Ogull 425 Posted January 14, 2021 Share Posted January 14, 2021 (edited) Important special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it. Description Death Knight is a truly flexible tank, capable of dealing high amount of physical and magical damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way Offense: 3.5 / 5 Defense: 4.5 / 5 Support: 1.5 / 5 Base Skills Devotion Type: Passive Increases the maximum health by 2%, physical and magical strength by 4% for the character. Thorn of Death Type: Active Usage Range: melee Energy Cost: 11 / 12 / 13 / 14 / 15 units Cooldown: 10 seconds Blow that deal increased physical damage. Base damage: 20 / 40 / 60 / 80 / 100 Bonus damage from physical strength: 115% / 120% / 125% / 130% / 135% Exhalation of Darkness Type: Active Usage Range: melee Energy Cost: 13 / 14 / 15 / 16 / 17 units Cooldown: 10 seconds Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime. Base damage: 30 / 55 / 80 / 105 / 130 Bonus damage from magical strength: 105% / 110% / 115% / 120% / 130% Weapon Bewitching duration: 10 seconds Stun Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds Provocation Type: Active Usage Range: 5 yards Energy Cost: 7 / 8 / 9 / 10 / 11 units Cooldown: 8 seconds Attract the target's attention and makes the hostile monster attack you. Aggression amount: 7500 / 15000 / 25000 / 45000 / 75000 Aggression Duration: 6 / 7 / 8 / 8 / 9 seconds Extra Information: Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times! Threads of Darkness Type: Active Usage Range: 4 yards Energy Cost: 16 / 17 / 18 / 19 / 20 units Cooldown: 18 seconds Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack and get Immobilization momentarily. Damage increase: 4% / 6% / 8% / 10% / 12% Debuff Duration: 4 / 5 / 6 / 7 / 8 seconds Immobilization duration: 2 seconds Dark Shield Type: Active Usage type: Instant Energy Cost: 18 / 19 / 20 / 21 / 22 units Cooldown: 25 seconds With some chance, reduce some of the damage received in accordance with his armor. Chance to trigger: 30% / 45% / 50% / 60% / 75% Buff Duration: 22 / 24 / 26 / 28 / 30 seconds Damage reduced from monsters: 2.5% / 3% / 3.5% / 4% / 4.5% Damage reduced from players: 1.5% / 2% / 2.5% / 3% / 3.5% Experts Death Call Type: Active Usage type: Instant Energy Cost: 20 units Cooldown: 14 seconds An attack that deals magical damage and apply "aggression" to all target around the character. Magical damage dealt: 20% / 25% / 30% / 35% Aggression amount: 15000 / 35000 / 80000 / 140000 Effect Duration: 6 seconds Area of Effect: 7x7 all levels (shape of a square, see spoiler below) 1.5 seconds interval between damage pulses (equal 4 pulses of damage) Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14 Spoiler Extra Information The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward do not get aggression Steel Hurricane Type: Active Usage type: Instant Energy Cost: 18 units Cooldown: 14 seconds A strike that deal damage to all enemies within 1 yard radius, the type of damage depends on the prevailing physical or magical power of the character Physical damage dealt: 105% / 110% / 120% / 135% Magical damage dealt: 130% / 140% / 155% / 175% Max number of players effected: 3 / 4 / 5 / 6 Max number of monsters effected: 8 / 10 / 12 / 14 Saturation Type: Active with continuous effect Energy Cost: 12 / 14 / 16 / 18 units Reduced Energy Regeneration: 5 / 7 / 9 / 10 Cooldown: 10 seconds Increase death knight "steal health" parameter while the skill is active. Steal health increase: 10% / 15% / 20% / 25% Sharp Shadow Type: Active Usage Range: 3 yards Energy Cost: 18 units Cooldown: 14 seconds Magical attack that deals damage to enemy and stun them, the character also restore health equal to a portion of their max health if under the effect of saturation. Magical damage dealt: 135% / 150% / 170% / 190% Stun Duration: 2 / 2.5 / 3 / 3.5 seconds Health restored: 10% / 12% / 16% / 20% Blow of Silence Type: Active Usage Range: melee Energy Cost: 18 units Cooldown: 14 seconds Bewitches the character weapon in order to deal increased damage on the next attack and silence all enemies within 1 yard from the target. Damage increase: 5% / 15% / 20% / 25% Bewitching Buff Duration: 7 / 8 / 9 / 10 seconds Silence Duration: 4 / 5 / 6 / 7 seconds Max number