache
  5. the skill is bad... but is it the worst the dk have? the answer is no. and that is the reason why i actually have saturation at 4/4 let me explain, as a dk who lost hope in his skills being useful for endgame content, i turned my head to the second thing a dk or a tank in general should focus on after skills, that is stats, and while most tank chose to go for more defense or more max health, i decided to go with defensive stats like parry and block and the reason for that goes back to the reason i chose to max out saturation but before i say why, i wanted to ask you a question, what defensive stats do you think is the most broken? what stats allow damage classes to go dgs without healers or tanks?, what allow them to solo bosses? and also why is the horror event is the favorite among warspear players or the reason why most players have horror accessories equipped? the answer would naturally come to "steal health" now what would you say about a class that gets 25% of that broken stats just by the press of a button? the only skill the death knight have that gives bonus to his stats is saturation(not counting reserve) now going back to why i chose to max THAT skill, the reason why is simply because getting 25% saturation will let me ease out on life steal accessories and life steal enchant and instead chose accessories with defensive stats, getting rings with block, enchanting my cape with parry instead of life steal, and overall increase my tankness through defensive stats, that would leave me at a low ls amount (i only have 15% life steal) but because of the skill i reach 40% while keeping high stats for my death knight now said all that, the skill.. like you said... sucks, having cooldown being double the duration means that even with 100% cd you can't perma-use the skill(counting in cast animation ..etc), and that because of its 10% health cost it becomes useless when you needs it the most... when your health gets low, and just can't afford to lose that 10% health when you are already low. that's why a good dk friend of mine told me "all dk skills are bad, you just chose the least bad among them", this is just my way of playing dk and looking at the class, it might not working with everyone
  6. 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 skills the dk have...
  7. 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! many things generate aggression, like damage, heal and ofc aggro skills, and raid bosses or any monster in general attack the opponent that deal the most aggro to them, so if sometime you see bosses attack the damager in your party, that cuz they generated more aggression through damage than you generated through aggro skills yes this is right! thou i might need to rephrase my sentence, its not any "normal" attack, but ANY attack from DK, so if you are looking for maximum aggression efficiency, then placing aggro debuff on your target then spam your dmg skills for the best outcome
  8. 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...
  9. 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 getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way Offense: 3.5 / 5 Defense: 4.5 / 5 Support: 1.5 / 5 Base Skills Devotion Type: Passive Increase character's Energy regeneration by 3 Thorn of Death Type: Active Usage Range: melee Energy Cost: 11 / 12 / 13 / 14 / 15 units Cooldown: 9 seconds Blow that deal increased physical damage. Physical damage increase: 103% / 105% / 107% / 109% / 111% Extra Information: the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with... Exhalation of Darkness Type: Active Usage Range: melee Energy Cost: 13 / 14 / 15 / 16 / 17 units Cooldown: 10 seconds Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime. Magical damage increase: 150% / 160% / 170% / 180% / 190% Weapon Bewitching duration: 4 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds Extra Information: similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc... the bewitching effect won't wear off with failed attack, but until the duration of the skill expires Provocation Type: Active Usage Range: 5 yards Energy Cost: 7 / 8 / 9 / 10 / 11 units Cooldown: 8 seconds Attract the target's attention and makes the hostile monster attack you. Aggression amount: 7500 / 15000 / 25000 / 45000 / 75000 Aggression Duration: 6 / 7 / 8 / 8 / 9 seconds Extra Information: Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times! Threads of Darkness Type: Active Usage Range: 5 yards Energy Cost: 16 / 17 / 18 / 19 / 20 units Cooldown: 18 seconds Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while. Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds root duration: 2 seconds Extra Information Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target! for the duration of the debuff. the enemy is rooted in place momentary during the effect Dark Shield Type: Active Usage type: Instant Energy Cost: 18 / 19 / 20 / 21 / 22 units Cooldown: 30 seconds With some chance, allows the death knight to ignore some of the damage received in accordance with his armor. Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 30 / 40 / 50 / 60 / 70 seconds amount of damage ignored: 1 point of damage for every 37 armor Extra Information Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase Experts Death Call Type: Active Usage type: Instant Energy Cost: 20 units Cooldown: 14 seconds All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect. Magical damage dealt: 50% / 60% / 70% / 80% aggression amount: 15000 / 35000 / 80000 / 140000 Effect Duration: 6 seconds Area of Effect: 7x7 all levels (shape of a square, see spoiler below) 1.5 seconds interval between damage pulses (equal 4 pulses of damage) Extra Information The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward do not get aggression Steel Hurricane Type: Active Usage type: Instant Energy Cost: 18 units Cooldown: 14 seconds A strike that deal damage to all enemies within 1 yard radius, the type of damage depends on the prevailing physical or magical power of the character increased damage: 70% / 80% / 100% / 120% max number of players effected: 3 / 4 / 5 / 6 max number of monsters effected: unlimited Extra information The damage from this ability cannot be blocked, parried or dodged. Saturation Type: Active Usage type: Instant Energy Cost: 18 units Health Consumption: 10% of max health Cooldown: 30 seconds Increase death knight "steal health" parameter for sometime, if the character current heath level is less than maximum by percentage the skill will not require health steal health increase: 10% / 15% / 20% / 25% buff duration: 8 / 10 / 12 / 15 seconds current health threshold: 15% / 25% / 40% / 50% Sharp Shadow Type: Active Usage Range: 3 yards Energy Cost: 18 units Cooldown: 14 seconds Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation. Magical damage dealt: 200% / 250% / 300% / 350% Stun chance: 35% / 45% / 55% / 80% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds health restored: 20% / 30% / 40% / 50% Blow of Silence Type: Active Usage Range: melee Energy Cost: 18 units Cooldown: 14 seconds Bewitches the character weapon in order to deal increased damage and silence the target for sometime. damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 6 / 7 / 8 / 9 seconds Silence Duration: 3.5 / 4 / 4.5 / 5 seconds Extra Information Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm! the bewitching effect won't wear off with failed attack, but until the duration of the skill expires Secret Reserve Type: Passive Cooldown: 120 seconds When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate. Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 12 seconds health threshold to activate: 20% / 25% / 30% / 35% Aura of Hatred Type: Active Usage type: Instant Energy Cost: 26 units Cooldown: 60 seconds Increase physical and magical power of the character as well as his physical and magical defense. damage/defense increase: 5% / 7% / 10% / 15% Buff Duration: 15 / 20 / 30 / 45 seconds Blood Protection Type: Active Usage type: Instant Energy Cost: 20 units Cooldown: 22 seconds Decrease all incoming damage done to the character for a period of time. damage decreased: 20% / 30% / 40% / 50% Buff Duration: 5 / 6 / 7 / 8 seconds Knight's Curse Type: Active Usage Range: 4 yards Energy Cost: 24 units Cooldown: 30 seconds Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage. "Kiss of Death" debuff duration: 3 / 4 / 5 / 6 seconds "Kiss of Death" damage increase: 10% / 15% / 20% / 25% Curse Zone Duration: 8 / 10 / 12 / 14 seconds Curse Zone Damage Increased: 140% / 160% / 180% / 220% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
  10. 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
  11. 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
  12. yeah this have happen to me too a while back, thou the game doesn't do that anymore to me...
  13. 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
  14. 54532 mermen dungeon was completed, 1893 gear dropped...
  15. i'm gonna show what real defensive stats are like when i finish what i am working on right now
  16. my experience fighting myself in the new dungeons
  17. welcome back its always nice to see old player coming back
  18. a new one joined the bandwagon xD actually its a 120 seconds cooldown
  19. yeah..., its not easy to do thou, specially considering warspear leveling system not many people has as much free time as i had
  20. 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
  21. 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
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