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  1. Mudanças em Habilidades: Fios da Escuridão A habilidade "Fios da Escuridão" está precisando de mudanças que se equipare aos nerf's que foram aplicados a skill, nas duas ultimas atualizações do Cavaleiro da Morte. Uma mudança que faria sentido na habilidade e seu tempo de duração para outro tipo de funcionamento do seu debuff ou outra forma de aplicação. Nova aplicação: ao puxar o jogador com a habilidade "Fios da escuridão" aplicar efeito positivo no Cavaleiro da Morte que reduz em 5%/7,5%/10%/12,5%/15% a defesa física e mágica, sendo absorvida na mesma proporção para a defesa do Cavaleiro da Morte, com duração de 8/10/12/14/16 segundos. Reservas Secretas A limitação da redução de dano da classe funcionar apenas contra monstros não faz sentido, uma mudança para funcionamento também contra players e suas evocações teria muito mais sentido na habilidade.
  2. During the development of classes, some classes became outdated or simply do not fulfill the role for which they were originally created. This is the case with Death Knight and Paladin. Both classes have skill kits and relics that do not favor their second role, or simply fail to reach their full potential due to class limitations. The Paladin is currently a Tank / Magic Support and the Death Knight is a Tank / Magic DMG (if we take the skill kit of both classes and interactions with relics and buildings mostly Magic). This leads me to the question, what's the point of both classes wearing Light Armor instead of Cloth Armor? Firstly, the Kit of both classes benefits much more from the parameters acquired through Cloth Armor. An example of this is the Set 32 Mermen which would be much more useful than the current Set. If both classes do a build based on auto-attack, their kit becomes almost useless in the PvE aspect, which makes both the first and second skills of the set almost useless. There are some Paladins and Knights who attempt such a feat, but it is clear that it is not something that benefits the class's kit 100%. Paladin's Magic Healing and Death Knight's Magic Damage constructs would be extremely more effective and viable. I would like to know the opinion of other players who use the class on the subject. Do you think Cloth Armor would be more useful or the current Light Armor is good?
  3. I bid you welcome, my dear guests, in this topic. Today I'm going to write something that many of our new members may have wondered about, which can be resumed in these few questions: 1. Is deathknight a good class to start with? 2. Can deathknight solo bosses/baits/raid bosses? 3. How can I build my deathknight in order to be able to solo stuff? 4. Is it cheap to build a deathknight? 5. which skills should I buy first? Well, my dear fellows, in this guide I will try to answer step by step to any of these questions, explaining also pros, cons, builds, why of these builds, statistics which deathknight may love/dislike, skills he should buy asap and so on. It's definitely a full schedule, isn't it? so let's start with a quick analysis of this class. 1. Analysis of the DeathKnight The DeathKnight is an extremely versatile tank. It can reach enormous ammounts of damage and defence, it is able to ignore a large ammount of damage dealt and, most importanlty, it becomes stronger if he's surrounded by enemies. In order to realize about this last part, though, you'll need to play for a decent ammount of time and get used to its play style. As a tank, it benefits a lot from statistics like HPs and HP regen, but it requires a lot of Mana Reserve, since its skills litterally burn out your mana reserves (high cost in general and balanced in both attack and defence - that means you'll use a lot of such skills and as a conseguence you'll see your mana drop quite quickly). Once disliked enough not to let him even join parties for Normal Berengar's Tower, as time went on this class has gained a lot of respect, becoming (according to some experienced players) the best tank existing on MC side and the 2nd in game, after the Warden. More and more players have now got in touch with this class, creating everyday wonderful builds and making it suitable for basically any scenario. I'll proceed now with further infos, but let's start to talk about a delicate topic that I'd love to talk about, and this is the equipment [2] 2. Equipment and Suggestions Before starting with this section, I'd like to clarify few points. The following equipments I'm going to disclose have a mere demonstrative purpose and were thought for players who cannot afford to buy miracle coins or they are at a point to decide whether to invest or not on the character. From a personal point of view, unless you're a low level arena player, I see little to zero reasons to invest on your character (to buy equipments at least) if you're not at least at lv18. If I had coins available, my humble conseil is to make gold with them instead of buying pieces of equipment that you'll eventually drop cause they're too outdated. But even here, don't worry! I have thought about our beloved coin-users as well! 😉 This guide will start from the Lv13, because, due to the improvement the game has made on equipments on the first islands, it is enough to select every tank item you have the opportunity to choose, when completing the quest. A. Selection for lv13-19 So [ this ] is what I believe it is something good to start with. In order to achieve something like this, I hereby invite you to keep every single gold coin you receive through your journey on the first island. As you can see, the thing I focused on mostly in this equip is the HP Regeneration. I decided to choose this because on native islands and/or Irselnort (or even swamp) you might start to get in touch with strong enemies. It is important for you not to spend gold in order to get consumable items, independently if you're in battle mode or you're just resting from a fight. This build will allow you to try to be as tanky as possible. You may want to update it from time to time, but my advice is not to spend too much gold for something that will add you few points only on your build. You may also notice that I haven't (nor I will) put magic damage items on the build - the main reason is because this class