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Ogull

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  1. Like
    Ogull got a reaction from Matbtereza in Calamity - Ogull / EU-Emerald   
    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. Like
    Ogull reacted to Zaka in "Battle Bull of the Dark Kingdom" - Zaka / BR-Tourmaline   
    Hello. Sorry, I'm not good with English, this text was converted with the help of an online translator.😅 
     
    The fantasy name is "Battle Bull of the Dark Kingdom"
    History: A heavy black armor, composed of the most powerful iron alloys in the Dark Kingdom. its closed helmet carries horns and a visor that allows the user to see even in the absence of light. his chest, shoulder pads, belt and legs carry several pieces of solid black iron. his back is protected by a large bull face that makes the owner an unforgettable opponent. in addition, the armor carries 2 powerful crystals of energy from the dark Kingdom, one located on his back and the other on his helmet, ensuring magical resistance as powerful as physical resistance.
     
    I bet even without reading the text they realized that my fantasy was inspired by the weapon skins of the dark Kingdom (which are my favorites 😆). I'm a relatively new player, so forgive me if my outfit looks like an existing one. I appreciate the opportunity to participate, I congratulate those involved in the contest and I wish my competitors good luck.
     
    P.S: I never made pixel art, so I will be very happy if my fantasy is optimized by the devs and included in the game, regardless of whether or not I am among the winners.



  3. Like
    Ogull reacted to Babylon17 in Rukh - the guard of abyss   
    IGN: Aog
    Server: SEA-PEARL

  4. Thanks
    Ogull reacted to Manthra in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    I think the correct translation would be: the enemy remains rooted a few moments. Definitely not 4 seconds of rooting in this video. 
     

    Recording_2021-02-05-22-12-12(1).mp4
  5. Like
    Ogull reacted to Higgings in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    Thorn of death 3/5 I might agree on PvE, but PvP... not that much. PvP based Death Knights should have Exhalation maxed nowadays. Dark Wings 5/5 is a must in every scenario, since DKs heavily lack of defensive skills. 
     
    Magic Dmg being useful for DK is a touchy topic. I shared my opinion a lot about that and I still consider magic damage being utterly useless if you plan to only deal damage with that. The reason is simple: Shamans and Warlocks deal far more damage, hence just focus your points into stunning skills or eventually Secret Reserves, since it's an easy and cheap stat to increase. Kiss of Death is good in 2 scenarios: you use magic damage built DKs with Spears/magic damage hammers (and you have got high hopes on this skill not getting resisted) OR you are aware that your enemy doesn't know how to walk away from flames (or he can't cause he's stunned or position bug). 
  6. Like
    Ogull reacted to Santa Claus in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    This is just my opinion about skills:
     Thorn of Death: 3/5 pve 3/5 pvp
     
    nothing special to say about this skill
     
     Exhalation of Darkness:3/5 pve 4/5 pvp
     
    Reson for 4/5 on pvp for this skill is because it takes time to stun enemy and can be dodged/blocked...
     
     Provocation:3/5pve 1/5 pvp
     
    Nothing to say about this skill 
     
     Threads of Darkness:1/5 pve 2.5/5pvp
     
    Only skill that helps dk vs ranged enemies and still have big cd
     
     Dark Shield:4/5 pve 4/5 pvp
     
     
    this skill is good but could be better with some combo bcs this isnt enough to tank today dgs and bosses
     
     Death Call:4/5 pve 1.5/5pvp
     
    good aoe agro but dmg on this skill isnt that good and now it cant even stun like it was able to do before
     
      Steel Hurricane: 3.5/5 pve 3/5 pvp
     
    this skill can be used good in pve (if u have huge ls) but is it good wasting skill points on it ... i dont think so
     
     Saturation:3/5 pve 1/5 pvp
     
    this skill need rework i dont think that  this mechanic is worth rn but can be used if u have good aoe for some extra heal
     
     Sharp Shadow: 3/5 pve 4/5 pvp
     
    can be used in pve if u use magic dk and for pvp this is used just as stun that on 4/4 have 50% chance and same as exhalation can be dodged/blocked...
     
