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  1. SELAMUN ALEYKÜM KARDEŞLERİM İnşallah iyisinizdir, yeni başlayan, bir süredir oynayan veya uzun soluklu oynayan kişiler Türkçe foruma hoş geldiniz. Ben 5-6 yıldır bu oyunu oynuyorum bazen ara verdim bazen hiç durmadım. Toplanmak, yardımlaşmak, sorular sormak, veya şu forumu da birazcık canlandırmak için buraya toplanın :) Yakın bir zaman sonra oyuna döneceğim, hali hazırda bir loncamız da mevcut. Birkaç arkadaş elf tarafında oynuyoruz. Yabancılarla oynamak bazen sorun oluşturduğu için, gece vakitleri saat 1'de oyunun günlük görevleri yenileniyor. Hiç beklemeden Ayvondil haritasında ki 85k/95k/200k adlı bossları kesiyoruz. Yeni başlayanlar için biraz yabancı gelebilir belki ama bu konu altında siz de yorum yazarak Oyun nickinizi yazarak bize katılabilirsiniz. Oyunda para kasmak açısından sorun yaşayan kişilere de 5 yıllık tecrübem ile nerelerde ve hangi şekilde level atlayacağını anlatıp hızlıca Ayvondil haritasına çıkartabilirim. Bahsettiğim 85/95/200k boss görevlerini yaptığınızda en azından 20k-25k gibi bir miktarı yarım ya da 1 saat (Grubun oratalama gücüne bağlı) içerisinde bitirebiliyorsunuz. Şu şekilde anlatmaya başlıyorum. Eğer oyuna yeni başlıyorsanız ve bu tür "2d Mmorpg, Retro" tarzı oyunlara da önceden aşina değilseniz "Chosen" yani insan ırkından başlamanız sizi azda olsa sıkabilir. Görevleri birbirini takip ediyor ve uzun sürebiliyor bazen de karıştırabiliyorsunuz :) Elf ırkından başlarsanız görevleri çoğunluklar bitki toplama, bazı yaratıkları kesmek gibi kısa, basit ve açık görevleri vardır. Oyun içerisinde yaratık keserek Exp yani level kasabilmeniz mümkün değildir Hızlıca level atlamak istiyorsanız 2. haritada haftalarca mavi görevlerle oyalanmak yerine hızlı bir şekilde ana görevleri yaparak Ayvondil dediğimiz büyük adaya geçmeye çalışın. Orada istemezseniz de günlük görevlerden hem para kasabilir hem de level atlayabilirsiniz. 2. map yani "İrselnot - Ash Coast" adında ki haritada ilk köy "Gasphel" kıyısında ki limandan kalkan gemiyle "Norlant" adaları haritasına geçebilirsiniz. Burada ana görevlerle beraber, tamamladığınız bazı görevler günlük görevlere dönüşür. Zor düşündüğünüz görevleri yaparken itemlerinizi çıkarabilirsiniz. Mobların grup olmasından dolayı iyi ve tecrübesi olmayan oyuncular için ölüm kaçınılmaz oluyor. :) Bu da itemlerinizi tamir ettirmenize yol açıyor. Gerekli görevleri yaparak şanslıysanız "Norlant Aqueducts" adlı görevden Hpli amulet düşürebilirsiniz 13 ya da 18 levellik. Ben ikisinden de düşürdüm. Hiçbir item alamasanız bile ölmeden bitirebilirseniz, bu haritanın bir günde verebileceği ortalama Gold miktarı 3-4k civarıdır. İtem kasana kadar oyalanabilirsiniz :) Ben tamamen ezberlediğim için, şanslıysam yarım saat gibi bir sürede kısa görevleri bitiriyordum. Oyunda ölmekten kaçının, öleceğinizi düşündüğünüz savaşlardan kaçının. Eğer ölüm kaçınılmaz ise ve o alanda düşman bir oyuncu varsa ona ölmeniz daha iyidir :) Çünkü oyuncular tarafından öldürülürseniz itemlerinizin dayanıklılığında bir azalma olmuyor :) Ve köyünüze gitmek istiyorsanız, bulunduğunuz alanda dünman oyuncu görürseniz bırakın öldürsin, hızlıca kayıtlı olduğunuz köyde başlarsınız :) Dediğim gibi Eu-Emerald serverinde oynuyorum, Bahsettiğim loncanın ve kendi ismimi vermeyeceğim, forumun canlanması ve 1 yorum da olsa atılabilmesi için sizlerin Eu-Emerald serverine gelmesini, mümkünse elf tarafında oynamasını ve grubumuza katılmak için de bu konu altına değerli yorumlarınızı atmanızı rica ediyorum. 