has got yes some magic-based skills, but none of them are actually worth good enough to create an apposite magic build for this purpose. B. Selection for lv20-25 Now that you've finally reached this point, I believe we may start with something like [ this ]. Main improvements made with this build is the introduction of particularly new statistics. The point of all of this is to start getting in touch with them, as well as to start to look for event items, which, as you'll see soon enough, will result as a very good selection for this class. These items, especially the event ones, might be yes rare, but they are usually cheap enough and good to start with. Your defence is improved as well and defensive statistics are balanced enough to start letting you being tough enough, at least for the first part of Ayvondil. You may also want to start to join even low level guilds, in order to get used with guild mechanisms. Lately, more than amps, people seek for people who are active enough to make some gps. The best period to join a guild, in my opinion, is from the beginning of Events (Halloween - World Creation - Spring, most importantly). Guilds can give you a lot of opportunities to become rich and to improve quickly. C. Selection for lv26+ [ This ] is where things start to get serious. Even here it is hereby advised to keep some gold in order to improve. If you followed the previous advices, getting these items won't be too hard, especially for the event items: low level ones are usually cheap and very useful. Here I focused a lot also on offensive statistics and even more on a new statistic that this class loves: Life Steal. If you decided that it is time to invest on your character, these are just few of the many builds you may create in order to improve your character: [ 1 ] [ 2 ] 3. Skill Build and Suggestions Here we start with another very discussed point. As you may understand, a skill buid is very, very personal, but I will try to show you the ones which, in my opinion, deserve to be levelled and those who should not. Thorn of Death: Our beloved primary damage skill. No more and no less! Useful everywhere because, who doesn't like having a bit more damage? The higher the level, the higher the damage. The nice power from this skill comes from the relics you can put on it. We will discuss about this later. Having it at 5/5 would make of that work at its maximum power, and I honestly don't dislike it Exhalation of Darkness: This is a mix of a Magic Attack combined with a Stun which lasts 1.5 s. The stunning ability is even more appreciated than the damage itself which, thanks to the latest class' update, lasts up to 4 seconds if maxed. If you love the stunning capabilities of this class, as well as magic damage, you might want to show this skill some love and level it up to 3/5 or even maxing it by removing the points from thorn and add them here (not advised unless PvP - the skill doesn't deal critical damage). The buff will not disappear if the attack gets parried/blocked/dodged; something you'd better keep in mind ^^ (UPD 9.3.0!) Provocation: It's the skill every tank class has got. It protects the healer from the rage of the enemy and the damager from the same reason. It has a low cool down - good reason to add in it some good relics, don't you think? On PvP, it makes the enemy lose the current target. Make sure, if you are PvE, to have this skill at level 3/5 at least Threads of Darkness: One of the most intriguing skills the DK posseses. It pulls the enemy close to the DK, in order to expose him to your party (or simply to an enraged DK). There are some more things this skill allows you to do: the enemy pulled in this way sees also the damage received increased and he won't be able to move for a short period of time. Increasing the level of this skill will allow you to increase the ammount of time the "Increased damage" debuff lasts and the ammount o time the enemy stands on the ground. Honestly, I believe that the very reason people use this skill for is the ability to pull a very far away enemy close to you, and not for the other two effects; due to this, I would recommend to keep this skill at 1/5 Dark Shield: The main defensive skill of this class. Very efficient skill considering that you only need to press it once in order to make it work. It is highly def-dependant, hence, in order to make it as strong as possible, you may want to keep this statistic as high as possible. A good combo with this skill is the use of Aura of Hatred and some relics which increase Dark Wing's effectiveness. Increasing its level will also increase the chances to work, the time it lasts. Having this skill at 5/5 is quite a must, if you ask me. And now about experts - this will be quite hard for me but I'll try as well. Saturation: This is one of the key skills of this class. In exchange of a (quite too high currently - 10%) percentage of HPs, your Life Steal parameter will higly increase for a short ammount of time. Perhaps it was necessary to create specific life steal builds in order to use this skill but as for now, if you don't plan to have a lot of HPs, this skill can be a nice power up in order to survive by killing you enemies. It has a good synergy with Steel Hurricane and a LOT of mobs surrounding you. That was just a little hint, where the skill Threads of Darkness might result in a good way to make the enemy very close to you. The first disadvantage, maybe, relies indeed on the high ammount of Hps required to use this skill and the way too short ammount of time it lasts, even maxed, however, under a certain percentage of your maximum HPs, the skill won't require any sacrifice, depending on the level of the skill (UPD 9.3.0!). Steel Hurricane: It is a damage skill: it deals damage to every enemy surrounding the DK up to 1 yard from it. Levelling this skill up will increase the ammount of damage the skill deals but it won't increase the radius of the skill. It works well combined with Aura of Hatred which will increase the damage dealt even more. It won't be a bad idea to combine it also with Saturation. if you see yourself crowded by mobs... and to speed things up, it won't be a bad idea to pull an enemy closer to you with Threads of Darkness either ^^. It works pretty well in PvE, so I encourage