     Blow of Silence:1/5 pve 4.5/5
     
    in pve i dont see why would someone use this but for pvp its good but i didnt give 5/5 bcs even when your ememy have silence he can hit u hard (bd/hunter/rogue/ranger)
     
     Secret Reserve:2.5/5 pve 3.5/5 pvp
     
    reason why i rated this skill low is because u need to have high hp regen for this skill to "work good" and u sacrifice stats as dodge/parry/ls ,this skill have huge cd and u cant depend on it bcs it only work when ur hp is low and if u have healer in pt i dont see reason to use it,for pvp is good only in some cases but still not good enough
     
     Aura of Hatred:5/5 pve 2/5 pvp
     
    this skill is good for pve but only on 4/4 and u need some cd to use it 24/7
     
     Blood Protection:3.5/5 pve 3.5/5 pvp
     
    skill is good but isnt good enough to make u modern tank , it could be good with lower cd or with bigger effect duration
     
     Knight's Curse:4.5/5 pve 2/5 pvp
     
    this is underrated skill mostly bcs some dk dont want to try out magic dmg build but still have some problem like: u cant place it where u want /can be resisted/take long time untill it start does dmg, for pvp its good in group battles and if your enemy is bad and stay in fire
  7. Wow
    Ogull got a reaction from lallouss in the memes / funnies   
    Free to play gang, anyone here?

  8. Haha
    Ogull got a reaction from Zensoku in the memes / funnies   
    Free to play gang, anyone here?

  9. Like
    Ogull reacted to Higgings in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    I can reach 100% ls. It's not useful neither in PvP nor PvE, for the same reason: unjustified HP drain.
     
     
    The reason of why people don't bring healers with them is because current tanks (except dks) can deal an exaggerate ammount of damage through which they heal themselves via Life Steal (or they can simply heal themselves efficiently with skills - all of the classes except BD and Dks). Why bringing healers with me if I can both heal myself and keep the aggro of my enemies? I'm more than certain that Healing classes are neglected more on elf side than mc side. 
     
    Life steal has never been a problem until the release of Distortion of Life. 
  10. Wow
    Ogull got a reaction from Speedom in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    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
  11. Wow
    Ogull got a reaction from Higgings in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    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
  12. Like
    Ogull got a reaction from Smilechex in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    Important
    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 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
    Increases the maximum health by 2%, physical and magical strength by 4% for the character.
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 10 seconds
     
    Blow that deal increased physical damage.
    Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%  
     
     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.
    Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
     
     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: 4 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 and get Immobilization momentarily.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds  
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 25 seconds
     
    With some chance, reduce some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%  
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    An attack that deals magical damage and apply "aggression" to all target around the character.
    Magical damage dealt: 20% / 25% / 30% / 35% 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) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
    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
    Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
     Saturation
    Type: Active with continuous effect
    Energy Cost: 12 / 14 / 16 / 18 units
    Reduced Energy Regeneration: 5 / 7 / 9 / 10
    Cooldown: 10 seconds
     
    Increase death knight "steal health" parameter while the skill is active.
    Steal health increase: 10% / 15% / 20% / 25%  
     
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.
    Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20%  
     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 on the next attack and silence all enemies within 1 yard from the target.
    Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6  
     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, Reduce the damage taken by the character from monsters while the skill is on cooldown.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20%  
     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 also increase accuracy.
    Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character or an ally 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: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds
  13. Like
    Ogull got a reaction from Tytyty in Unpopolar opinion - Let's show Death Knights some sort of love   
    i would say that it take % of health just when its first casted like the old 4% then it take mana per second to stay active, as to how much ls it gives, im gonna be bold here and say that i am fine with 10% life steal IF! its stay actives with a mana consumption over time is enough for me
  14. Like
    Ogull got a reaction from Tytyty in Unpopolar opinion - Let's show Death Knights some sort of love   
    to be honest my problem is with kiss of death, saturation and blood protection...
    - kiss of death seems really out of place for a dk and that it wasn't meant for this class when it was first added.
    - saturation 10% hp lose is really to much for a tank, you know i pride myself for taking low damage from monsters, taking little to no damage from mobs but then my own skill deal 800-1000 damage to me seems like a to me.
    - blood protection reduce damage by 50% for 8 seconds with a 22 second cooldown, great!, until you see other tanks skills or even support classes have a better damage reduction skill. heck barbarian have 2 passive skills that reduce damage taken and a heal? not to mention paladin, blade dance and of course warden, that skill is really underwhelming and its more like "it has to be this one, ever other skill is worse".
  15. Like
    Ogull got a reaction from Higgings in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    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
  16. Thanks
    Ogull got a reaction from TheCaster in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    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
  17. Like
    Ogull got a reaction from Laevateinn in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    Important
    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 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
    Increases the maximum health by 2%, physical and magical strength by 4% for the character.
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 10 seconds
     
