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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. as sure as i can get, i did disclaim that all information is from testing the condition for the result may vary depending on the dk, also what target did you hit? if its not a dummy, then the target will reduce the damage with their armor hence the difference in numbers may you tell me how much magical damage you had, how much the skill dealt and what level is the skill at
  2. good question, but you are asking the wrong guy if i have to guess the reason, it would be because it would be broken, because the more you reach the 80% max physical resistance the more the skill will absorb damage, reaching the 1k damage absorb when triggered and even more
  3. because the skill is tied to world time (or for the lack of a better term "server time") instead of skill time, most passives if not all are like that, meaning they are not effected by cooldown reduction, dying or leaving arena
  4. lol great job! is there someone even competing against you?
  5. i don't think they are not getting hit but more like run faster which give them better chance of evading the damage and on that note wouldn't classes that can jump be better at doing this? like mage or paladin, even blade dancer rush is better at doing that section than seeker
  6. great video! but whatsup with the filter/effect? my eyes were hurting me at the end of the video
  7. i still have PTSD from my midnight howl spear
  8. you guys talking about solo dungeons as if everyone will stop talking to each other and interacting with each other once such dungeon exists outside spring tbh such dungeon wont effect or degrade the "mmo" aspect of the game that much, and would be more like when you don't having teammate to do group dungeon with or they are all offline, then you have the solo dungeon as an option instead of staring at the second hand dealer for like 5 hours, i think its a great idea!
  9. it looks like the thing they have in skylore, if so then the rewards will vary from gold, chest, arena point, imperials..etc
  10. the more they gonna add levels, gear, weapons and accessories, the more this problem gonna get bigger and bigger and buffing the druid will only fix the problem momentarily if not at all, thankfully this problem is not as big in legion side but it still exists on both faction
  11. 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!
  12. 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 🙂
  13. 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
  14. 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!!
  15. 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
  16. for some reason they are so content on keeping the 10% health lose as if its a key feature for saturation
  17. 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
  18. 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
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