the player to take it among the first experts selected. Having this skill at 3/4 or even maxed won't be a bad decision. Totally bad idea if you plan to go for PvP - there are better skills to max. It's a good alternative also for the every day more popular Magic Damage builds, as the type of damage dealt depends on the prevailing ammount of damage the class has got (e.g. you got more physical = it deals physical dmg; you got more magical dmg = it deals magical damage!) (UPD 9.3.0!) Death Call:. The AoE aggro skill. It spreads an aura which aggros every enemy close to the DK and deals Magic Damage for 4 times. The damage depends on the skill level as well as the ammount of magic damage the DK has got. Increasing its level will see a larger ammount of aggro given, increased aggro time and the damage dealt increases a bit more. Do not understimate this skill in PvP: making a crowd of players lose their target while it's fighting against another crowd of players is not something a player should understimate, especially in a scenario where you shall think and act fast. If you plan to be a PvE player, then this skill is one of the first ones you should get. For a maximized power, make it at least 3/4, but it will work perfectly fine even at 2/4 Aura of Hatred: It's a buffing skill. Increases the DK's defensive and offensive numerical statistics for a certain period of time. Levelling it up will make the skill last longer and improves the effect of the buffs given, and it combines perfectly with Dark Shield - which will work better - and Steel Hurricane - which will deal more damage. It is a jack of all trades, but a long cool down, justified by the ammount of power this skill basically gifts. Maxing this skill out might result in a wise choice, but in that case, make sure to have got at least 15% of CoolDown parameter, so that you won't have to wait for too long in order to re-use it. Sharp Shadow: Elusive skill: it works as a ranged skill and it is able to stun the enemy dealing him High Magic Damage. It might work combined with Saturation. and that will result in a sort of Healing if Saturation is actived, but the ammount of HPs you spend for that skill will not, unfortunately, be healed back by that combo. This skill is the best friend of PvP DKs and the worst enemy for Healers, alongside Blow of the Silence: if you plan to PvP, make this skill 4/4, otherwise, don't buy it at all. Secret Reserves: Very hated skill, once, but after the several adjustments it has received now it became quite balanced. It is a Passive Skill and, in order to work decently, requires to have a lot of HP Regeneration. Although it might seem a very bad skill, combined with Blood Protection might grant the Dk a chance to survive in critical moments and it's still used a lot on PvP on tough moments. I would still recommend it on PvP though (4/4) - with the right build - especially against Damagers, which will basically need to kill you twice with that and,who knows, in the meanwhile it might be you the winner this time. From time to time, you may want to seek for a particular book that boosts decently the ammount of HP regen given as well as more HPs, which are always welcome in PvP: Power of Life Blow of the Silence: Skill that denies the enemy from using his skills. Increasing its level will see the effectiveness increased (up to 8s, which is incredibly high). Increases also the Magic damage and the Physical damage deal on the next attack. It is a skill that might seem a must to max, but in a ManyVSMany scenario, I can personally guarantee that it works perfectly even at 1/4. If you face some tough guys though, you may want to make it maxed so that he'll need way more time to recover. Blood Protection: understimated skill, due to the little ammount of time it lasts and for the very high cool down it has. However, in 1 vs many scenarios it reveals to be an extremely useful skill, especially if maxed, which will give time to your mates (or even to yourself) to heal up/use a potion. If you are on the first stage of the game and you want to learn stuff like Labyrinth, then I would recommend to at least make it 3/4 until you become confident enough to live without it. Knight's Curse: Interesting skill, incredibly useful when in party or alone if you add a bit of magic damage on your equipment. It suits perfectly in both PvP and PvE scenarios, because it can be affected by buffing parameters (Rage/Fury of Dephts/Ferocity). On underwater territories it can deal massive damage if the Deathknight uses a Spear or Mace (make sure to pick up magic damage items though ^^). The only con I'd point out is the use of magic damage: if you decided not to have such statistic in your build then this skill might not be that cool; buy this skill only if you are planning to add a bit of magic damage in your equipment. It can be perfectly combined with Blow of the Silence and through that you can mute your enemy from any distance (as long as 1 - there is fire on the ground and 2 - the enemy doesn't move from the zone; it can work anyway even if someone steps on the fire and you trigger Blow of the Silence) 4. Statistics and Improvements you may want to read about This is the point that I'd like to show my ideas about which statistics you should base your character on. First on the list of course is: -Life Steal: it is useless to point out that this statistic is quite a must for a perfect DK. However, Life Steal runes (from which you get basically 16% of Life Steal) are quite expensive, and this is a reason of why I told you not to change too many items at the first stage of your jurney with this class. Nonetheless, if you manage to get a good ammount of such statistic, you may want to combine it with two more, and they respectively are Critical Hit and Accuracy. Critical hit will allow you to double your damage and from it you will also double the ammount of HP you heal from your enemies. Don't forget to make sure to aggro as much enemies as possible - even low level ones (actually, they're the best ones) - and to use Steel Hurricane to maximize the work. Accuracy is necessary because you won't heal from your enemies if you can't hit them. In order to maximize Life Steal you may also want to use some relics: Terrible relic of Steal Health (use it on Threads of Darkness), Terrible Relic of Vampirism (Use it on Provocation and eventually on Dark Shield too; If you have to choose, definitely Provocation) and Terrible Relic of Blood-Devourer (on Thorn of Death). These relics shall be used wisely: use Threads of Darkness in case you are facing a mob which will surely resist your skill - this shall grant you free Life Steal for some time. While recovering, you may want to use Blood Protection in order to reduce even more the damage received and to get the maximum ammount of life back - this is in case you're soloing bosses, or simply if you're on a hard time but you're too lazy to click on the potion. If you arrived to the point to be rich enough to buy the server, then you may want to consider to get these 3 books for you: Enhanced Steal Health , Secret Power of Vampirism , Distorsion of Life In order to maximize Critical Hit i hereby recommend the use of the Icy relic of Rampage on Exhalation of Darkness - mind that you'll need the use of another statistic in order to trigger this relic, which is: -Rage: this statistic revealed to be handy in every situation, not only for the damage buff it gives, but also thanks to the second effect, which will increase your HPs if you kill an enemy (being under rage effect) with a level Higher or the Same as yours. This is why I strongly recommend to put this statistic somewhere on your equip - as weapon/shield or crystal on your equipment. This statistic also allows you to use one of the best relics DKs can use: Icy Relic of Intractability. Equipping it to Dark Shield. and using it while being on rage buff, this relic will increase the effectiveness of your skill by 40%, without further costs! This statistic is perfect for classes who have use of DoT skills and, thankfully, DKs have got Death Call. -CoolDown:. this statistic is quite good to have for our class. In case you realize to have something like 70/80 Energy Regen, then you may consider to replace an Energy Regen crystal with this one. I wouldn't recommend the use of Penetration; More damage means more life recovered through life steal, but remember that you'd have to replace a good crystal with this. It is not our job to deal damage: there are better classes for that ^^ -Stun: It is a statistic that can help you to earn some time during hard situations like "Descent in the Grotto" event, although not useful anymore if combined with Death Call because, due to the recent update, the stun does not trigger with the damage dealt through this skill. If you realize to have a lot of accuracy, then you may want to replace an Accuracy Crystal with a Stun Crystal on on your shield (25% of accuracy is more than enough for a tank). Relics like Relic of Stun will be fine enough for the same use. This is all. I realize that I perhaps could have written way more specific stuff, but I want this skill to cope with the comprehension of new people who decided to approach with this class for the first time or simply for the ones who would like to know something more about this class. Mind one little thing also: I tried as much as possible to avoid to put specific statistics such as the Cool Down time of every single skill or the precise time a skill lasts, because this is a kind of information a player can simply find in game. Every word given here comes from my game experience and on how i personally play this class. I hope not to have disappointed the expectations of the way more experienced players than me, praying also that from this guide may grow comments which might eventually improve the content of the topic itself. I thank you all for your kind attenction and I bid everyone a Nice Day!
  4. once again we return to talk about this class so problematic, this time it will not be an adjustment. of skill statistics or some change of little used skills if not a small problem that I don't know if I consider it a bug due to the following: After leaving the class for a long time, I came back after realizing that there were ways to take advantage of the change in skills that they made after playing for a while, I realized a problem that honestly bothers me too much and they are the secret reserves, this skill until now has saved me in many situations but there are times when it just can't carry my uselessness and I die, now. when you are about to die this ability activates and goes on cooldown, all right. When the skill is not able to keep you alive and you die this skill loses the damage reduction effect and stays on cooldown even after reviving which doesn't make sense since your skills are supposed to reset after reviving, to a certain moment it was not a bother since in pve it is not noticeable but the problem comes when you go to the arena, this ability does not reset after dying so if you are in 5v5, 2v2, 3v3 or any battles and you die this ability does not reset when you leave the arena So you would have to wait 120sec(2min) outside the arena to have the reserves again? It seems completely ridiculous to me since I don't see any sense in that an ability as important as this one doesn't reset when leaving arenas or after dying, practically making you an easy target for anyone. This time I'm not asking for a favor because, as I said, it seems absurd to me to even have to ask for something that is supposed to be like that from the beginning, and that is that the reserves (I don't know if other passives have this problem) are restarted after dying/exiting arena since as I already explained there is no point in having to wait so long to be able to go back to the arena or having to risk facing a boss who already killed me with my reserves or the bonus it gives when on cooldown I wasn't going to talk about it but after talking to a friend who told me that this problem has been going on for a long time I just can't keep quiet I hope that this problem will be resolved soon and having said this I say goodbye and wish you all a good day
  5. The stage 2 took forever (im noob tho)