    Blow that deal increased physical damage.
    Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%  
     
     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.
    Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
     
     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: 4 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 and get Immobilization momentarily.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds  
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 25 seconds
     
    With some chance, reduce some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%  
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    An attack that deals magical damage and apply "aggression" to all target around the character.
    Magical damage dealt: 20% / 25% / 30% / 35% 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) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
    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
    Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
     Saturation
    Type: Active with continuous effect
    Energy Cost: 12 / 14 / 16 / 18 units
    Reduced Energy Regeneration: 5 / 7 / 9 / 10
    Cooldown: 10 seconds
     
    Increase death knight "steal health" parameter while the skill is active.
    Steal health increase: 10% / 15% / 20% / 25%  
     
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.
    Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20%  
     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 on the next attack and silence all enemies within 1 yard from the target.
    Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6  
     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, Reduce the damage taken by the character from monsters while the skill is on cooldown.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20%  
     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 also increase accuracy.
    Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character or an ally 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: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds
  18. Wow
  19. Wow
  20. Wow
    Ogull reacted to Splendor in Cavaleiro da Morte - Análise completa das habilidades e mecânicas (v9.3.0)   
    Importante
    Alguns dos números mencionados na postagem são o resultado de muitos testes e podem não representar o número real da habilidade. Números coloridos em roxo são altamente duvidosos e precisam de mais testes para descobrir melhor. Agradecimentos especiais a @Akasha por ajudar a tornar este guia possível, muito obrigado! Se você encontrar qualquer erro ortográfico ou numérico, diga-me para corrigi-lo. Todos os créditos ao criador do post original @Ogull, por ter feito esse belo guia e se empenhado tanto nele!         Link para o post original ~~~>  https://forum.warspear-online.com/index.php?/topic/234732-death-knight-complete-skill-analysis-and-mechanics-v920/
     
     
    Descrição
    O Cavaleiro da Morte é um tanque verdadeiramente flexível, capaz de lidar com uma grande quantidade de dano físico (e um tanto mágico) enquanto tem uma grande quantidade de defesa, e fica mais forte quanto mais inimigos se juntam ao seu redor, devido ao seu conjunto de habilidades, os Cavaleiros da Morte são excelentes em segurar quantidade de monstros com facilidade, um tanque esquecido nos últimos anos... o cavaleiro da morte ainda consegue fazer o trabalho à sua maneira
     
    Ataque: 3.5/5
    Defesa: 4.5/5
    Suporte: 1.5/5
     
    Habilidades iniciantes
     Devoção
    Tipo: Passivo
    Aumenta a regeneração de energia do personagem em 3
     
     Espinhos da Morte
    Tipo: Ativo
    Tipo de uso: corpo a corpo
    Custo de energia: 11/12/13/14/15 unidades
    Tempo de Recarga: 9 segundos
     
    Golpe que causa dano físico aumentado.
    Aumento de dano físico: 103% / 105% / 107% / 109% / 111%  
    Informação extra:
    O dano básico da habilidade leva mais do que seu dano físico em consideração ao calcular a quantidade de dano que ela causa, entretanto eu não consegui obter a fórmula correta para isso, então tudo que eu tenho são os testes que fiz na habilidade...
     
