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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. that's your problem right there... druids are not weak
  2. fun fact! with the new changes to aggression skills, a tank with max level aggro skills + 60% increase aggro relic + 75% increase aggro castle pot, would accumulate approximately 421k aggro in a single use of both skills!, with the skills being 8sec cooldown and 14sec cooldown (at least for dk) you could get over 1m aggro in less than 14seconds! good luck tanking!
  3. guide been updated to v9.3.0! new to guide: all changes from v9.3.0 has been added! threads root duration has been added. dark shield buff duration has been added. dark shield damage reduction updated. death call area of effect has been added. steel hurricane max number of players/monster has been added. secret reserve health threshold for activating has been added. @Splendor you might want to update your translated version
  4. the changes to the menu/raid bosses/guild menu are really amazing! best thing to come up from this update that boss health bar hella good, all that left is raid bosses special music
  5. meh, who cares about our ideas for dk at this point, i sure know devs don't. the only thing that could redeem this shitshow of a class is a new defensive tanking skill whenever that happens but i am 90% sure we would get a magic damage skill, but don't worry! i will tank mermen dg and raid bosses with my magic damage!!
  6. also Otherworldly Blessing seems like it could be op for tank charmer, i need to know the numbers on that skill, with the 2 healing skills charmer can be a self sustaining tank
  7. for some reason they are so content on keeping the 10% health lose as if its a key feature for saturation
  8. the main complain of any dk that talked in this forum, or at least the international side of the forum is the tanking prowess of the class but apparently "magical damage dk is popular" tbh who cares about magic damage... wait let me rephrase myself, who cares about damage in general? the class is a tank i need a proper way to block damage, reduce it and recover from it, all we got in that regards is saturation being kinda useful when you are below 50% health
  9. while it can't be as good as any of them... it damn sure can be any of them templer as well as charmer, if there is mage/ranger/seeker or any dmg then templer can be the tank, if there is warden/paladin/bd or any tank then templer can be the support, if there is druid/priest or any support then templer can be the dmg and the cycle repeat it self your first mistake is asking for the templer position, if you are looking for dmg you make a dmg class, if you want a tank you make a tank, if need a support you make a support but the templer/charmer don't fall under those rules, they don't need to be 1 if they can be any, yes i know they are not as good as a actually tank or healer..etc but that's "the contract you signed" the class you chose, there ability to equip 2 completely different armor type, their ability to equip melee weapon as well as ranged weapon, their ability to deal physical damage as well as magical damage were all given to the templer to be whatever the arise situation needs them to be the same problem happened to mc or legion when they first got presented the charmer, everyone was confused, no one knew what to do with the class, and charmer players complained in forums for fixes, but after a while people started to figure the class out and get the hang of it, and now i feel really happy and comfortable when a charmer is in my party
  10. this is probably not what you are looking for but you won't find much income in the second map of irselnort, the best way that i know of is in ayvondil it would need you to finish story quests or "yellow quests" up to the 4th city in ayvondil of tom-lugu/pelion, upon finish the story quests you will be greeted with blue quests, these quest are the simplest most effective way of earning money for f2p players, Mini-bosses Quests: these quests just requires you to kill mini-bosses that have roughly 25k health, they spawn throughout the wastelands and gives reasonable gold Bait Quests: going from there, there are other blue quest that requires you to kill "baits", baits are traps or ambush that happen in specific areas of the map, once you step into the area, a group of monsters will attack you, the group have monsters with ~6k health with 1 monster having 15k health, your target is the monster with 15k health, once killed you will finish the quest and all other monsters will despair. a note to say about these type of quest is that they are quite hard to do since they have a group of 4 to 6 monsters attacking you at the same time and would bring bad time for poorly equipped players... Boss Quests: finally you have boss quests, boss quests requires you to kill the bosses of the wastelands, there are 3 bosses with 80k health, and 2 with 200k health, these quests gives you the most money, there is also petrik, which is a 200k boss but this boss is unique in the sense that it doesn't have a set location that it spawns in but rather once killed it will spawn anywhere in the wastelands and you have to find it Finally i would like to mention a few points Aside from the mini bosses quests, you can't finish the others alone, but usually you would find a party that is going to do all quest mentioned above, so going with them is the best the game won't display all quest that you can take at the same time, it would probably display 4 mini bosses quests 2-3 baits and 1-2 bosses, one way to do it is finishing these quest and new once will be available the next day, other way to do it and the way i like more, is to accept quest but not finish them, the next day accept more quest and the day after do the same until you have all quest of the region then starting doing them all at the same time, the game allow you to take up to 50 quests at once all the things mentioned above work with the 3rd city of anzu-lri and 5th city of underwater territory, aside from these taking the quests of the astral labyrinth is a good way to go about it too all these quests drop scrolls, potions, runs that you could sell for gold after finishing the 3rd city quests + 4th city quests + labyrinth quests and selling all the junk you get from them, you would end up with around 20 to 30k gold every week or so
  11. why? what's wrong with the class? seems to me like a decent class to play
  12. why not just make it a passive and call it a day, after all barbarian are unjustly nerfed, it would be even more attractive to developers
  13. seeker names themselves "Rogue"
  14. 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
  15. 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
  16. 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
  17. thanks for the editing... the flashing gave me a headache
  18. 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
  19. 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...
  20. 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
  21. 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...
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