  6. Habilidades de Iniciante 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 + (%) de redução de dano fixa. Chance de acionar: 30% / 45% / 50% / 60% / 75% Duração da Habilidade: 30s / 40s / 50s /60s / 70s Redução de Dano: 1 para cada 27 de armadura. Porcentagem fixa de redução de dano: 5% / 10% / 15% / 20% / 25% Comentário: Dois pontos referente a esta habilidade, primeiramente eu acredito que essa seja uma das melhores habilidades iniciais para classes tanque. Porém, ela não se desenvolve de fato com o desenvolvimento do próprio personagem pelo simples fato de não haver ganhos investindo em Livros de Habilidade, Relíquias, Runas, coisas que o próprio Cavaleiro pode utilizar, usa apenas a Armadura Bruta do Cavaleiro (É isso ai, Aura de Ódio não stacka com o Escudo Sombrio). Para equilibrar essa habilidade precisa de uma coisa extremamente simples e fácil de ser implementado, contabilizar as estatísticas defensivas gerais vindas do próprio Cavaleiro da Morte. As mudanças sugeridas incluem também a inclusão de uma porcentagem fixa de redução de dano para que a mesma possa acompanhar a evolução do jogo. Habilidades de Especialista Proteção Sanguínea Tipo: Ativo Custo de energia: 20 unidades Custo de energia (s) : 3 / 3,5 / 4 / 4,5 Recarga: 8 segundos Reduz todo o dano causado ao personagem em combate em (%) por stack. (Max.10) Dano reduzido: 2% / 3% / 4% / 5% (a cada 10s) Comentário: Uma habilidade com um ótimo potencial. Porem há dois problemas com essa habilidade: Recarga e Duração. Transformá-la em uma habilidade com consumo de energia constante, além de torná-la mais agradável a um Tank que precisa estar a todo momento alerta, não a tornaria tão Overpower devido ao fato de ser necessário no mínimo estar 100s em combate para acumular todas as 10 stacks da habilidade (Algo semelhante a defesa duradoura, porém com consumo de mana constante). Maldição do Cavaleiro Tipo: Ativo Alcance de uso: 4 metros Custo de energia: 24 unidades Recarga: 30 segundos Aplica o buff "beijo da morte" ao Cavaleiro da Morte e seu grupo 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 Buff "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: 150% / 200% / 250% / 300% 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 Comentário: Está habilidade é a principal habilidade de dano para o Cavaleiro da Morte, algo que os próprios desenvolvedores já se mostraram interessados, porém, há algo que torna a habilidade extremamente difícil de ser utilizada. A possibilidade de Resistir ao Debuff. Manter o inimigo na área do dano deveria ser algo compensador, pois é muito comum a habilidade ser resistida e trazer grandes dores de cabeça já que o dano do ataque básico de uma construção mágica é baixo. Esta habilidade não deveria ser resistida por monstros, pois e extremamente fácil de sair da Zona da Maldição. Além disso, o fato de aplicar um debuff ao inimigo muitas vezes se torna uma desvantagem, pois por exemplo, em uma disputa por Boss o inimigo também se beneficia destes 25% de dano extra. Um buff em grupo se torna muito mais eficiente, além de beneficiar até mesmo construções de dano físico. Além disso, a mudança no dano mágico da habilidade de 300% para 250% devido a possibilidade de causar dano mágico com o Furacão de Aço foi um nerf no potencial de dano causado pela construção mágica. Devido ao dano do Furacão de Aço ser mais baixo com um Cooldown mais longo, o potencial de dano por segundo se tornou menor. E necessário uma reversão para que dê fato tal construção se torne válida e viável, afinal de contas, por que motivo irão investir em uma construção de dano mágico se possuem classes que fazem isso de forma mais eficiente com um custo extremamente menor? Mantenham-se firmes Zelotes!!! By: Garaan @Ogull @snorlax @Holmes @Norlan
  7. Кровавый барьер Obviously it needs testing, but we have to make it clear to the DEVS that this skill will only work well if the activation value is 25% to 30% instead of 40%. Тёмный щит A change in the mechanics of this Skill also becomes extremely necessary. Instead of the current form, the reduction should be in % based on defense so that the skill follows the game evolution and is actually useful. Something like up to 20% Damage Reduction as a limit if you reach 10,000 physical defense.
  8. Rotten heart. Ability type: Passive. Description: Every 5/4/3/2 critical strike on the Death Knight applies the Rotheart buff to him. Maximum buffs - 3. Buff duration - 4 seconds. Each buff restores health (Heal every 2 seconds) times equal to - 10 \ 15 \ 20 \ 25% of health regeneration and magician. strength. After 3 stacks are reached, new critical hits do not buff and do not renew old ones. That is, after 3 stacks and the end of the buffs, the Death Knight begins to recruit buffs again.
  9. 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. Todos os créditos ao criador do post original @Ogull que foi utilizado como base para coleta das informações das habilidades. Créditos pela tradução e adaptação @Splendor Link para o post original ~~~> https://forum.warspear-online.com/index.php?/topic/234732-death-knight-complete-skill-analysis-and-mechanics-v920/ Link para o post traduzido ~~~> https://forum.warspear-online.com/index.php?/topic/234878-cavaleiro-da-morte-análise-completa-das-habilidades-e-mecânicas-v930/&tab=comments#comment-1756044 Descrição A ideia original para a criação do Cavaleiro da Morte e o seu desenvolvimento foi sempre voltado para a criação de um tanque de dano magico, com foco em grupo de inimigos ou monstros. Porém diversos fatores tornaram tal especialização inviável, principalmente quando levamos em conta a falta de compatibilidade da própria classe com tal proposta, defasagem de itens com atributos mágicos para tanques e falta de atualização das habilidades para acompanhar o desenvolvimento do próprio jogo. Além disso se torna nítida a preocupação da empresa em conseguir atingir a proposta da classe sem torná-la "Over power" no quesito PvP (Algo engraçado pois a classe desenvolve um bom papel, porem não como um tanque magico de fato), repetindo o que acontecia com a classe anteriormente. Porém o mesmo medo tornou a classe extremamente nerfada no sentido de tankar o conteúdo final e batalhas de grupo. De certa forma a comunidade que utiliza a classe diariamente não é ouvida, ou por medo ou talvez falta de conhecimento dos próprios desenvolvedores da real situação da classe. Isso já foi citado diversas vezes tanto pelos players mais fortes com a classe, que possuem diversos itens e Livros de Habilidades fortes, quanto pelos players novos que encontram dificuldade em ate mesmo entender a real função da classe. Isso sem mesmo comentar o certo abandono em conteúdos de grupo pois um Bárbaro por exemplo, cumpre o mesmo papel de forma mil vezes mais eficiente com um investimento infinitamente menor tanto em PvE quanto PvP. Por isso tomei a liberdade de sugerir algumas melhorias na classe que podem ajudar a cumprir este papel sem de fato torna-la desbalanceada. Habilidades iniciantes Devoção Tipo: Passivo Aumenta a regeneração de energia do personagem em 3. Comentário: Sim, eu sei que isso foge um pouco do assunto, mas creio que todos concordam que entre todas as habilidades passivas de Facção essa é a mais irrelevante. Se o diferencial dos proscritos é a utilização de habilidades, esta mais do que na hora de atualizar isso. 