of players effected: 3 / 4 / 5 / 6 Secret Reserve Type: Passive Cooldown: 120 seconds When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate, Reduce the damage taken by the character from monsters while the skill is on cooldown. Health Regeneration Increase: 200% / 300% / 400% / 500% Regeneration Rate: 2.8 / 2.5 / 2 / 1.7 Buff Duration: 13 seconds Health threshold to activate: 20% / 25% / 30% / 35% Damage reduction: 5% / 10% / 15% / 20% Aura of Hatred Type: Active Usage type: Instant Energy Cost: 26 units Cooldown: 60 seconds Increase physical and magical power of the character as well as his physical and magical defense also increase accuracy. Damage increase: 5% / 6% / 8% / 10% Defense increase: 5% / 7% / 10% / 15% Accuracy increase: 9% / 11% / 13% / 15% Buff Duration: 50 / 60 / 70 / 80 seconds Blood Protection Type: Active Usage type: Instant Energy Cost: 20 units Cooldown: 22 seconds Decrease all incoming damage done to the character or an ally for a period of time. damage decreased: 20% / 30% / 40% / 50% Buff Duration: 5 / 6 / 7 / 8 seconds Knight's Curse Type: Active Usage Range: 4 yards Energy Cost: 24 units Cooldown: 30 seconds Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage. "Kiss of Death" debuff duration: 3 / 4 / 5 / 6 seconds "Kiss of Death" damage increase: 10% / 15% / 20% / 25% Curse Zone Duration: 15 seconds Curse Zone Damage dealt: 55% / 65% / 75% / 85% Curse Zone max number of player: 3 / 4 / 5 / 6 Curse Zone max number of monsters: 8 / 10 / 12 / 14 Curse Zone Damage Intervals: 1.5 seconds Edited January 27, 2023 by Ogull Updated to 11.2! Revolt, Laevateinn, Speedom and 7 others 4 1 5 Quote Link to comment Share on other sites More sharing options...
Abi 113 Posted January 14, 2021 Share Posted January 14, 2021 Pog Quote Link to comment Share on other sites More sharing options...
lore 319 Posted January 15, 2021 Share Posted January 15, 2021 (edited) 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 Type: Passive Increase character's Energy regeneration by 3 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... 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... 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 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 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 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 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 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 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 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 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 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 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 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 January 15, 2021 by lore Khrone and Ogull 2 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted January 15, 2021 Author Share Posted January 15, 2021 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... Quote Link to comment Share on other sites More sharing options...
TheCaster 404 Posted January 16, 2021 Share Posted January 16, 2021 (edited) 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: 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: 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. Edited January 16, 2021 by TheCaster Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted January 16, 2021 Author Share Posted January 16, 2021 (edited) 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. 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 January 16, 2021 by Ogull TheCaster and Higgings 1 1 Quote Link to comment Share on other sites More sharing options...
Tytyty 66 Posted January 17, 2021 Share Posted January 17, 2021 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. Filipe Ramon, TheCaster and Drakoslayd 2 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1870 Posted January 17, 2021 Share Posted January 17, 2021 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. Khrone 1 Quote Link to comment Share on other sites More sharing options...
Tytyty 66 Posted January 17, 2021 Share Posted January 17, 2021 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 Quote Link to comment Share on other sites More sharing options...
