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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. i think you forgot magic resistance and here i though im gonna have a laid back week, great event
  2. i might be going crazy, but did some skills numbers just change?
  3. yeah, that's what casting time is, no one said anything about cooldown also its an abuse able item, someone who has these scrolls can teleport masses of people to a location just by inviting them to a party using the scroll leaving the party and redo the thing with new people, i think to make it more balanced, the scroll should get destroyed in case the casting time get interrupted and even then i have my doubts
  4. considering its a mini "guild unity" guild skill, i think its casting time is about right imagining this scroll usage in guild event and wars is terrifying
  5. having more max mana mean you have more current mana if your mana is full
  6. Ogull

    LV 32 Set

    now hear me out, you play as a tank character and equip 2 heavy pieces and 2 lightweight pieces and get these 2 buffs
  7. Ogull

    Damager Tanks?

    bd was considered the firstborn "tank" before wardens came along, but still his combination of heavy armor and the ability to wield 2 weapons make him a damager/tank. you know i always see bd's with +1400 damage and +10000 armor walking around, it always make me laugh
  8. you should be able to have female hair cuts without changing gender, just a suggestion!, wouldn't harm to be a trap for a while of course it would go the other way around as well
  9. come on @Akasha grace us with your presence
  10. is that an official formula by devs?, also a quick question, does that mean if you have more accuracy than your opponent dodge then you are hitting them 100% of the time even if its 0.1% difference , if we didn't include other defensive stats? cuz if thats the case dodge became so much underwhelming to me
  11. i always believed it to work this way, each time you hit there is a chance for the enemy to dodge based on their dodge parameter, when a dodge happens then you have a chance to attack through that dodge based on your accuracy
  12. Ogull

    Dk Reserv

    i mean, would you sacrifice stats that heavy armor give like block and armor for that? death knight are tanks after all and there are certain things that people expect from them. never used light armor myself but saw people use what you suggested, but they use it with 2 handed weapon and they mainly use it for damage output. these skills will never outgrow the important of armor for dk, no matter how hard we try, and even if light armor could achieve 8k , 9k or even 10k armor, still light armor give critical hit and accuracy and cooldown, and while these stats are useful, you are losing to much for them, does losing points as a tank worth countering these nerfs? at the end of the day you gotta ask yourself as a dk or any tank in general, what's keeping you alive, is it your skills or armor? ofc dark shield is another thing entirely, that skill is so amazing, if it was a girl i would simp to it.
  13. Yes! That a great way, my thought process was that if blood protection goes on a 5min cooldown then you will lose both blood pact and relocate damage for 5min which make you think twice before using that op combo of 3 skills
  14. you might be right, i did it that why because both skills are related to health somewhat, both in name and effect, so i figured it would be a health related effect xD lets not focus on numbers to much, and more on the effect, i am not the brightest when it come to it lmao
  15. it is low, but you gotta understand that for the skill duration of 8 second any instance of damage that you receive will heal you that amount at level 1/4 of the skill, even if they deal 0 damage to you because of dark shield and armor, cuz the skill doesn't heal you from damage, but max health, i can't even imagine broken that would be in dungeons and so on, beside im not good with balance and numbers, just giving an idea xD
  16. in this topic i will be talking about dk and his heavily nerfed skills, and while in most cases where i will be suggesting buffs to the skills numbers to "fix" said skills this time around i came up with a good idea to rework the skills in a way that work wonderfully, and i will be doing so with a mechanic that devs have introduced a while ago, the act of skills working together to add buff to one skill of the two, like how dk saturation work with sharp shadow to add life steal to sharp shadow or how rogue poison work with jump to add extra damage..etc. now the key ingredient for it, is this skill Blood Protection a relatively straight forward skill, that reduces % of incoming damage against the character for the duration of the effect. now the fun start when Blood Protection is used when the player is under the effect of... Saturation when that happens, the combination of the 2 skills effect happen, and it goes as following: when blood protection is used while under the effect of saturation, for the duration of blood protection, every time the character is hit, he/she will regain % of their max health as heal. i call this effect Blood Pact, it work similar to druid healing barrier, but with the dk max health instead of damage received. now this effect could get out of hand with how much tanks can reach in terms of max health, that's why the figures i was talking about regarding % health is around (0.5% - 1% - 1.5% - 2%) of max health as heal for the character but wait! i didn't forget our old friend... Secret Reserve secret reserve also work with blood protection, now this might seem crazy! but hear me out. when blood protection is used while under the effect of secret reserve, all damage done to dk will be absorbed by blood protection, at the end of blood protection, all the damage that was absorbed will be dealt to the dk, however the damage that the skill reduced will be dealt to all enemies 1 yard away from the character. i call this effect Relocate Damage, what happen is that blood protection will absorb all damage done to the dk and at the end of the skill all damage will be dealt to dk as physical damage, now the catch with this effect it that the % the skill should've reduced is taken from the damage pool the skill absorbed and dealt like a steel hurricane to all enemies 1 yard away from dk example: lets say as a dk your secret reserve got activated and then you used blood protection,while its active, blood protection started absorbing damage and then at the end of the effect it absorbed 1000 damage, lets say blood protection is level 1/4, at that level the skill reduce damage taken by 20%. then 80% of that 1000 will be dealt to dk which mean 800 damage, while the rest of 200 will be dealt to all enemies 1 yard around the character, now lets say the skill is 4/4, then 500 damage will be dealt to the dk while 500 damage will be dealt to all enemies 1 yard away from the dk, you get the idea. its a somewhat complicated effect, but in my opinion really fascinating. while reading this you might got the idea of both effect activating, while secret reserve is active, you activate saturation then blood protection for both blood pact and relocate damage effect. and yes! this could happen but it comes with a penalty, and it goes as following: if blood protection is activated while under the effect of saturation and secret reserve, then blood protection will go on a 5min cooldown. similar to necro and priest reviving skills, when blood protection is activated while under both effects it will go on a 5min cooldown. this is the idea i came up with, its a really cool way to make skills work with each other to make a more powerful effect, and this sort of mechanic could be really cool if done with not just dk but all classes as well!
  17. Ogull

    Dk Reserv

    that would be in my personal opinion, aura of hatred. it work with any play style you might go with, and it increase physical and magical defense and damage by 15% at max level for a good while
  18. Free to play gang, anyone here?
  19. Ogull

    Dk Reserv

    this is a patch note from the last time the skill got touched by devs as of this the skill increase your health regeneration parameter by 75% - 100% - 140% - 180% respectively, while its cooldown has been increased from 90 to 120 second, in other words "2 minutes cooldown", while it also buff the regen rate of the skill, as for its duration i believe its 12 seconds thou i might be wrong on that while every class has a base hp regen rate of 5 seconds, with secret reserve dk can reduce that for the duration of the skill, which mean he can heal much faster the lowest i saw someone reduce their base hp regen rate with the skill was to 1.7 seconds the skill lv 1/4 working on me: its a good skill, but not a great one, it ate too much nerfs in its life time hope this helps!
  20. you are probably confusing skills points with relics! you can level skills by following these images: from the menu go to character from there go to skills then after selecting a skill press menu again now if you have skill points and a skill is not max leveled you can select the "Skill study" option to level up the skill as for amplifying skills with relics, you gotta make sure that relics are for your specific class, and skill hope this help!
  21. true, if they buffed saturation and/or secret reserve instead of adding a new skill i would been happier
  22. maybe if it had an AoE as big as paladin/shaman banner?
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