     Emanar da Escuridão
    Tipo: Ativo
    Tipo de uso: corpo a corpo
    Custo de energia: 13/14/15/16/17 unidades
    Tempo de Recarga: 10 segundos
     
    Enfeitiça sua arma para causar dano mágico aumentado durante o próximo ataque automático e atordoar o inimigo por algum tempo.
    Aumento de dano mágico: 150% / 160% / 170% / 180% / 190% Duração do encantamento da arma: 4 segundos Duração do atordoamento: 2 / 2,5 / 3 / 3,5 / 4 segundos  
    Informação extra:
    semelhante aos espinhos, o dano que esta habilidade causa é diferente dependendo não apenas do seu dano, nível de habilidade, seu nível, etc...
     
     Provocação
    Tipo: Ativo
    Alcance de uso: 5 metros
    Custo de energia: 7/8/9/10/11 unidades
    Tempo de Recarga: 8 segundos
     
    Atrai a atenção do alvo e faz com que monstros hostis o ataque.
    Quantidade de agressão: 7500/12500/20000/25000/30000 Duração da agressão: 6/7/8/8/9  
    Informação extra:
    A quantidade de agressão é aplicada no início do efeito, o debuff colocado no inimigo aumentará a agressão de ataques normais em até x3
     
     Fios da Escuridão
    Tipo: Ativo
    Alcance de uso: 5 jardas
    Custo de energia: 16/17/18/19/20 unidades
    Tempo de Recarga: 22 segundos
     
    Move o alvo selecionado para mais perto do cavaleiro da morte, o inimigo sofrerá dano aumentado de qualquer ataque por um tempo.
    Aumento de danos: 4% / 6% / 8% / 10% / 12% Duração do debuff: 4/5/6/7/8 Duração das raízes: 2 segundos  
    Informação extra
    O aumento de dano dos Fios acontece a qualquer ataque feito ao alvo, não apenas do Cavaleiro, mas de qualquer um que esteja atacando o alvo! Durante o debuff, o inimigo ficará enraizado no lugar.
     
     Escudo Sombrio
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 18/19/20/21/22 unidades
    Tempo de Recarga: 30 segundos
     
    Com alguma chance, permite que o cavaleiro da morte ignore alguns dos danos recebidos de acordo com sua armadura.
    Chance de acionar: 30% / 45% / 50% / 60% / 75% Duração do efeito: 30 / 40 / 50 / 60 / 70 segundos Quantidade de dano ignorado: 1 ponto de dano para cada 37 de defesa.  
    Informação extra
    A redução de dano do Escudo Sombrio funciona apenas com sua armadura bruta, o que significa que o aumento de % da armadura de qualquer fonte não aumenta o efeito da habilidade, habilidades como aura, escudo do xamã, escudo do encantador que aumentam a armadura não aumentam o efeito da habilidade.
     
    Habilidades de Especialista
     Chamado da Morte
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 20 unidades
    Tempo de Recarga: 14 segundos
     
    Todos os inimigos no raio do chamado da morte irão atacar o cavaleiro, os inimigos próximos ao cavaleiro da morte receberão dano mágico durante o efeito.
    Dano mágico causado: 50% / 60% / 70% 80% Quantidade de agressão: 10000/20000/40000/80000 Duração do efeito: 6 segundos Área de efeito: 7x7 em todos os níveis Intervalo de 1,5 segundos entre os pulsos de dano (igual a 4 pulsos de dano)  
    Informação extra
    A agressão da habilidade só se aplica quando inicialmente lançado, os inimigos que são atingidos com a habilidade posteriormente não recebem agressão
     
     Furacão de Aço
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 18 unidades
    Tempo de Recarga: 14 segundos
     
    Um golpe que causa dano físico a todos os inimigos em um raio de 1 metro.
    Dano físico: 70% / 80% / 100% / 120% Número máximo de jogadores alvo: 3 / 4 / 5 / 6  
    Informação extra
    O dano dessa habilidade não pode ser bloquado, aparado ou esquivado.
     