2 dakikalık bir kayıt işlemi ve birkaç dakikalık profil düzenlenmesinin ardından türkçe konuşabilen bütün kardeşlerimizi yabancılık çekmemesi için bekliyorum. Irkçılık, hakaret, ego gibi fitnelerden uzak olup, serbest görüşün, düşünceye ve fikre açık, dini, mezhebi, dili, hiç fark etmeksizin tüm "Kürt,türk,laz,arnavut,arap,ateist,deist,müslüman,hristiyan,yahudi,budist,şaman,anarşist,devrimci,aktivist,şeriatçı,laikçi,dirilişçi :D tüm oyuncuları bekliyorum, tek kural düşünceye, görüşe, inanca, kültüre, dile, ırka saygıdır. Hepimiz aynıyız, hiçbiriimzin bir diğerine üstünlüğü de yoktur. Ben bu kadar yazdım, beni kırmayın bir yorum da siz atın hadi bekliyorum.. İyi oyunlar dilerim :)
  2. I cant entry in the calculador since 3 days
  3. Índice: - O que é um Encantador? - Informações sobre as habilidades - Desenvolvimento de habilidades . Tank . Suporte . Causador de dano . Híbrido (Misto) - Itens - Relíquias - Considerações finais -> O que é um Encantador? O encantador é uma classe híbrida, podento optar por diversos estilos de jogo, e tudo que você precisa fazer para mudar a forma que você joga é trocar os itens e sua build de skills. Com apenas uma classe você pode optar por fazer de tudo no jogo, de todas as formas possíveis. -> Informações sobre as habilidades - Prisma Sombrio Ataque mágico que causou dano aumentado ao inimigo. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 13 unidades (lvl 1) Recarga: 9 segundos - Cura de Combate Restaura instantaneamente uma certa quantidade de vida do personagem ou de um aliado e dá um efeito positivo de “Cura” que restaura periodicamente a vida do personagem por algum tempo. Tipo: Ativo Alcance de uso: 5 metros Gasto de energia: 12 unidades(lvl 1) Recarga: 12 segundos Duração da cura: 12s - Fraqueza Reduza a defesa física e mágica do inimigo por algum tempo. Tipo: Ativo Alcance de uso: 5 metros Gasto de energia: 14 unidades (lvl 1) Recarga: 20 segundos Duração: 8s / 10s /s 12s / 14s / 16s Redução das defesas: 15% / 25% / 35% / 45% / 55% - Chamado Evoca um ''Lobo da escuridão'' na área específica por alguns segundos. O monstro causa dano físico a um oponente. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia : 18 unidades (lvl 1) Recarga: 22 segundos Número máximo de lobos na área por evocador: 3 Tempo de invocação: 12s / 15s / 18s / 22s / 26s - Opressão Um ataque mágico que causa dano e efeito negativo “Stun” um inimigo por algum tempo. O oponente não pode se mover ou aplicar habilidade, dano não remove o efeito. Tipo: Ativo Alcance: 3 metros Gasto de energia: 20 unidades (lvl1) Recarga: 18 segundos Duração do atordoamento: 1,5s / 2s / 2,5s / 3s / 3,5s * Habilidades de Especialista - Maldição da Pedra Aplicação do efeito negativo “Petrificação” ao inimigo por algum tempo. O oponente não pode se mover ou usar habilidades, o alvo fica inalvejavel e imune a todo dano. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 18 unidades (lvl 1) Recarga: 20 segundos Duração da Petrificação: 3s / 4s / 5s / 6s - Bênção Sobrenatural Aumenta a vida máxima do alvo, quantidade máxima de energia, bem como o parâmetro Bloquear se equipado com um escudo, e o parâmetro Dano Crítico e Cura Crítica se equipado com um cajado. Quando usado em um aliado, o personagem e o aliado recebem uma parte do efeito. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 22 unidades (lvl 1) Recarga: 35 segundos HP aumentado (%): 5% / 10% / 15% / 20% MP aumentado (%): 10% / 15% / 20% / 25% Se um escudo estiver equipado: Aumento no bloqueio: 2% / 4% / 6% / 9% Se um cajado estiver equipado: Aumento no dano crítico: 13% / 16% / 20% / 25% Aumento na cura crítica: 13% / 16% / 20% / 25% Efeito aliado dado: 50% / 60% / 70% / 80% Duração: 15s / 20s / 25s / 30s - Conhecimento do Homem Morto Toda vez que qualquer habilidade é usada o personagem recebe um buff, quando cinco buffs são recebidos, o efeito positivo “Aura Sombria” é aplicado ao personagem. A ''Aura Sombria'' causa o efeito negativo “Atordoamento” ao inimigo por algum tempo, bem como dano físico adicional durante o próximo ataque básico. Tipo: Passivo Duração dos buffs no personagem: 15s / 20s / 25s / 30s Duração do efeito ''Aura Sombria'': 20s / 25s / 30s / 35s Duração do efeito de atordoamento no inimigo: 2s / 3s / 4s / 5s - Fogo Sobrenatural Um ataque mágico que causa dano na área especificada, e o debuff de Atordoamento com uma chance especificada, a todos os inimigos por algum tempo. O ataque é repetido várias vezes. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 26 unidades Recarga: 24 segundos Número de repetições: 2/2/3/3 Número total de ondas: 3/3/4/4 Tempo entre repetições: 3s Chance de atordoar: 20% / 25% / 30% / 35% Duração do atordoamento: 1,5s / 2s / 2,5s / 3s Número de alvos PvP: 4/5/6/7 - Olho da Escuridão Aumenta a defesa física e mágica, precisão do personagem ou de um aliado e permite que eles vejam os inimigos quando estão invisíveis e estão localizados a poucos metros por algum tempo. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 22 unidades Recarga: 20 segundos Aumento de defesa: 20% / 25% / 30% / 35% Aumento na precisão: 7% / 10% / 13% /18% Duração do buff: 14s / 16s / 18s / 20s Distância de detecção dos inimigos invisíveis: 10m - Socorrodo caos Evoca um ''Pássaro da noite'' no personagem ou em um aliado por um período limitado de tempo. O pássaro restaura uma certa quantidade de vida do personagem a cada 5 segundos e causa dano mágico aos inimigos. Tipo: Ativo Alcance de uso: 4 metros Gasto de energia: 22 unidades Recarga: 20 segundos Duração do pássaro: 14s / 16s / 18s / 20s - Pacto Demoníaco Aumenta a duração dos monstros evocados pelas habilidades ''Chamado'' e ''Socorro do caos'' e reduz o dano que eles recebem pela duração da habilidade. O poder do efeito aumenta à medida que a habilidade se desenvolve. Habilidade permanentemente ativa. Tipo: Ativo Gasto de energia: 20 unidades Redução de regeneração de energia: 5 / 7 / 9 / 10 Recarga: 8 segundos Aumento na duração dos monstros evocados: 40% / 50% / 60% / 70% Redução de dano dos monstros evocados: 12% / 16% / 22% / 28% - Aferroamento Aplica o efeito “Agressão” a todos os inimigos dentro de alguns metros do personagem e diminui sua velocidade de movimento por algum tempo. Tipo: Ativo Gasto de energia: 14 unidades Recarga: 14 segundos Taxa de agressão: 15.000 / 35.000 / 70.000 / 150.000. Área do efeito: 2 metros Redução na velocidade de movimento: 10% / 14% / 18% / 22% Duração do debuff: 4s / 5s / 7s / 9s Número de alvos em combates PvP: 4 / 5 / 6 / 7 - Habilidade de Invocador Força todos os monstros no local convocados pela habilidade ''Chamado'' a atacar o alvo selecionado, além disso aumenta o dano