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DK's Skill Sugestion - Dark March


Gabriel Luna
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Dark March

 

    The character gets the Dark March buff, increasing movement speed, dealing physical damage to the enemies that the character passes through and leaving behind a trail of cursed fire that deals magical damage.

    The damage from this skill doesn't stop enemies.

Skill with a constant energy consumption.

 

 

Level by Level:


1/4: 

Spoiler

Energy Cost = 9 points/2s

Movement Speed increase = 15%

Physical Damage dealt = 5% of the character's physical damage

Magical Damage dealt (each tick) = 5% of the character's magical damage

 

2/4:

Spoiler

Energy Cost = 10 points/2s

Movement Speed increase = 20%

Physical Damage dealt = 10% of the character's physical damage

Magical Damage dealt (each tick) = 8% of the character's magical damage

 

3/4:

Spoiler

Energy Cost = 11 points/2s

Movement Speed increase = 25%

Physical Damage dealt = 15% of the character's physical damage

Magical Damage dealt (each tick) = 12% of the character's magical damage

 

4/4:

Spoiler

Energy Cost = 12 points/2s

Movement Speed increase = 30%

Physical Damage dealt = 20% of the character's physical damage

Magical Damage dealt (each tick) = 15% of the character's magical damage

 

In all levels: 

Spoiler

Cursed Fire Trail duration = 5 seconds*

Physical Damage dealt and Cursed Fire Trail radius = 1x1**

Cursed Fire Trail damage interval = 2 seconds*

 

*

Spoiler

The damage ticks occurs at the 2nd and 4th seconds.

**

Spoiler

(It only occurs in the squares the character has walked through)

 

 

Animation:

Dark March buff = A dark horse with a knight on the top.

Since it would be too hard for develolers to adjust the character sprite in the top of the horse, during the effect, the character would be replaced by the default Death Knight Novice's costume, maybe just a bit more detailed.

Cursed Fire Trail = Just... fire?

Like Knight's Curse fire but purple or green so it wouldn't confuse the players.

Edited by Khrone
Reworked the suggestion.
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I liked this new build I support! So it is better to take it in some places where there are many mobs!

 

 

Edited by Higgings
Please, use normal sized letters
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On 5/28/2020 at 3:48 AM, Gabriel Luna said:

7-8-9-10 Minutes

an increasing cooldown might make it useless and not usable

id say to go for a consume on time type instead of a buff

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2 hours ago, lore said:

an increasing cooldown might make it useless and not usable

id say to go for a consume on time type instead of a buff

It's also a good idea, I thought about this long cooldown because 1 minute with so much buff would be too much OP, so I wanted to give a cooldown equal to or greater than Necro's revive.

But on second thought, a skill with constant mana consumption would also be good (or 5 minutes cooldown in 4/4).

I was thinking that "Attack Mode" for this ability would be good for big events like GvG, wars, etc. And "Defense Mode" would be good anywhere, because of the damage reduction

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On 5/29/2020 at 5:08 AM, lore said:

an increasing cooldown might make it useless and not usable

id say to go for a consume on time type instead of a buff

I edited now.

Btw, i am this guy:

 

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  • Gabriel Luna changed the title to DK's Skill Sugestion - Dark March

i see no use of movement speed bonuses on a tank class in a PvE stage. also, why must the skill have a negative effect on the class?

if the idea of the skill is to run around aggroing every mobs, then wouldn't those mobs hit you and prevent you from moving freely?

sorry, i am not trying to be negative but the skill seems more suited for a damaging class

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Posted (edited)
1 hour ago, Ogull said:

i see no use of movement speed bonuses on a tank class in a PvE stage.

It would be used on GvGs and Wars (while also being useful on PvE) to remove the target of multiple enemies at the same time while also tanking or to deal a "fake AoE" damage at multiple enemies

I tought it would be too op if the skill stunned the enemies

 

1 hour ago, Ogull said:

also, why must the skill have a negative effect on the class?

Because the character would be too strong, so it would balance by making it use less skills. But since they would need to use it at 4/4 for it to be useful, i guess we can remove that

There is Ranger's constant skill though

 

1 hour ago, Ogull said:

if the idea of the skill is to run around aggroing every mobs, then wouldn't those mobs hit you and prevent you from moving freely?

But the focus of the skill wouldn't be actually to aggro mobs, just players :piggy:

The player could try to use it on PvE, but to aggro mobs, Death Call would be a lot better, it just wouldn't have the damage reduction effect

Edited by Gabriel Luna
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Posted (edited)

Just changed the whole suggestion, so it is just a damage skill now.

Of course that's not what the DK needs right now, but it could be introduced after a buff on the defensive skills :piggy:

 

If you think it is strange that i'm editing the post, i'm the guy that created it lol

 

Edited by Khrone
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  • 2 weeks later...
3 minutes ago, Drakoknight said:

Imagine if it increases movement speed the more dk is nearby :panda8:

I doubt it would happen, since there are no skills in the game that depends on another players

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1 hour ago, Khrone said:

I doubt it would happen, since there are no skills in the game that depends on another players

Paladin's shield would like to have a few words with you

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27 minutes ago, Hourai said:

Paladin's shield would like to have a few words with you

LOL i meant there aren't any skills on the game that increases the effect depending on the numbers of players, just Relics

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