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Death Knight - Complete Skill Analysis and Mechanics (v11.2.0)


Ogull

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Important

  • special thanks to @Akasha for helping make this guide possible, Thank you very much!.
  • if you find any spelling or number error, please do tell me to fix it.

 

 

Description

Death Knight is a truly flexible tank, capable of dealing high amount of physical and magical damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way

 

Offense: 3.5 5

Defense: 4.5 5

Support: 1.5 5

 

Base Skills

devotion.PNG.88d2d8191d6ea24fd7eb72a278ce730e.PNG Devotion

Type: Passive

Increases the maximum health by 2%, physical and magical strength by 4% for the character.

 

thorns.jpg.ffbe0524579b7ec3bcdc418fab90648e.jpg Thorn of Death

Type: Active

Usage Range: melee

Energy Cost: 11 12 13 14 15 units

Cooldown: 10 seconds

 

Blow that deal increased physical damage.

  • Base damage: 20 / 40 / 60 / 80 / 100
  • Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135%

 

 

stun.jpg.c8958dfb7d69e2df234dc50f77eef04d.jpg Exhalation of Darkness

Type: Active

Usage Range: melee

Energy Cost: 13 14 15 16 17 units

Cooldown: 10 seconds

 

Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.

  • Base damage: 30 / 55 / 80 / 105 / 130
  • Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130%
  • Weapon Bewitching duration: 10 seconds
  • Stun Duration: 2 2.5 3.5 4 seconds

 

 

aggro.jpg.66065e6edd6840c328d918a177f886e0.jpg Provocation 

Type: Active

Usage Range: 5 yards

Energy Cost: 10 11 units

Cooldown: 8 seconds

 

Attract the target's attention and makes the hostile monster attack you.

  • Aggression amount: 7500 15000 25000 45000 75000
  • Aggression Duration: 6 9 seconds

 

Extra Information:

Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!

 

threads.jpg.5ebf92498fa81add46d2f6e4c28c3d97.jpg Threads of Darkness

Type: Active

Usage Range: 4 yards

Energy Cost: 16 17 18 19 20 units

Cooldown: 18 seconds

 

Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack and get Immobilization momentarily.

  • Damage increase: 4% 6% 8% 10% 12%
  • Debuff Duration: 4 8 seconds
  • Immobilization duration: 2 seconds

 

 

384906336_darkshield.jpg.88320da6dee5873dc24e4e3c1d286c95.jpg Dark Shield

Type: Active

Usage type: Instant

Energy Cost: 18 19 20 21 22 units

Cooldown: 25 seconds

 

With some chance, reduce some of the damage received in accordance with his armor.

  • Chance to trigger: 30% 45% 50% 60% 75%
  • Buff Duration: 22 / 24 / 26 / 28 / 30 seconds
  • Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5%
  • Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5%

 

 

Experts

call.jpg.20ee9c225c488ae7bd76c42e241602af.jpg Death Call

Type: Active

Usage type: Instant

Energy Cost: 20 units

Cooldown: 14 seconds

 

An attack that deals magical damage and apply "aggression" to all target around the character.

  • Magical damage dealt: 20% 25% 30% 35%
  • Aggression amount: 15000 35000 80000 140000
  • Effect Duration: 6 seconds
  • Area of Effect: 7x7 all levels (shape of a square, see spoiler below)
  • 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
  • Max number of players effected: 3 / 4 / 5 / 6
  • Max number of monsters effected: 8 / 10 / 12 / 14

 

Spoiler

1829365990_deathcallAoE.png.cfe0e583063f012c0d4ea6dd6f5831a5.png

 

Extra Information

The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward do not get aggression

 

steel.jpg.bdb0ce0ba72770dffde1f0fed4436045.jpg Steel Hurricane

Type: Active

Usage type: Instant

Energy Cost: 18 units

Cooldown: 14 seconds

 

A strike that deal damage to all enemies within 1 yard radius, the type of damage depends on the prevailing physical or magical power of the character

  • Physical damage dealt: 105% 110% 120% 135%
  • Magical damage dealt: 130% / 140% / 155% / 175%
  • Max number of players effected: 3 / 4 / 5 / 6
  • Max number of monsters effected: 8 / 10 / 12 / 14

 

 

saturation.jpg.c7a74587bd34839b71438519534a04e1.jpg Saturation

Type: Active with continuous effect

Energy Cost: 12 / 14 / 16 / 18 units

Reduced Energy Regeneration: 5 / 7 / 9 / 10

Cooldown: 10 seconds

 

Increase death knight "steal health" parameter while the skill is active.

  • Steal health increase: 10% 15% 20% 25%

 

 

sharp.jpg.0c63f26d45c6997471424e93468a2c60.jpg Sharp Shadow

Type: Active

Usage Range: 3 yards

Energy Cost: 18 units

Cooldown: 14 seconds

 

Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation.