dos próximos ataques automáticos dos ''Lobos da escuridão'' e faz com que eles causem dano a todos os inimigos dentro de uma determinada área. Tipo: Ativo Alcande de uso: 4 metros Gasto de energia: 9 unidades Recarga: 9 segundos Aumento no dano dos ''Lobos da escuridão'': 25% / 35% / 45% / 55% Número de ataques buffados dos ''Lobos da escuridão'': 2 / 2 / 3 / 3 Alcande do efeito de dano em área: 1 metro / 1 metro / 2 metros / 2 metros - Desenvolvimento de habilidades . Tanque . Suporte . Causador de dano . Híbrido (Misto) Aqui começa as muitas variações de builds do Encantador. PS: Existem muitas outras opções viáveis, que o jogador pode descobrir ao longo de sua jornada. Tanque - PvE -> Para essa construção, o foco é totalmente em sobrevivência e aggro. -> 1 - Cura de Combate: 5/5 2 - Chamado: 5/5 3 - Fraqueza: 3/5 4 - Socorro do caos: 4/4 5 - Benção Sobrenatural: 4/4 6 - Aferroamento: 3/4 ou 4/4 7 - Olho da escuridão: 2/4 ou 3/4 (caso você tenha o ponto extra dos talentos) Suporte - PvE -> Para essa construção, vou sugerir uma construção com suporte e um pouco de dano. -> 1 - Cura de Combate: 5/5 2 - Fraqueza: 5/5 3 - Prisma Sombrio: 3/5 - 4/5 (caso você tenha o ponto extra dos talentos) 4 - Socorro do caos: 4/4 5 - Benção Sobrenatural: 4/4 6 - Fogo Sobrenatural: 4/4 ou Olho da Escuridão 4/4 Suporte - PvP - Aqui o foco é em curas e stuns. -> 1 - Cura de Combate: 5/5 2 - Opressão: 5/5 3 - Prisma Sombrio: 3/5 ou Fraqueza 3/5 - (Recomendo o Prisma Sombrio para ter um dano melhor, e poder usar uma fraqueza para escolher de reliquias). 4 - Socorro do caos: 4/4 5 - Maldição da Pedra: 3/4 6 - Conhecimento do Homem Morto: 4/4 7 - Benção Sobrenatural: 2/4 ~ 3/4 - (Usando o ponto de talento deixa 3/4). Causador de dano - PvE - O foco nessa construção é apenas o dano, mesmo assim, o encantador não possui muitas habilidades de dano físico. -> 1 - Chamado: 5/5 2 - Fraqueza: 5/5 3 - Opressão, Prisma Sombrio ou Cura de Combate: 3/5 (A Opressão tem uso no PvP) 4 - Habilidade de Invocador: 4/4 5 - Pacto demoniaco: 3/4 6 - Benção Sobrenatural ou Socorro do caos: 4/4 - (Caso tenha algum dano mágico priorizar o Socorro do caos, pois ele contribui com dano). 7 - Olho da Escuridão: 2/4 ~ 3/4 - (Usando o ponto extra dos talentos, deixar 3/4). Causador de dano - PvP - Aqui precisamos de dano, stuns e um pouco de auto-cura. -> 1 - Chamado: 5/5 2 - Opressão: 5/5 3 - Fraqueza ou Cura de Combate: 3/5 - (Caso tenha um pouco de dano mágico, upar a cura é melhor). 4 - Maldição da Pedra: 3/4 5 - Conhecimento do Homem Morto : 4/4 6 - Habilidade de Invocador: 3/4 7 - Benção Sobrenatural: 3/4 ~ 4/4 - (Usando o ponto extra dos talentos deixar 4/4). Híbrido (Misto) - PvE - O Encantador misto é uma mistura entre suporte e dmg, é mais voltado para se jogar solo, pois se você não possuir uma boa amplificação pode não conseguir grupos facilmente. -> 1 - Chamado: 5/5 2 - Cura de Combate: 5/5 3 - Fraqueza: 3/5 ~ 4/5 - (Usando o ponto extra dos talentos deixar 4/5). 4 - Socorro do caos: 4/4 5 - Habilidade de Invocador: 4/4 6 - Benção Sobrenatural: 4/4 Híbrido (Misto) - PvP - Aqui focamos em curas e dano, deixando os atordoamentos em terceiro plano. -> 1 - Chamado: 5/5 2 - Cura de Combate: 5/5 3 - Opressão: 5/5 4 - Socorro do caos: 4/4 5 - Habilidade de Invocador: 3/4 6 - Maldição da Pedra: 3/4 7 - Benção Sobrenatural: 3/4 ~ 4/4 - (Usando o ponto extra dos talentos deixar 4/4).