     Saturação
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 18 unidades
    Consumo de saúde: 10% da saúde máxima
    Tempo de Recarga: 30 segundos
     
    Aumenta o parâmetro "roubo de vida" do cavaleiro da morte por algum tempo.
    Aumento de Roubo de Vida: 10% / 15% / 20% / 25% Duração do buff: 8/10/12/15 segundos  
     Sombra afiada
    Tipo: Ativo
    Alcance de uso: 3 jardas
    Custo de energia: 18 unidades
    Tempo de Recarga: 14 segundos
     
    Ataque mágico que causa dano ao inimigo com chance de atordoá-lo, o personagem também restaura a saúde igual a uma porção do dano causado se sob o efeito da saturação.
    Dano mágico causado: 200% / 250% / 300% / 350% Chance de atordoamento: 35% / 45% / 55% / 80% Duração do atordoamento: 2 / 2,5 / 3 / 3,5 segundos Saúde restaurada: 20% / 30% 40% 50%  
     Sopro do silêncio
    Tipo: Ativo
    Tipo de uso: instantaneo
    Custo de energia: 18 unidades
    Recarga: 14 segundos
     
    Enfeitiça a arma do personagem para causar mais dano e silenciar o alvo por algum tempo.
    Aumento de dano: 5% / 15% 20% / 25% Duração do encantamento da arma: 6/7/8/9 Duração do silêncio: 3,5 / 4 / 4,5 / 5 segundos  
    Informação extra
    Ao contrário do que a descrição da habilidade diz no jogo, a habilidade não causa dano mágico aumentado! nem desarma o alvo, a habilidade aumenta o dano em geral, significando que tanto o dano físico quanto o mágico são aumentados, enquanto a habilidade silencia e não desarma!
    o encantamento da arma não irá desaparecer se o ataque falhar, mas até que de um ataque bem sucedido ou a duração da habilidade expire
     
     Reserva Secreta
    Tipo: Passivo
    Recarga: 120 segundos
     
    Quando a saúde atinge um nível crítico, o cavaleiro da morte recebe um grande aumento na regeneração de saúde e na taxa de regeneração.
    Aumento de regeneração de saúde: 200% / 300% / 400% / 500% Taxa de regeneração: 2,8 / 2,5 / 2 / 1,7 Duração do Buff: 12 segundos Quantidade mínima de vida necessária para ativar: 20% / 25% / 30% / 35%  
     Aura do Ódio
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 26 unidades
    Recarga: 60 segundos
     
    Aumenta o poder físico e mágico do personagem, bem como sua defesa física e mágica.
    Aumento de dano / defesa: 5% / 7% / 10% / 15% Duração do Buff: 15/20/30/45 segundos  
     Proteção Sanguínea
    Tipo: Ativo
    Tipo de uso: Instantâneo
    Custo de energia: 20 unidades
    Recarga: 22 segundos
     
    Diminui todo o dano causado ao personagem por um período de tempo.
    Dano reduzido: 20% / 30% / 40% / 50% Duração do Buff: 5/6/7/8 segundos  
     Maldição do Cavaleiro
    Tipo: Ativo
    Alcance de uso: 4 metros
    Custo de energia: 24 unidades
    Recarga: 30 segundos
     
    Aplica o debuff "beijo da morte" ao inimigo por algum tempo. Este efeito aumenta qualquer dano causado ao inimigo. Quando o efeito expira, uma zona de maldição é formada perto do inimigo por algum tempo. Todos os inimigos na zona recebem dano mágico periódico.
    Duração do debuff "Beijo da Morte": 3/4/5/6 segundos Aumento de dano do "Beijo da Morte": 10% / 15% / 20% / 25% Duração da Zona de maldição: 8/10/12/14 segundos Dano da Zona de maldição: 160% / 180% / 210% / 250% Número máximo de jogadores na Zona de maldição: 3/4/5/6 Número máximo de monstros na Zona de maldição: ilimitado Intervalos de dano da Zona de maldição: 2 segundos
  21. Like
    Ogull reacted to lore in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    wow great job man, also about the other damage values i suggest u to try em with insanely low attack wich can be obtained with an combination of sap (bladedancer) roar (barbarian) and mental pit (necromancer) with the weakest weapon possible, cause there can be flat dmg adds from the skill and character level
  22. Thanks
    Ogull got a reaction from Speedom in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    Important
    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 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
    Increases the maximum health by 2%, physical and magical strength by 4% for the character.
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 10 seconds
     