  • Magical damage dealt: 135% 150% 170% 190%
  • Stun Duration: 2 2.5 3.5 seconds
  • Health restored: 10% 12% 16% 20%

 

blow.jpg.2509652a2372321b5ffb4c7682b0a0a1.jpg Blow of Silence

Type: Active

Usage Range: melee

Energy Cost: 18 units

Cooldown: 14 seconds

 

Bewitches the character weapon in order to deal increased damage on the next attack and silence all enemies within 1 yard from the target.

  • Damage increase: 5% 15% 20% 25%
  • Bewitching Buff Duration: 7 10 seconds
  • Silence Duration: 4 7 seconds
  • Max number of players effected: 3 / 4 / 5 / 6

 

reserve.jpg.1946aaf9f4cb671f4c0cac327d018054.jpg Secret Reserve

Type: Passive

Cooldown: 120 seconds

 

When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate, Reduce the damage taken by the character from monsters while the skill is on cooldown.

  • Health Regeneration Increase: 200% 300% 400% 500%
  • Regeneration Rate: 2.8 2.5 1.7
  • Buff Duration: 13 seconds
  • Health threshold to activate: 20% / 25% / 30% / 35%
  • Damage reduction: 5% / 10% / 15% / 20%

 

aura.jpg.f9685e3715e05bea78442910f32fc46a.jpg Aura of Hatred

Type: Active

Usage type: Instant

Energy Cost: 26 units

Cooldown: 60 seconds

 

Increase physical and magical power of the character as well as his physical and magical defense also increase accuracy.

  • Damage increase: 5% 6% 8% 10%
  • Defense increase: 5% / 7% / 10% / 15%
  • Accuracy increase: 9% / 11% / 13% / 15%
  • Buff Duration: 50 / 60 / 70 / 80 seconds

 

blood.png.ddc84dd4d6c141285179286d71e8f1f2.png Blood Protection

Type: Active

Usage type: Instant

Energy Cost: 20 units

Cooldown: 22 seconds

 

Decrease all incoming damage done to the character or an ally for a period of time.

  • damage decreased: 20% 30% 40% 50%
  • Buff Duration: 5 8 seconds

 

kiss.png.84bcdb6965de57ea83e9aa2e3a12cf23.png Knight's Curse

Type: Active

Usage Range: 4 yards

Energy Cost: 24 units

Cooldown: 30 seconds

 

Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.

  • "Kiss of Death" debuff duration: 3 6 seconds
  • "Kiss of Death" damage increase: 10% 15% 20% 25%
  • Curse Zone Duration: 15 seconds
  • Curse Zone Damage dealt: 55% 65% 75% 85%
  • Curse Zone max number of player: 3 6
  • Curse Zone max number of monsters: 8 / 10 / 12 / 14
  • Curse Zone Damage Intervals: 1.5 seconds
Edited by Ogull
Updated to 11.2!
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  • Nolan pinned this topic
12 hours ago, Ogull said:

Important

  • Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill.
  • numbers colored in Purple are highly doubted and needs more testing to figure out better.
  • special thanks to @Akasha for helping make this guide possible, Thank you very much!.
  • if you find any miss spelling or number error, please do tell me to fix it.

 

 

Description

Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way

 

Offense: 3.5/5

Defense: 4.5/5

Support: 1.5/5

 

Base Skills

devotion.PNG.88d2d8191d6ea24fd7eb72a278ce730e.PNG Devotion

Type: Passive

Increase character's Energy regeneration by 3

 

thorns.jpg.ffbe0524579b7ec3bcdc418fab90648e.jpg Thorn of Death

Type: Active

Usage Range: melee

Energy Cost: 11/12/13/14/15 units

Cooldown: 9 seconds

 

Blow that deal increased physical damage.

  • Physical damage increase: 103%/105%/107%/109%/111%

 

Extra Information:

the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...

 

stun.jpg.c8958dfb7d69e2df234dc50f77eef04d.jpg Exhalation of Darkness

Type: Active

Usage Range: melee

Energy Cost: 13/14/15/16/17 units

Cooldown: 10 seconds

 

Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.

  • Magical damage increase: 150%/160%/170%/180%/190%
  • Weapon Bewitching duration: 4 seconds
  • Stun Duration: 2/2.5/3/3.5/4 seconds

 

Extra Information:

similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...

 

aggro.jpg.66065e6edd6840c328d918a177f886e0.jpg Provocation 

Type: Active

Usage Range: 5 yards

Energy Cost: 7/8/9/10/11 units

Cooldown: 8 seconds

 

Attract the target's attention and makes the hostile monster attack you.