  4. Class Description Faction: Forsaken Charmers are select fighters of the Forsakens. They combine the best features of fighting sorcerers and heavy infantry, and they are equally well skilled when using staves and heavy maces. The enemy never knows what to expect from Charmers: these warriors are able to get close to their opponent, hiding behind their shields and then bind the will of the enemy using spells. Charmers can reverse the outcome of a battle by asking a monster for help or healing wounds of their allies using spells. Features: Group support, range and melee attacks, mixed damage, control and weaken enemies. Attack: Defense: Support: Passive Skills Devotion. Increases character's Energy Regeneration by 3. Staves. Grants use of magical staves. One-handed Mace. Grants use of one-handed maces. Shield. Grants use of shields. Physical and magic defence increased by 15% while you having a shield put on. Cloth Armor. Grants use of cloth armor. Heavy Armor. Grants use of heavy armor. Basic Skills Dark Prism Magical attack that causes increased damage to the enemy. Type: Active Usage range: 4 yards Energy expense: 13 units Cooldown: 9 seconds Combat Healing Instantly restores a certain amount of health of character or an ally and deals them a positive “Healing” effect that periodically restores health for some time. Type: Active Usage range: 5 yards Energy expense: 12 units Cooldown: 12 seconds Weakness Reduces physical and magical defense of the enemy for some time. Type: Active Usage range: 5 yards Energy expense: 14 units Cooldown: 20 seconds Time effect (seconds): 8 / 10 / 12 / 14 / 16 Effect (%): 15% / 25% / 35% / 45% / 55% Call Summons a monster to a specified region for some time. The monster deals physical damage to an opponent. Type: Active Usage range: 4 yards Energy expense: 18 units Cooldown: 22 seconds Maximum number of summons: 3 Time of summon (seconds): 12 / 15 / 18 / 22 / 26 Oppression A magical attack that deals damage and negative effect “Stun” to an enemy for some time. The opponent cannot move or apply skills, damaging the target does not obviate the effect. Type: Active Usage range: 3 yards Energy expense: 20 units Cooldown: 18 seconds Time stun (seconds): 1.5 / 2 / 2.5 / 3 / 3.5 Expert Skills Stone Curse Magical attack that deals the negative effect “Petrification” to the enemy for some time. The opponent cannot move or apply skills, the target cannot be attacked. Type: Active Usage range: 4 yards Energy expense: 18 units Cooldown: 20 seconds Time stun (seconds): 3 / 4 / 5 / 6 Otherworldly Blessing Increases the maximum health of the target, maximum amount of energy, as well as the Block parameter if equipped with a shield, and the Critical Damage and Critical Healing parameter if equipped with a staff for some time. When used on an ally, the character and the ally receive a portion of the effect. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 35 seconds HP increased (%): 5% / 10% / 15% / 20% MP increased (%): 10% / 15% / 20% / 25% If a shield is equipped Parameter block increased (%): 2% / 4% / 6% / 9% If a staff is equipped Parameter critical hit (%): 13% / 16% / 20% / 25% Buff critical heal (%): 13% / 16% / 20% / 25% Buff critical damage (%): 13% / 16% / 20% / 25% Ally effect gived (%): 50% / 60% / 70% / 80% Time effect (seconds): 15 / 20 / 25 / 30 Knowledge of the Dead Man Every time any skill is used, the character gets a buff, when five buffs are received, the positive effect “Dark aura” is applied to the character. Dark aura deals the negative effect “Stun” to the enemy for some time, as well as additional physical damage during the next attack. Type: Passive Time of buff acumulative (seconds): 15 / 20 / 25 / 30 Time of buff stun (seconds): 20 / 25 / 30 / 35 Time stun (seconds): 2 / 3 / 4 / 5 Otherworldly Fire A magical attack that deals damage in the specified area, as well as Stun debuff with a specified chance, to all enemies for some time. The attack is repeated several times. Type: Active Usage range: 4 yards Energy expense: 26 units Cooldown: 24 seconds Number of repetitions: 2 / 2 / 3 / 3 Time between repetitions (seconds): 3 / 3 / 3 / 3 Chance for stun (%): 20% / 25% / 30% / 35% Time of stun (seconds): 1.5 / 2 / 2.5 / 3 Number of player targets: 4 / 5 / 6 / 7 Eye of the Darkness Increases physical and magical defense and accuracy of the character or an ally, and lets them see enemies when they are invisible and are located within a few yards for some time. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 20 seconds Increment of defense (%): 20% / 25% / 30% / 35% Time effect (seconds): 14 / 16 / 18 / 20 Help of Chaos Summons a monster to the character or an ally for a limited period of time. The monster restores the certain amount of character's or ally's health every 3 seconds and deals magic damage to the enemy. Type: Active Usage range: 4 yards Energy expense: 22 units Cooldown: 20 seconds Time of summon (seconds): 14 / 16 / 18 / 20 Demonic Pact Increases the life time of monsters summoned by the Call and Help of Chaos skills, and reduces the damage they receive for the duration of the skill. The effect power increases as the skill develops. Skill with constant energy consumption. Type: Active Energy expense: 20 units Energy regen reduction (units): 5 / 7 / 9 / 10 Cooldown: 8 seconds Increment lifetime of summons "Call" and "Help of Chaos" (%): 40% / 50% / 60% / 70% Reduction of damage received of summons "Call" and "Help of Chaos" (%): 12% / 16% / 22% / 28% Goading Applies the “Aggression” effect to all enemies within a few yards from the character and decreases his movement speed for some time. Type: Active Energy expense: 14 units Cooldown: 14 seconds Aggression (units): 15000 / 35000 / 70000 / 150000. Aggression (yards): 2 / 2 / 2 / 2 Reduction in speed movement (%): 10% / 14% / 18% / 22% Time of debuff (seconds): 4 / 5 / 7 / 9 Player targets: 4 / 5 / 6 / 7 Summoner Skill Forces all the monsters in the location summoned by the Call skill to attack the selected target, as well as increases the damage from their next auto attack and allows them to deal damage to all enemies within a certain radius. Type: Active Usage range: 4 yards Energy expense: 9 units Cooldown: 9 seconds Damage from auto attacks of "Call" increased (%): 25% / 35% / 45% / 55% Number of area damage given by auto attacks: 2 / 2 / 3 / 3 Yards of area damage given by auto attacks: 1 / 1 / 2 / 2
  5. 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!
  6. Olá pessoal, estou iniciando meu xama hoje e gostaria de ter uma ideia de qual a melhor build para matar monstros e solar bosses focando pouco em pvp. Se puderem me ajudar sendo sincero fico grato! agradeco dês de já, abraços.