WarzillGeek 30 Posted January 22, 2021 Share Posted January 22, 2021 On 14/01/2021 at 21:32, Ogull said: 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 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% 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 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? Khrone 1 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted January 22, 2021 Author Share Posted January 22, 2021 (edited) 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 January 22, 2021 by Ogull Quote Link to comment Share on other sites More sharing options...
Drakoslayd 653 Posted January 22, 2021 Share Posted January 22, 2021 Dang. Saturation just sucks in general.. unless you have high life steal Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted January 23, 2021 Author Share Posted January 23, 2021 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 Drakoslayd, Higgings and Speedom 3 Quote Link to comment Share on other sites More sharing options...
Higgings 1870 Posted January 23, 2021 Share Posted January 23, 2021 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. Ogull 1 Quote Link to comment Share on other sites More sharing options...
lore 319 Posted January 23, 2021 Share Posted January 23, 2021 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) Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted January 29, 2021 Share Posted January 29, 2021 (edited) This is just my opinion about skills: Thorn of Death: 3/5 pve 3/5 pvp nothing special to say about this skill Exhalation of Darkness:3/5 pve 4/5 pvp Reson for 4/5 on pvp for this skill is because it takes time to stun enemy and can be dodged/blocked... Provocation:3/5pve 1/5 pvp Nothing to say about this skill Threads of Darkness:1/5 pve 2.5/5pvp Only skill that helps dk vs ranged enemies and still have big cd Dark Shield:4/5 pve 4/5 pvp this skill is good but could be better with some combo bcs this isnt enough to tank today dgs and bosses Death Call:4/5 pve 1.5/5pvp good aoe agro but dmg on this skill isnt that good and now it cant even stun like it was able to do before Steel Hurricane: 3.5/5 pve 3/5 pvp this skill can be used good in pve (if u have huge ls) but is it good wasting skill points on it ... i dont think so Saturation:3/5 pve 1/5 pvp this skill need rework i dont think that this mechanic is worth rn but can be used if u have good aoe for some extra heal Sharp Shadow: 3/5 pve 4/5 pvp can be used in pve if u use magic dk and for pvp this is used just as stun that on 4/4 have 50% chance and same as exhalation can be dodged/blocked... Blow of Silence:1/5 pve 4.5/5 in pve i dont see why would someone use this but for pvp its good but i didnt give 5/5 bcs even when your ememy have silence he can hit u hard (bd/hunter/rogue/ranger) Secret Reserve:2.5/5 pve 3.5/5 pvp reason why i rated this skill low is because u need to have high hp regen for this skill to "work good" and u sacrifice stats as dodge/parry/ls ,this skill have huge cd and u cant depend on it bcs it only work when ur hp is low and if u have healer in pt i dont see reason to use it,for pvp is good only in some cases but still not good enough Aura of Hatred:5/5 pve 2/5 pvp this skill is good for pve but only on 4/4 and u need some cd to use it 24/7 Blood Protection:3.5/5 pve 3.5/5 pvp skill is good but isnt good enough to make u modern tank , it could be good with lower cd or with bigger effect duration Knight's Curse:4.5/5 pve 2/5 pvp this is underrated skill mostly bcs some dk dont want to try out magic dmg build but still have some problem like: u cant place it where u want /can be resisted/take long time untill it start does dmg, for pvp its good in group battles and if your enemy is bad and stay in fire Edited January 29, 2021 by Santa Claus Ogull 1 Quote Link to comment Share on other sites More sharing options...
Higgings 1870 Posted January 29, 2021 Share Posted January 29, 2021 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). Ogull and Filipe Ramon 2 Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted January 29, 2021 Share Posted January 29, 2021 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 Higgings 1 Quote Link to comment Share on other sites More sharing options...
Drakoslayd 653 Posted January 29, 2021 Share Posted January 29, 2021 I have 5/5 for thorn. In general its what I was told was good Quote Link to comment Share on other sites More sharing options...