  • Aggression amount: 7500/12500/20000/25000/30000
  • Aggression Duration: 6/7/8/8/9

 

Extra Information:

Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from normal attacks up to x3

 

threads.jpg.5ebf92498fa81add46d2f6e4c28c3d97.jpg Threads of Darkness

Type: Active

Usage Range: 5 yards

Energy Cost: 16/17/18/19/20 units

Cooldown: 22 seconds

 

Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.

  • Damage increase: 4%/6%/8%/10%/12%
  • Debuff Duration: 4/5/6/7/8

 

Extra Information

Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!

for the duration of the debuff, the enemy is rooted in place

 

384906336_darkshield.jpg.88320da6dee5873dc24e4e3c1d286c95.jpg Dark Shield

Type: Active

Usage Range: Instant

Energy Cost: 18/19/20/21/22 units

Cooldown: 30 seconds

 

With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.

  • Chance to trigger: 30%/45%/50%/60%/75%
  • amount of damage ignored: 1 point of damage for every 27 armor

 

Extra Information

Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill

 

Experts

call.jpg.20ee9c225c488ae7bd76c42e241602af.jpg Death Call

Type: Active

Usage Range: Instant

Energy Cost: 20 units

Cooldown: 14 seconds

 

All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.

  • Magical damage dealt: 50%/60%/70%80%
  • aggression amount: 10000/20000/40000/80000
  • Effect Duration: 6 seconds
  • 1.5 seconds interval between damage pulses (equal 4 pulses of damage)

 

Extra Information

The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression

 

steel.jpg.bdb0ce0ba72770dffde1f0fed4436045.jpg Steel Hurricane

Type: Active

Usage Range: Instant

Energy Cost: 18 units

Cooldown: 14 seconds

 

A strike that deal physical damage to all enemies within 1 yard radius.

  • physical damage: 70%/80%/100%/120%

 

saturation.jpg.c7a74587bd34839b71438519534a04e1.jpg Saturation

Type: Active

Usage Range: Instant

Energy Cost: 18 units

Health Consumption: 10% of max health

Cooldown: 30 seconds

 

Increase death knight "steal health" parameter for sometime.

  • steal health increase: 10%/15%/20%/25%
  • buff duration: 8/10/12/15 seconds

 

sharp.jpg.0c63f26d45c6997471424e93468a2c60.jpg Sharp Shadow

Type: Active

Usage Range: 3 yards

Energy Cost: 18 units

Cooldown: 14 seconds

 

Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.

  • Magical damage dealt: 200%/250%/300%/350%
  • Stun chance: 35%/45%/55%/80%
  • Stun Duration: 2/2.5/3/3.5 seconds
  • health restored: 20%/30%40%50%

 

blow.jpg.2509652a2372321b5ffb4c7682b0a0a1.jpg Blow of Silence

Type: Active

Usage Range: melee

Energy Cost: 18 units

Cooldown: 14 seconds

 

Bewitches the character weapon in order to deal increased damage and silence the target for sometime.

  • damage increase: 5%/15%20%/25%
  • Bewitching Buff Duration: 6/7/8/9
  • Silence Duration: 3.5/4/4.5/5 seconds

 

Extra Information

Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!

the bewitching effect won't ware off with failed attack, but until the duration of the skill expires

 

reserve.jpg.1946aaf9f4cb671f4c0cac327d018054.jpg Secret Reserve

Type: Passive

Cooldown: 120 seconds

 

When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.

  • Health Regeneration Increase: 200%/300%/400%/500%
  • Regeneration Rate: 2.8/2.5/2/1.7
  • Buff Duration: 12 seconds

 

aura.jpg.f9685e3715e05bea78442910f32fc46a.jpg Aura of Hatred

Type: Active

Usage Range: Instant

Energy Cost: 26 units

Cooldown: 60 seconds

 

Increase physical and magical power of the character as well as his physical and magical defense.

  • damage/defense increase: 5%/7%/10%/15%
  • Buff Duration: 15/20/30/45 seconds

 

blood.png.ddc84dd4d6c141285179286d71e8f1f2.png Blood Protection

Type: Active

Usage Range: Instant

Energy Cost: 20 units

Cooldown: 22 seconds

 

Decrease all incoming damage done to the character for a period of time.

  • damage decreased: 20%/30%/40%/50%
  • Buff Duration: 5/6/7/8 seconds

 

kiss.png.84bcdb6965de57ea83e9aa2e3a12cf23.png Knight's Curse

Type: Active

Usage Range: 4 yards

Energy Cost: 24 units

Cooldown: 30 seconds

 

Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.