  7. Gostaria de fazer um DK dano, a base seria essa: https://wsdb.xyz/calc/pt/203264 (Não usando esses equipamentos, é só um exemplo) As habilidades seriam: Espinhos da Morte 4/5 Emanar Escuridão 4/5 Escudo Sombrio 5/5
  8. So ive been wondering if Paladins can withstand damager classes like Rogues,Rangers and especially Blade Dancers at LVL 28.I have seen paladins fight against Rogues,Rangers and Blade Dancers and easily get dropped by them.The ratios of Paladins winning to damagers like BD is about 7:3 which is pretty bad.Here I want to discuss about a Paladin with arena gear,1h arena mace and arena shield what build is best and is it possible to withstand damagers after thier first combo (Usually paladins even with tank build die from first combo of a BD for example.)I believe that this is the best skill build for a tank paladin... Skill Build: Purifying- 5/5 Fetter of Justice- 5/5 Heavenly Light- 3/5 Repellant Strike- 4/4 Paladins Prayer- 4/4 Gear: Cape:Contenders Cloak Medallion:Contenders Medallion Rings: Rings of greatness Helment,Torso,feet,and hand all from arena. Weapons: 1h mace physical damage and 2 slots with ferocity.(1h Arena mace) Shield with 2 slots of ferocity.(Arena shield) http://wsdb.xyz/calc/en/92089 I believe this would be best to withstand and possibly beat Damagers especially BD because it is the most hardest class to beat for paladin at lvl28.This is not only for damagers but overall for 1v1 pvping.
  9. Hello!Today I'm going to share some suggestions about shaman pve What, build should be good for pve shaman In your opinion? Here my builds: SHAMAN GROUP SUPPORT PVE: 5/5 Heal, 5/5 earth protection, 3/5 quake Experts: 4/4 Mana field 4/4 heal totem SHAMAN SOLO/DMG PVE: same basics skills like before: experts: 4/4 lightning shield/ 4/4 fire totem (Recommend lifesteal enchant) SHAMAN PRO HEAL PVE: basics build same, but experts: 4/4 Tribe's ritual 4/4 heal totem (Recommend CD gear) SHAMAN HYBRID PVE: same basics, experts: 4/4 fire and heal totem. DMG SHAMAN PVE DG: same basics but quake 5/5 and ball lightning 3/5 experts: 3/4 ritual 2/4 Mana field 4/4 fire totem (Recommend penetration enchant on rings/penetration amulet/penetration belt) These are the builds that can work in PVE but both with different situations. Someone know if new totem of weakness can work at 4/4 or it is just good at 1/4 for pve? I didn't tested it at 4/4 yet, but at 1/4 I find It not bad, any ideas? Btw I recommend nadir set and snow belt for get about 48% crit to sustain a good heal , maybe soon lvl 28 nadir armors for get 50% crit bonus. Here Is my shammy, have a nice day!
  10. Thoughts? I think the extra PHYS % and CRIT % is much better than the extra damage from Fatal Shot. Fatal Shot might seem better at low levels because most of us don't have proper mana regen gear yet, but as Hunters most of us will want mana regen to eventually keep Combat Stance up at ALL TIMES. Therefore I think 5/5 Combat Stance is better at higher levels, especially if you amp your weapon to a high level since the PHYS % boost will be more effective. BTW, why is the Hunter forum so inactive? Easy class?
  11. Hello everyone!, I'm Dreeco, a New Player from Argentina. First of all, Came to this game since i love the 2d oldschool MMO/RPG theme of it, played for 2 hours and i loved it. But... I have some questions... Since i play from latin América, ✓I Want to know which server should i pick (latency terms), are servers located in US and EU? or servers are all the same with the same latency? ✓Classes, i loved the dk, charmer, druid, but... What is the best for solo PVE content aswell for PVP? Any updated build out there? ✓Is it worth to buy starter packs? Or it's only good for the very first levels? ✓Is it possible to be "competitive" by going F2P or should i spend a good amount of $$ to have decent gear for both PVE / PVP? I'd love to read some feedback, advices and tips. Thats all i need to know by now, Thanks for the help!
  12. So in your opinion what do you think is the best char build for a dk? any help appreciated :)
  13. Good afternoon! I intend to create a DK and I intend to play in it until level 28 only in PVE and then if I feel free and I do PVP. So, would anyone know to tell me a better build focused only on PVE? And if possible, tell me which are the best items, attributes for PVE focus.