    Blow that deal increased physical damage.
    Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%  
     
     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.
    Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
     
     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: 4 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 and get Immobilization momentarily.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds  
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 25 seconds
     
    With some chance, reduce some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%  
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    An attack that deals magical damage and apply "aggression" to all target around the character.
    Magical damage dealt: 20% / 25% / 30% / 35% 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) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
    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
    Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
     Saturation
    Type: Active with continuous effect
    Energy Cost: 12 / 14 / 16 / 18 units
    Reduced Energy Regeneration: 5 / 7 / 9 / 10
    Cooldown: 10 seconds
     
    Increase death knight "steal health" parameter while the skill is active.
    Steal health increase: 10% / 15% / 20% / 25%  
     
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.
    Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20%  
     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 on the next attack and silence all enemies within 1 yard from the target.
    Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6  
     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, Reduce the damage taken by the character from monsters while the skill is on cooldown.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20%  
     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 also increase accuracy.
    Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character or an ally 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: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds
  23. Wow
    Ogull got a reaction from Khrone in Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)   
    Important
    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 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
    Increases the maximum health by 2%, physical and magical strength by 4% for the character.
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 10 seconds
     
    Blow that deal increased physical damage.
    Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%  
     
     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.
    Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
     
     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: 4 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 and get Immobilization momentarily.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds  
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 25 seconds
     
    With some chance, reduce some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%  
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    An attack that deals magical damage and apply "aggression" to all target around the character.
    Magical damage dealt: 20% / 25% / 30% / 35% 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) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
    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
    Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
     Saturation
    Type: Active with continuous effect
    Energy Cost: 12 / 14 / 16 / 18 units
    Reduced Energy Regeneration: 5 / 7 / 9 / 10
    Cooldown: 10 seconds
     
    Increase death knight "steal health" parameter while the skill is active.
    Steal health increase: 10% / 15% / 20% / 25%  
     
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.
    Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20%  
     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 on the next attack and silence all enemies within 1 yard from the target.
    Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6  
     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, Reduce the damage taken by the character from monsters while the skill is on cooldown.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20%  
     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 also increase accuracy.
    Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character or an ally 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: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds
  24. Like
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    Important
    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 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
    Increases the maximum health by 2%, physical and magical strength by 4% for the character.
     
     Thorn of Death
    Type: Active
    Usage Range: melee
    Energy Cost: 11 / 12 / 13 / 14 / 15 units
    Cooldown: 10 seconds
     
    Blow that deal increased physical damage.
    Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%  
     
     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.
    Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds  
     
     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: 4 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 and get Immobilization momentarily.
    Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds  
     
     Dark Shield
    Type: Active
    Usage type: Instant
    Energy Cost: 18 / 19 / 20 / 21 / 22 units
    Cooldown: 25 seconds
     
    With some chance, reduce some of the damage received in accordance with his armor.
    Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%  
     
    Experts
     Death Call
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 14 seconds
     
    An attack that deals magical damage and apply "aggression" to all target around the character.
    Magical damage dealt: 20% / 25% / 30% / 35% 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) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
    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
    Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14  
     
     Saturation
    Type: Active with continuous effect
    Energy Cost: 12 / 14 / 16 / 18 units
    Reduced Energy Regeneration: 5 / 7 / 9 / 10
    Cooldown: 10 seconds
     
    Increase death knight "steal health" parameter while the skill is active.
    Steal health increase: 10% / 15% / 20% / 25%  
     
     Sharp Shadow
    Type: Active
    Usage Range: 3 yards
    Energy Cost: 18 units
    Cooldown: 14 seconds
     
    Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.
    Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20%  
     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 on the next attack and silence all enemies within 1 yard from the target.
    Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6  
     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, Reduce the damage taken by the character from monsters while the skill is on cooldown.
    Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20%  
     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 also increase accuracy.
    Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds  
     Blood Protection
    Type: Active
    Usage type: Instant
    Energy Cost: 20 units
    Cooldown: 22 seconds
     
    Decrease all incoming damage done to the character or an ally 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: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds
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