  • "Kiss of Death" debuff duration: 3/4/5/6 seconds
  • "Kiss of Death" damage increase: 10%/15%/20%/25%
  • Curse Zone Duration: 8/10/12/14 seconds
  • Curse Zone Damage Increased: 160%/180%/210%/250%
  • Curse Zone max number of player: 3/4/5/6
  • Curse Zone max number of monsters: unlimited
  • Curse Zone Damage Intervals: 2 seconds

 

wow great job man, also about the other damage values i suggest u to try em with insanely low attack wich can be obtained with an combination of sap (bladedancer) roar (barbarian) and mental pit (necromancer) with the weakest weapon possible, cause there can be flat dmg adds from the skill and character level

Edited by lore
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7 hours ago, lore said:

wow great job man, also about the other damage values i suggest u to try em with insanely low attack wich can be obtained with an combination of sap (bladedancer) roar (barbarian) and mental pit (necromancer) with the weakest weapon possible, cause there can be flat dmg adds from the skill and character level

yes i was thinking about doing it that way! but still even with that you can't get good values on how the skill actually work...

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Very informative.
At the same time, it's short and to the point. Very pleasant to read. xD
I've not had a good idea of DK skills until I read this guide tbh. Compared to other tanks, the defensive skills seems to be on the weaker side.

I have a question:

On 1/15/2021 at 2:02 AM, Ogull said:

aggro.jpg.66065e6edd6840c328d918a177f886e0.jpg Provocation 

Type: Active

Usage Range: 5 yards

Energy Cost: 7/8/9/10/11 units

Cooldown: 8 seconds

 

Attract the target's attention and makes the hostile monster attack you.

  • Aggression amount: 7500/12500/20000/25000/30000
  • Aggression Duration: 6/7/8/8/9

 

Extra Information:

Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from normal attacks up to x3


 

On 1/15/2021 at 2:02 AM, Ogull said:

call.jpg.20ee9c225c488ae7bd76c42e241602af.jpg Death Call

Type: Active

Usage Range: Instant

Energy Cost: 20 units

Cooldown: 14 seconds

 

All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.

  • Magical damage dealt: 50%/60%/70%80%
  • aggression amount: 10000/20000/40000/80000
  • Effect Duration: 6 seconds
  • 1.5 seconds interval between damage pulses (equal 4 pulses of damage)

 

Extra Information

The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggressio


Let's say that 2 tanks are competing for aggro for a raid boss. 
Both having 5/5 provocation and 5/5 death call.

DK uses provocation 30k + 80k  = 110k aggression points are generated. Does this aggression point only last for the skill duration or it stays permanently? Does that mean between two tank classes who have their aggros maxed, then whoever starts their aggression skills first gets aggro?

On 1/15/2021 at 2:02 AM, Ogull said:

Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from normal attacks up to x3

Any normal attacks done by the DK only right? If a DK does 800 normal damage on the boss, then when provocation is on: It generates 2400 aggression points? Correct me if I'm wrong.:concentration:

Edited by TheCaster
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59 minutes ago, TheCaster said:

Very informative.
At the same time, it's short and to the point. Very pleasant to read. xD
I've not had a good idea of DK skills until I read this guide tbh. Compared to other tanks, the defensive skills seems to be on the weaker side.

i am glad you like it, i worked hard on it, worked on it more than i wanted too... but people seem to liked the result so i am happy

 

59 minutes ago, TheCaster said:

Let's say that 2 tanks are competing for aggro for a raid boss. 
Both having 5/5 provocation and 5/5 death call.

DK uses provocation 30k + 80k  = 110k aggression points are generated. Does this aggression point only last for the skill duration or it stays permanently? Does that mean between two tank classes who have their aggros maxed, then whoever starts their aggression skills first gets aggro?

the aggression amount is permanent unless 1 of 2 things happen

    A - you leave the area where the aggroed monster is in

    B - The targeted monster die

aside from that... if we are talking about identical tanks, then yes! the one who started aggroing first gonna get aggro, but on normal game scenario, its usually about who have more cooldown to spam aggro skills more and if you have aggression increase relics as well as potions!

 

many things generate aggression, like damage, heal and ofc aggro skills, and raid bosses or any monster in general attack the opponent that deal the most aggro to them, so if sometime you see bosses attack the damager in your party, that cuz they generated more aggression through damage than you generated through aggro skills

 

59 minutes ago, TheCaster said:

Any normal attacks done by the DK only right? If a DK does 800 normal damage on the boss, then when provocation is on: It generates 2400 aggression points? Correct me if I'm wrong.:concentration:

yes this is right! thou i might need to rephrase my sentence, its not any "normal" attack, but ANY attack from DK, so if you are looking for maximum aggression efficiency, then placing aggro debuff on your target then spam your dmg skills for the best outcome

Edited by Ogull
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Dear friends, let's unite! We need to tell developers to reduce the time to replenish their life reserves. The developers promised full-fledged protection, but in fact it is not so and some skills with magic damage! It turns out that we have only one tank-a barbarian. I hope they hear me, take the Death Knight and make a good tank out of it.