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 física e magica. Formula: DEF F. / 2 = X DEF M./ 2 = Y (X + Y) / 37 = REDUÇÃO Comentário: Dois pontos referente a esta habilidade, primeiramente eu acredito que essa seja uma das melhores habilidades iniciais para classes tanque. Porém, ela não se desenvolve de fato com o desenvolvimento do próprio personagem pelo simples fato de não haver ganhos investindo em Livros de Habilidade, Relíquias, Runas, coisas que o próprio Cavaleiro pode utilizar, usa apenas a Armadura Bruta do Cavaleiro (É isso ai, Aura de Ódio não stacka com o Escudo Sombrio). Para equilibrar essa habilidade precisa de uma coisa extremamente simples e fácil de ser implementado, contabilizar as estatísticas defensivas gerais vindas do próprio Cavaleiro da Morte. As mudanças sugeridas incluem também a contabilização da defesa física e magica ao invés de apenas a maior defesa, 50% de cada defesa para que de fato se busque investir nas duas defesas ao invés de apenas defesa física como e feito por muitos. 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. Ao desenvolver a habilidade 5/5 ativa a passiva Cria da Escuridão. Cria da Escuridão: caso esteja utilizando escudo, os ataques básicos aplicam 100% do dano magico. 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 Comentário: Um ponto interessante sobre o Cavaleiro da Morte é que caso invista em Dano Magico, os ataques básicos causam pouquíssimo dano, isso é o motivo de muitos optarem por uma construção física, pois além de ser mais barata, e mais viável para o conteúdo PvE. Aplicar dano magico nos ataques básicos caso esteja usando escudo tornaria a construção de um tanque Magico mais viável em conteúdo PvE e PvP. Todas as demais Habilidades Básicas do Cavaleiro da Morte atendem perfeitamente a proposta do mesmo. Habilidades de Especialista 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 os alvos 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 Comentário: Simplesmente uma das melhores habilidades no quesito PvP da classe. A única coisa que fica a desejar e se tratar de apenas um alvo, algo interessante de se ver para batalhas em grupo seria a possibilidade de Silenciar mais de um alvo caso utilize alguma habilidade em área que atinja mais de um alvo ao mesmo tempo. 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% Comentário: Dentre todas as habilidades, tenho certeza de que essa custou muitas noites de sono dos desenvolvedores para equilibrar, porém, acabou sendo morta e enterrada de vez. Além de ter um tempo de recarga alta, não escala com a recarga coletada. Além disso outra coisa frustrante e o fato da mesma não reiniciar ao por exemplo sair de uma batalha de arena. Regeneração de Vida é um atributo defensivo que para ser coletado e necessário sacrificar outros atributos. A junção de todos estes fatores tornam a habilidade extremamente nerfada e não utilizada. Sem contar o fato de que quando em batalha regeneração de vida e reduzida em 50%. Essa habilidade precisa urgentemente de redução do tempo de recarga e escalonamento com a Recarga coletada. Proteção Sanguínea Tipo: Ativo Tipo de uso: Instantâneo Custo de energia: 20 unidades Recarga: 18 segundos Diminui todo o dano causado ao personagem por um período de tempo. Dano reduzido: 20% / 30% / 40% / 50% Duração do Buff: 7/8/9/10 segundos Comentário: Uma habilidade com um ótimo potencial, com um baixo custo-benefício, e ate mesmo compreensível o fato de ser uma habilidade ativa, pois afinal de contas é uma redução extremamente alta de dano. Porem há dois problemas com essa habilidade: Recarga e Duração. Apenas um pequeno buff na duração ou redução do tempo de recarga, já tornaria a habilidade viável. 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: 150% / 200% / 250% / 300% 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 Comentário: Esta é a habilidade que tornou possivel a construção de um "Magic Tank" para o Cavaleiro da Morte, algo que os próprios desenvolvedores já se mostraram interessados porém há algo que torna a habilidade extremamente difícil de ser utilizada. O fato de ser uma área fixa e como se não bastasse, a possibilidade de Resistir ao Debuff. Manter o inimigo na área do dano deveria ser algo compensador, pois é muito comum a habilidade ser resistida e trazer grandes dores de cabeça já que o dano do ataque básico de uma construção mágica é baixo. Esta habilidade não deveria ser resistida, pois e extremamente fácil de sair da Zona da Maldição, principalmente com as diversas skills de resistir que as facções inimigas possuem para evitar os stuns e puxões. Outra coisa que não fez sentido foi a redução do dano magico da habilidade se a habilidade é feita pra dar dano. Mesmo com a possibilidade do Furacão de Aço aplicar dano magico, é um dano extremamente baixo já que é difícil coletar dano magico em um tanque. Todas as demais Habilidades de Especialista do Cavaleiro da Morte atendem perfeitamente a proposta do mesmo. Conclusão Em resumo, da para ver que a classe possui ótimas habilidades, porem, não acompanhou o avanço do jogo ou da própria classe. São mudanças extremamente simples que não são aplicadas por medo. Espero que se possivel seja encaminhado para os desenvolvedores essa sugestão, pois estamos extremamente decepcionados com o que vem sendo feito com a classe. Mantenham-se firmes Zelotes!!! By: Rollo
  10. Like the Title says, Any idea about a full magic DK? Has anyone tried this?because death knight has a lot of magic skills in his arsenal.