  14. Hey everyone, so Seeker came out earlier today and it already looks like it's going to have a lot of options as far as gear and skill builds go. Here is what I have right now for my build: Main dmg skill: 3/5 Shield: 5/5 Penetration buff: 1/5 Stealth: 1/5 The red circle dmg buff skill: 5/5 Alright so here is my logic behind these choices... First of all in my mind Seekers skills are all based on pushing you towards using autoattacks and dps to finish off enemies as opposed to using massive bursts like a blade dancer. This is why I put shield as 5/5 instead of the main dmg skill, because if the Seeker wants to survive long enough in a pvp to unleash his full dps he's going to need a little survivability that the shield offers in addition to buffing the Seekers damage. The reason why I put stealth at 1/5 is because I just dont see it as much of a necessity in a pvp because, unlike a rogue the stealth doesnt boost attack damage it instead increases movement speed making it more of a utility skill to get from point A to point B quickly and safely at level 1/5 it seems to do its job well enough. Lastly the red circle skill being 5/5 i think is pretty self explanatory because it (if you have enough regen) its basically a permanent damage buff to your autoattacks. For weapon and item builds im thinking two handed sword or axe may be the best choice but i could be wrong i want to hear how well daggers work with the class because it seems like an interresting concept. For attributes i would just try to keep my atk speed, accuracy, and crit chance as high as i can. Lifesteal will be interesting to see on this character as well with full atk speed. Thats all I've got guys feel free to comment your thoughts or builds below. -Cheers
  15. Would it be a good build to get a bow (normal bow), armor with dexterity, FULL dexterity enchants? Enchants: Cloak: Helmet: Amulet: Crit/Heal Accu/MDef Accu/HP Bow: Armor: [no slot] Dmg/Dge Dex/Resil [cool Belt: Glove: costume] Crit/Resil Dex/Def Ring: Boots Ring: Mana/Dge Dex/Resil Mana(Or pne)/Dge Those items then would be(lvl18) Cloak: AZ Cape (mdef&dex&dge) Amulet: Medallion of Inward Power 1. Ring AZ Ring (Accu and Dodge, Energy) 2. Ring AZ Ring (HP regen and Dodge, Energy) or same as 1st ring Helmet: KW Mask or DW Galerus(if broke) Armor: Arena (Resil Important) Belt: SP Belt (DEX :*) Glove: DW Glove, or Arena (lvl17 newb gloves offensive, Arena Defensive) Boots: KW Boot, SP Mocassin(if broke) Hm. The bow. I am thinking about doom bow, but arena bow will sure do it. (cheaper ) (why 1 def ench and 1mdef? Well, i def is sure common sense but there is an uprising of magic classes, locks and mages. I might get 2 helmets and 2 gloves to quickly decide which type of def is needed) Is this a good build? I chose/thought of this build because it's calling as many blessing procs as possible, and its pretty effective for kiting. Are there any cons, and what are the weaknesses of this build? Edit: Helmet also Sated trolls mask. Low lvl but stats are ok and you gonna troll everyone
  16. Hi Guys! Sorry my english, i am brazilian, dont know write a good english... I want to know the best way to distribute skill points to pve in level 26 rogue using attack speed equipment and swords. Thank you for the help! really sorry my english is bad.
  17. BREAK THE META! Go find builds which are just unusual! Not something everyone does! Rules You must point out what kind of pros and cons that build could have If you dont point out why you should use that build, your build is invalid trolling purpose can be a reason, but its not enough. I start: Priest DPS: Full dex for God's Help Full cd (isn't unusual, but to spam skills and make this build effective) Its designed for PvP, so Enchants can be resilence Skills: 5/5 Tear 4/5 Shield 4/5 Heal Those Expert skills: God's Help (Do you even know what that skill is? Its like Mage's Dragon Eye) Payback (Damage and last nuke) Valor Aura (Damage increase) Elusive threat (Kiting ftw) (Redemtption (CC is the greatest foe of an assasin)) Pros? Players would never expect a priest NUKING them Most of Priests expert skills are quite offensive, Why not use them Most of Priests basic skills are utility related Heal and Shield depend on your Magic(&)), so with the skills above its not a big deal Cons? Priests real purpose will be a bit offset Why should you use this build? Because, the priest has many offense skills, and why not use them?
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