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32 minutes ago, Obellardo said:

Dear friends, let's unite! We need to tell developers to reduce the time to replenish their life reserves. The developers promised full-fledged protection, but in fact it is not so and some skills with magic damage! It turns out that we have only one tank-a barbarian. I hope they hear me, take the Death Knight and make a good tank out of it.

 

There are several things which need to be adjusted on DKs. Not only Reserves. 

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4 минуты назад, Higgings сказал:

 

There are several things which need to be adjusted on DKs. Not only Reserves. 

I completely agree.
death knight in need of global rework

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On 14/01/2021 at 21:32, Ogull said:
  •  

saturation.jpg.c7a74587bd34839b71438519534a04e1.jpg Saturação

Tipo: Ativo

Faixa de uso: Instantâneo

Custo de energia: 18 unidades

Consumo de saúde: 10% da saúde máxima

Recarga: 30 segundos

 

Aumente o parâmetro "roubar saúde" do cavaleiro da morte por algum tempo.

  • roubar aumento de saúde: 10% / 15% / 20% / 25%
  • duração lustre: 8 / 10 / 12 / 15 segundos

 

sharp.jpg.0c63f26d45c6997471424e93468a2c60.jpg Sharp Shadow

Tipo: Ativo

Faixa de uso: 3 jardas

Custo de energia: 18 unidades

Recarga: 14 segundos

 

Ataque mágico que causa dano ao inimigo com chance de atordoá-lo, o personagem também restaura a saúde igual a uma porção do dano causado se sob o efeito da saturação.

  • Dano mágico causado: 200% / 250% / 300% / 350%
  • Chance de atordoamento: 35% / 45% / 55% / 80%
  • Duração do atordoamento: 2 / 2,5 / 3 / 3,5 segundos
  • saúde restaurada: 20% / 30% / 40% / 50%

reserve.jpg.1946aaf9f4cb671f4c0cac327d018054.jpg 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

blood.png.ddc84dd4d6c141285179286d71e8f1f2.png Proteção Sanguínea

Tipo: Ativo

Faixa de uso: Instantâneo

Custo de energia: 20 unidades

Recarga: 22 segundos

 

Diminui todos os danos causados ao personagem por um período de tempo.

  • dano reduzido: 20% / 30% / 40% / 50%
  • Buff Duração: 5 / 6 / 7 / 8 segundos

I don't understand why no one leveled the sharp shadow skill, it used with saturation already makes the dk heal a lot .... 50℅ hp is this real?  Wouldn't she be good for pve?

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51 minutes ago, WarzillGeek said:

I don't understand why no one leveled the sharp shadow skill, it used with saturation already makes the dk heal a lot .... 50℅ hp is this real?  Wouldn't she be good for pve?

edit: just to be clear... the skill heals 50% of ITS DAMAGE not 50% of your health

For PvE? nah, the skill uses magical damage which in general dks don't have much of, and most importantly the skill is often resisted by bosses, not mentioning that fact that IF the skill landed then its damage would be reduced by the enemy armor

 

so the scenario that would happen most of the time is, you activate saturation > lose 10% health > then sharp shadow fails and you waste 10% of your health for nothing

the skill is not efficient in PvE nor justify leveling it up over other skills the dk have...

Edited by Ogull
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18 hours ago, Drakoknight said:

Dang. Saturation just sucks in general.. unless you have high life steal

the skill is bad... but is it the worst the dk have? the answer is no. and that is the reason why i actually have saturation at 4/4

 

let me explain, as a dk who lost hope in his skills being useful for endgame content, i turned my head to the second thing a dk or a tank in general should focus on after skills, that is stats, and while most tank chose to go for more defense or more max health, i decided to go with defensive stats like parry and block and the reason for that goes back to the reason i chose to max out saturation

 

but before i say why, i wanted to ask you a question, what defensive stats do you think is the most broken? what stats allow damage classes to go dgs without healers or tanks?, what allow them to solo bosses? and also why is the horror event is the favorite among warspear players or the reason why most players have horror accessories equipped? the answer would naturally come to "steal health"

now what would you say about a class that gets 25% of that broken stats just by the press of a button? the only skill the death knight have that gives bonus to his stats is saturation(not counting reserve)

 

now going back to why i chose to max THAT skill, the reason why is simply because getting 25% saturation will let me ease out on life steal accessories and life steal enchant and instead chose accessories with defensive stats, getting rings with block, enchanting my cape with parry instead of life steal, and overall increase my tankness through defensive stats, that would leave me at a low ls amount (i only have 15% life steal) but because of the skill i reach 40% while keeping high stats for my death knight

 

now said all that, the skill.. like you said... sucks, having cooldown being double the duration means that even with 100% cd you can't perma-use the skill(counting in cast animation ..etc), and that because of its 10% health cost it becomes useless when you needs it the most... when your health gets low, and just can't afford to lose that 10% health when you are already low. that's why a good dk friend of mine told me "all dk skills are bad, you just chose the least bad among them", this is just my way of playing dk and looking at the class, it might not working with everyone:wslol:

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21 hours ago, Drakoknight said:

Dang. Saturation just sucks in general.. unless you have high life steal

 

I can reach 100% ls. It's not useful neither in PvP nor PvE, for the same reason: unjustified HP drain.