  11. this topic has been inspired by an already existing topic, created by the member @Gladiator. His topic can be found here As many know, Death Knights are the characters representing the Tank Class of the Forsaken's faction. Many discussed theories stroke this class, making it look like one of the best classes in the game, and in many aspects, this class is very strong and suitable for many scenarios, PvP and 1vs1 on top of that. In fact, on the recent balancement, we can state with no regrets that Death Knighs have received a very incredible buff. This, however, might have led this class to be neglected in other scenarios, where, if another tank is able to do one thing, most of dks, in order to do that same thing, must either be very high amped or at least have a very good party at their disposal (or tons of pots). The aim of this topic is to prove how Death Knights have been kinda neglected in terms of balancements, or more properly, how they are a step behind the other tanks. In order to give a sort of... order... to every idea, I will divide its skills in "Good", "Show Love" and "Why...?" Categories. I will just drop Basic skills, because I'm aware that these have indeed been taken into account in one of the recent updates, and many of them are supported by very good relics, which would make of me an Hypocrite, should I say the opposite. Good ▪︎Death Call: Buffed in terms of damage, strikes many opponents at once, very high aggression given. Nothing to say about this skill ▪︎Secret Reserves: necessarily adjusted (and extremely overrated...). Very good for a HP regen build. Nothing to say about this skill ▪︎Aura of Hatred: the best skills this class has got: it is able to buff every aspect of the class and the only one which makes it really worth levelling it to max. Nothing to say about this skill. ▪︎Sharp Shadow: Good skill all in all but the combo with saturation is pretty useless for 2 reasons: 1. This skill is definitely not studied for PvE, while Saturation is not (or was not) studied for PvP 2. People rarely use Saturation and magic damage at all. Don't forget that we have got way more capable classes when it comes to deal magic damage, and they do it definitely better than how a Death Knight could ever do in its entire existence. Show Love ▪︎ Steel Hurricane: For a long time, this skill has been neglected and actually nerfed in terms of hit-able targets. Pretty fine, but no Death Knight whose brain is not yet rotten would give it a single point, just to see this skill hit as much as your base damage (skill at 3/4). This skill needs a buff, and since the meta of this class mainly relies on Life Steal, a very intriguing attribute might be giving this skill a bonus of +20%* of hps restored through Life Steal, in case this skill is levelled at a minimum of 3. If not this, give this skill a reason to be actually studied ▪︎Blood Protection: Ok... ok, I know what you're thinking and I admit that I might sound really provocative here, but seriously, a tank can't act as a tank for 8 seconds only. In order to be decent, this skill must be necessarily maxed, and it's quite funny that a Shaman has got our same skill with the addition to be able to Cure every negative status of the character... Every other class has got an utility on even having one skill at 1/4; that's not the case of this skill and to every skill belonging to Death Knight in general, but this is another topic. ▪︎Blow of the silence: One character only it's not enough anymore... my apologies, but I must say that when a glitch occured, according to which dk was able to multi mute many targets at once, I was going to max this skill because it would have been extremely useful in many situations. We are on a timeline where if you mute one, the other backs up, but this is only when we speak of this class; other classes can be extremely dangerous vs many players at once. In my opinion, give this skill the possibility to mute more targets at once, should it hit more targets at once. The higher the lv, the more players it can mute. That being said, on 1vs1 though remains a very strong skill. Why...? ▪︎Knight's Curse: might I know why a Warlock's skill has been given to a Death Knight? I mean, seriously, why a tank class should make a target more suscettibile to attacks, instead of, maybe, debuffing it with a Sap alike skill or turning it to a totally new defensive skill? I would suggest one thing only though: if you want to make this class use more magic damage on its build, give it a skill which restores him health through the use of magic damage (it will change the meta of this character but this will make magic damage useful); this skill could be the case. It's easy to run away from it, as an enemy player, hence, give this skill a 2nd effect which allows the Death Knight to Heal itself while standing on the flames. Too high Cooldown for a unnecessary skill, otherwise. ▪︎Saturation: Too high HP price for a skill which lasts too short, not even enough to get your HP back from the cost spent. A Death Knight bases its whole existence on this skill, exactly like a healer on its healing abilities. Make this skill worth to be used, and Imma give a suggestion: Permanent activity (Energy expense on Time) and increases by a certain percentage your life steal parameter. Easy and useful. Conclusions As showed, the 50% or so of its skills have been left alone for severals years, becoming undoubtedly outdated for the new contents that have already come in game. This class deserves love, and I'm hoping for more changes in this sense. I thank you for your time gifted to me, and I bid you a nice day. *These numbers have been taken randomly, and the whole post itself has been written in a provocative way, but it was intended so that people could actually realize that this class is not that strong how it seems. I welcome people here and ask them to write their opinion, whether they are dks users or not - it doesn't really matter. Your opinion, if supported by ideas and basis in general, is more than welcome and appreciated. Thank you again for reading this.