Manthra 12 Posted February 6, 2021 Share Posted February 6, 2021 On 1/14/2021 at 12:32 PM, Ogull said: 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. Recording_2021-02-05-22-12-12(1).mp4 Ogull 1 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted February 6, 2021 Author Share Posted February 6, 2021 (edited) 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 February 6, 2021 by Ogull Quote Link to comment Share on other sites More sharing options...
US Evil 29 Posted March 12, 2021 Share Posted March 12, 2021 (edited) recommend exhalation of darkness 5/5 4sec stun will good work pve pvp all Edited March 12, 2021 by US Evil Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted March 15, 2021 Author Share Posted March 15, 2021 (edited) 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 March 15, 2021 by Ogull Splendor and Filipe Ramon 2 Quote Link to comment Share on other sites More sharing options...
Drakoslayd 653 Posted March 15, 2021 Share Posted March 15, 2021 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 Ogull 1 Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted March 15, 2021 Share Posted March 15, 2021 I just want def buff 😭 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted March 15, 2021 Author Share Posted March 15, 2021 (edited) 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 March 15, 2021 by Ogull Quote Link to comment Share on other sites More sharing options...
Santa Claus 173 Posted March 15, 2021 Share Posted March 15, 2021 (edited) But dk is still outdated tank i wanted something like defensive buff Edited March 15, 2021 by Santa Claus Grammar Higgings 1 Quote Link to comment Share on other sites More sharing options...
Khrone 652 Posted April 9, 2021 Share Posted April 9, 2021 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 Why? Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted April 9, 2021 Author Share Posted April 9, 2021 1 hour ago, Khrone said: 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 Khrone 1 Quote Link to comment Share on other sites More sharing options...
Yeah Buddy 993 Posted April 9, 2021 Share Posted April 9, 2021 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 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted April 9, 2021 Author Share Posted April 9, 2021 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 Quote Link to comment Share on other sites More sharing options...
Yeah Buddy 993 Posted April 9, 2021 Share Posted April 9, 2021 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😇 Ogull 1 Quote Link to comment Share on other sites More sharing options...
Yeah Buddy 993 Posted April 9, 2021 Share Posted April 9, 2021 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 Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted April 9, 2021 Author Share Posted April 9, 2021 20 minutes ago, Ладиан said: But I am not saying that you are wrong. that was not what i am trying to say 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 Yeah Buddy 1 Quote Link to comment Share on other sites More sharing options...
Yeah Buddy 993 Posted April 9, 2021 Share Posted April 9, 2021 Good luck💪🏼💪🏼💪🏼💪🏼 4 минуты назад, Ogull сказал: that was not what i am trying to say 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 Quote Link to comment Share on other sites More sharing options...
Khrone 652 Posted April 10, 2021 Share Posted April 10, 2021 (edited) On 1/14/2021 at 5:32 PM, Ogull said: 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: 140% / 160% / 180% / 220% Curse Zone max number of player: 3 / 4 / 5 / 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 April 10, 2021 by Khrone Quote Link to comment Share on other sites More sharing options...
Ogull 425 Posted April 10, 2021 Author Share Posted April 10, 2021 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" Quote Link to comment Share on other sites More sharing options...
Khrone 652 Posted April 10, 2021 Share Posted April 10, 2021 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... Quote Link to comment Share on other sites More sharing options...
Khrone 652 Posted April 17, 2021 Share Posted April 17, 2021 (edited) On 1/14/2021 at 5:32 PM, Ogull said: 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 of Silence Cooldown: 14 seconds Bewitching Buff Duration: 9 seconds Silence Duration: 5 seconds As you can see, i'm an Exhalation of Darkness hater. Edited April 17, 2021 by Khrone Quote Link to comment Share on other sites More sharing options...
Khrone 652 Posted April 17, 2021 Share Posted April 17, 2021 It's funny how even Death Call that is a agro skill deals more damage than Steel Hurricane this thing needs a buff or rework Quote Link to comment Share on other sites More sharing options...
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