 

1 hour ago, Ogull said:

but before i say why, i wanted to ask you a question, what defensive stats do you think is the most broken? what stats allow damage classes to go dgs without healers or tanks?, what allow them to solo bosses? and also why is the horror event is the favorite among warspear players or the reason why most players have horror accessories equipped? the answer would naturally come to "steal health"

now what would you say about a class that gets 25% of that broken stats just by the press of a button? the only skill the death knight have that gives bonus to his stats is saturation(not counting reserve)

 

The reason of why people don't bring healers with them is because current tanks (except dks) can deal an exaggerate ammount of damage through which they heal themselves via Life Steal (or they can simply heal themselves efficiently with skills - all of the classes except BD and Dks). Why bringing healers with me if I can both heal myself and keep the aggro of my enemies? I'm more than certain that Healing classes are neglected more on elf side than mc side. 

 

Life steal has never been a problem until the release of Distortion of Life. 

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1 hour ago, Higgings said:

 

I can reach 100% ls. It's not useful neither in PvP nor PvE, for the same reason: unjustified HP drain.

 

 

The reason of why people don't bring healers with them is because current tanks (except dks) can deal an exaggerate ammount of damage through which they heal themselves via Life Steal (or they can simply heal themselves efficiently with skills - all of the classes except BD and Dks). Why bringing healers with me if I can both heal myself and keep the aggro of my enemies? I'm more than certain that Healing classes are neglected more on elf side than mc side. 

 

Life steal has never been a problem until the release of Distortion of Life. 

or getting so low dmg that its not an issue to heal it back when nedded (yea the pocket heal named combat fury of the barbarian is for that)

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This is just my opinion about skills:

thorns.jpg.ffbe0524579b7ec3bcdc418fab90648e.jpg Thorn of Death: 3/5 pve 3/5 pvp

 

nothing special to say about this skill

 

stun.jpg.c8958dfb7d69e2df234dc50f77eef04d.jpg Exhalation of Darkness:3/5 pve 4/5 pvp

 

Reson for 4/5 on pvp for this skill is because it takes time to stun enemy and can be dodged/blocked...

 

aggro.jpg.66065e6edd6840c328d918a177f886e0.jpg Provocation:3/5pve 1/5 pvp

 

Nothing to say about this skill 

 

threads.jpg.5ebf92498fa81add46d2f6e4c28c3d97.jpg Threads of Darkness:1/5 pve 2.5/5pvp

 

Only skill that helps dk vs ranged enemies and still have big cd

 

384906336_darkshield.jpg.88320da6dee5873dc24e4e3c1d286c95.jpg Dark Shield:4/5 pve 4/5 pvp

 

 

this skill is good but could be better with some combo bcs this isnt enough to tank today dgs and bosses

 

call.jpg.20ee9c225c488ae7bd76c42e241602af.jpg Death Call:4/5 pve 1.5/5pvp

 

good aoe agro but dmg on this skill isnt that good and now it cant even stun like it was able to do before

 

 steel.jpg.bdb0ce0ba72770dffde1f0fed4436045.jpg Steel Hurricane: 3.5/5 pve 3/5 pvp

 

this skill can be used good in pve (if u have huge ls) but is it good wasting skill points on it ... i dont think so

 

saturation.jpg.c7a74587bd34839b71438519534a04e1.jpg Saturation:3/5 pve 1/5 pvp

 

this skill need rework i dont think that  this mechanic is worth rn but can be used if u have good aoe for some extra heal

 

sharp.jpg.0c63f26d45c6997471424e93468a2c60.jpg Sharp Shadow: 3/5 pve 4/5 pvp

 

can be used in pve if u use magic dk and for pvp this is used just as stun that on 4/4 have 50% chance and same as exhalation can be dodged/blocked...