  12. Using the idea from Dark Guardian VS Light Guardian, here is a suggestion of a new skill for Death Knight*. *Maybe Paladin too, but then would be 2 roles with similar skills (Like Priest and Necromancer).k Protective Spirit/Dark Guardian Cooldown: 30/35/40/45 Summons the Guardian above the selected player for 15/20/25/30 seconds, dealing magic damage and taking 40/50/60/70% of the damage taken by the player (The Guardian cannot be attacked directly). Depending on the weapon used, it's statistics change. As the skill level increases, the Guardian's stats and lifetime increase. Using Two-Handed-Weapons: + Damage The Guardian appears above the character holding a big sword. Using One-Handed-Weapons and shields: + Defense* The Guardian appear above the character holding a sword and a shield*. *Even if the Death Knight is holding only a sword (without the shield).
  13. ʜᴀᴠᴇ ʏᴏᴜ ᴇᴠᴇʀ sʜᴏᴡ ʏᴏᴜʀ ᴛʀᴜᴇ ғᴇᴇʟɪɴɢs? ɪ ᴄʀᴇᴀᴛᴇᴅ ᴛʜɪs ʟᴇᴛᴛᴇʀ ғᴏʀ ʏᴏᴜ. ᴋᴀᴛʀɪɴᴀ's ʟᴏᴏᴋ? ᴏʜ sᴏ ʟᴏᴠᴇʟʏ ʜᴇʀ ʜɪᴅᴅᴇɴ ғᴇᴇʟɪɴɢs? ᴏʜ sᴏ sᴄᴀʀʏ ʏᴏᴜʀ ᴠᴏɪᴄᴇ? ᴏʜ sᴏ ʜᴜsᴋʏ ʙᴜᴛ ɪ ᴡᴀɴᴛ ʏᴏᴜ ᴛᴏ ᴋɴᴏᴡ, ʏᴏᴜ'ʀᴇ ᴄʜᴀʀᴍɪɴɢ. have you ever fooled by everybody? to your lovely beautiful body? don't you cry, just look at the sky and say Katrina will never die. show us your true feelings, not those pretendable meanings. Katrina: I'll show my true wrath! They've fooled me, Lie to me!. HAHAHAHA *evil laugh* You! All of you will regret what did you just do to me! Katrina cant control her wrath and her true feelings Baron: My Lady, what can I do for you. Katrina: You.....you lied to me! I want to destroy you!.... *Baron thought that Katrina knew about his true identity* Baron: Oh, so you'll destroy me? ha ha ha *evil laugh* come on then, if you can. *They've fight along the circus, Baron can't fight anymore because Katrina can't control her feelings and do everything she want* Baron: I surrender..... *with afraid voice* Katrina: Dieeeeeee!!!!!! Baron: *Vanished* Katrina's Hidden Feelings showed up and anyone never fight her. EU-EMERALD Litercemi
  14. as you can see. warden healing skill is too op Previously, DK also had a strong healing skill too. but unfortunately already nerf now, I have an idea how to return reverse as before. https://youtu.be/ZB5OgFyySs4 wouldn't it be interesting if both sides had equality
  15. i wanna know dk all skill detail level by leve especially Blow of silence and sharp shadow anyone know about those 2 skills detail?
  16. Magic primary PvE weapons for Level 20 (Two hand Maces , One Hand Maces etc..) and Magic Primary one handed arena Maces for all levels it would be a great help for level 20 / 18 Magic based Paladins and for some Death knights because when we equip a shield we can use Shield strike but paying the price of having low damage when it comes to magic based skills such as Banner,illumination and Harad's Call .. Higher levels can fix that from using Magic Primary PvE one handed mace along with an Arena Shield but when it comes to levels 18,20 we have no options in the game .. please consider this
  17. Hello so I started not so long ago at mc side and chose to play with deathknight, so my question is which weapon is best for dk? I want to max my dk to highest lvl and want to be a tank with like 5k def but at the same time deal good dose of damage, so im asking which weapon should I choose? 1 handed mace with shield or 2 handed mace or spear? Thank you for your answers
  18. Hey All! I got bored of being yelled at in dgs for not being able to properly heal people as a lvl 18 Shaman (Motherpain) so i decided i wanna be a tank and be the one who tells people off instead! Therefore i made my DK Dawnblood, I'm planning to max Thorn and Dark shield, but idk what kind of armour to get wand what other skills one would need in order to become a successful tanker and PvP DK? Could someone be so kind as to assist me by telling me how i can build my DK?
  19. Hello my ask is. Exist a big different in arena ser 19, 21 and 23 only amor? Beacuse i try make muy Char full arena but i need know which is best, because the arena 23 are more expenseve, and i are lvl 22, wait a level 23 ir buy arena ser 21?
  20. I want to make a strong DK and so far I have been able to collect most gear that I need to be strong in pvp. But before I go buy my weapon I want to know what kind of weapon I need (2 handed). What is best for DK? Spear, Sword, axe or Mace? thanks in advance P.S: after you tell me what category of weapon is best for DK can you tell me the name of the weapon I should buy
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