 

blow.jpg.2509652a2372321b5ffb4c7682b0a0a1.jpg Blow of Silence:1/5 pve 4.5/5

 

in pve i dont see why would someone use this but for pvp its good but i didnt give 5/5 bcs even when your ememy have silence he can hit u hard (bd/hunter/rogue/ranger)

 

reserve.jpg.1946aaf9f4cb671f4c0cac327d018054.jpg Secret Reserve:2.5/5 pve 3.5/5 pvp

 

reason why i rated this skill low is because u need to have high hp regen for this skill to "work good" and u sacrifice stats as dodge/parry/ls ,this skill have huge cd and u cant depend on it bcs it only work when ur hp is low and if u have healer in pt i dont see reason to use it,for pvp is good only in some cases but still not good enough

 

aura.jpg.f9685e3715e05bea78442910f32fc46a.jpg Aura of Hatred:5/5 pve 2/5 pvp

 

this skill is good for pve but only on 4/4 and u need some cd to use it 24/7

 

blood.png.ddc84dd4d6c141285179286d71e8f1f2.png Blood Protection:3.5/5 pve 3.5/5 pvp

 

skill is good but isnt good enough to make u modern tank , it could be good with lower cd or with bigger effect duration

 

kiss.png.84bcdb6965de57ea83e9aa2e3a12cf23.png Knight's Curse:4.5/5 pve 2/5 pvp

 

this is underrated skill mostly bcs some dk dont want to try out magic dmg build but still have some problem like: u cant place it where u want /can be resisted/take long time untill it start does dmg, for pvp its good in group battles and if your enemy is bad and stay in fire

Edited by Santa Claus
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Thorn of death 3/5 I might agree on PvE, but PvP... not that much. PvP based Death Knights should have Exhalation maxed nowadays. Dark Wings 5/5 is a must in every scenario, since DKs heavily lack of defensive skills. 

 

Magic Dmg being useful for DK is a touchy topic. I shared my opinion a lot about that and I still consider magic damage being utterly useless if you plan to only deal damage with that. The reason is simple: Shamans and Warlocks deal far more damage, hence just focus your points into stunning skills or eventually Secret Reserves, since it's an easy and cheap stat to increase. Kiss of Death is good in 2 scenarios: you use magic damage built DKs with Spears/magic damage hammers (and you have got high hopes on this skill not getting resisted) OR you are aware that your enemy doesn't know how to walk away from flames (or he can't cause he's stunned or position bug). 

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I rated thorn 3/5 in pvp bcs its basic skill that all chars have , its not good but its not bad

 

Dark shield i rated 4/5 i know that u need to have it 5/5 but still need some extra boost bcs its forgoten

 

And yes knight curse is good skill and i agree with u u cant depend on 1 skill that u dont have control of it(i mean u need to understand game and play smart when u use it bcs ur life can depend on it). I used it before and i think that it can be used in some mixed version with phy and magic dmg

 

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On 1/14/2021 at 12:32 PM, Ogull said:

 

 

threads.jpg.5ebf92498fa81add46d2f6e4c28c3d97.jpg Threads of Darkness

Type: Active

Usage Range: 5 yards

Energy Cost: 16/17/18/19/20 units

Cooldown: 22 seconds

 

Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.

  • Damage increase: 4%/6%/8%/10%/12%
  • Debuff Duration: 4/5/6/7/8

 

Extra Information

Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!

for the duration of the debuff, the enemy is rooted in place

 

 

 

I think the correct translation would be: the enemy remains rooted a few moments. Definitely not 4 seconds of rooting in this video. 

 

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2 hours ago, Manthra said:

I think the correct translation would be: the enemy remains rooted a few moments. Definitely not 4 seconds of rooting in this video. 

that is correct! thank you for correction, it seems like an obvious thing that the target doesn't get rooted for the same duration, but somethings goes over my head... 

 

i should probably test how long the rooting last for each level and add it to the skill

Edited by Ogull
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  • 1 month later...
  • Ogull changed the title to Death Knight - Complete Skill Analysis and Mechanics (v9.3.0)

guide been updated to v9.3.0!

 

new to guide:

  • all changes from v9.3.0 has been added!
  • threads root duration has been added.
  • dark shield buff duration has been added.
  • dark shield damage reduction updated.
  • death call area of effect has been added.
  • steel hurricane max number of players/monster has been added.
  • secret reserve health threshold for activating has been added.

 

@Splendor you might want to update your translated version 🙂

Edited by Ogull
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8 minutes ago, Ogull said:

guide been updated to v9.3.0!

 

new to guide:

  • all changes from v9.3.0 has been added!
  • threads root duration has been added.
  • dark shield buff duration has been added.
  • dark shield damage reduction updated.
  • death call area of effect has been added.
  • steel hurricane max number of players/monster has been added.
  • secret reserve health threshold for activating has been added.

 

@Splendor you might want to change your translated version 🙂

Thank you

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46 minutes ago, Santa Claus said:

I just want def buff 😭

fun fact! with the new changes to aggression skills, a tank with max level aggro skills + 60% increase aggro relic + 75% increase aggro castle pot, would accumulate approximately 421k aggro in a single use of both skills!, with the skills being 8sec cooldown and 14sec cooldown (at least for dk) you could get over 1m aggro in less than 14seconds!

 

good luck tanking!

Edited by Ogull
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On 1/14/2021 at 5:32 PM, Ogull said:

Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase

:pokerface_2: 

Why?

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1 hour ago, Khrone said:

:pokerface_2: 

Why?

good question, but you are asking the wrong guy

 

if i have to guess the reason, it would be because it would be broken, because the more you reach the 80% max physical resistance the more the skill will absorb damage, reaching the 1k damage absorb when triggered and even more

 

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Are you sure the increase of damage in Sharp shadow is correct?

В 14.01.2021 в 23:32, Ogull сказал:

Magical damage dealt: 200% 250% 300% 350%

 

Too big numbers as for me

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9 minutes ago, Ладиан said:

Are you sure the increase of damage in Sharp shadow is correct?

as sure as i can get, i did disclaim that all information is from testing

the condition for the result may vary depending on the dk, also what target did you hit? if its not a dummy, then the target will reduce the damage with their armor hence the difference in numbers

 

12 minutes ago, Ладиан said:

Too big numbers as for me

may you tell me how much magical damage you had, how much the skill dealt and what level is the skill at

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I haven’t played for some time already and can’t say you all the numbers. But if dk has 401 magical damage, on 4/4 sharp shadow will strike 1400 according to your article. But I am not saying that you are wrong. I just wanted to make sure that there is no mistake there.Good guide by the way😇

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8 минут назад, Ogull сказал:

as sure as i can get, i did disclaim that all information is from testing

the condition for the result may vary depending on the dk, also what target did you hit? if its not a dummy, then the target will reduce the damage with their armor hence the difference in numbers

 

may you tell me how much magical damage you had, how much the skill dealt and what level is the skill at

 

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20 minutes ago, Ладиан said:

But I am not saying that you are wrong.

that was not what i am trying to say:corner:

if you can provide help to make this guide even more accurate then by all mean voice your concern and correction

 

21 minutes ago, Ладиан said:

Good guide by the way😇

thank you very much, i will be looking into the skill some more

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Good luck💪🏼💪🏼💪🏼💪🏼

4 минуты назад, Ogull сказал:

that was not what i am trying to say:corner:

if you can provide help to make this guide even more accurate then by all mean voice your concern and correction

 

thank you very much, i will be looking into the skill some more

 

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On 1/14/2021 at 5:32 PM, Ogull said:

kiss.png.84bcdb6965de57ea83e9aa2e3a12cf23.png Knight's Curse

Type: Active

Usage Range: 4 yards

Energy Cost: 24 units

Cooldown: 30 seconds

 

Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.

  • "Kiss of Death" debuff duration: 3 6 seconds
  • "Kiss of Death" damage increase: 10% 15% 20% 25%
  • Curse Zone Duration: 8 10 12 14 seconds
  • Curse Zone Damage Increased: 140% / 160% / 180% / 220%
  • Curse Zone max number of player: 3 6
  • Curse Zone max number of monsters: unlimited
  • Curse Zone Damage Intervals: 2 seconds

That's the total damage or each hit deals 220% of the Magical Damage of the DK???

 

I'd like to know what's better for a Magical DK, Steel Hurricane or Knight's Curse

Edited by Khrone
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7 hours ago, Khrone said:

That's the total damage or each hit deals 220% of the Magical Damage of the DK???

no. that's the damage for each hit

 

7 hours ago, Khrone said:

I'd like to know what's better for a Magical DK, Steel Hurricane or Knight's Curse

it depends on the situation, clearly curse do more than hurricane and deal more damage than hurricane, but it drop in value by the fact that its a stationary skill and enemies could just walk away from it, not to mention the fact that it could pretty much be resisted by the target

 

overall i would say that curse is the better magical damage skill thou it need more planning and care into casting it, than the simple hurricane "click button = profit"

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59 minutes ago, Ogull said:

but it drop in value by the fact that its a stationary skill and enemies could just walk away from it

With every hit dealing almost 2x the damage of Steel Hurricane, i think that's not a huge drawback.

 

1 hour ago, Ogull said:

not to mention the fact that it could pretty much be resisted by the target

However, that's a really huge drawback. The skill has 30 seconds cooldown, so...

 

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On 1/14/2021 at 5:32 PM, Ogull said:

stun.jpg.c8958dfb7d69e2df234dc50f77eef04d.jpg Exhalation of Darkness

Cooldown: 10 seconds

  • Weapon Bewitching duration: 4 seconds
  • Stun Duration: 4 seconds

 

On 1/14/2021 at 5:32 PM, Ogull said:

blow.jpg.2509652a2372321b5ffb4c7682b0a0a1.jpg Blow of Silence

Cooldown: 14 seconds

  • Bewitching Buff Duration: 9 seconds
  • Silence Duration: 5 seconds

:suspicious1:

As you can see, i'm an Exhalation of Darkness hater.

Edited by Khrone
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