mailliwdxb 86 Posted October 18, 2014 Share Posted October 18, 2014 The new dk skill is quite promising compared to the previous skills given to the class in prior updates...but like always "still a bit weak" comparatively in my opinion. Firstly, i have a question: The skill supposedly disarms the oponent And from what i infer i guess it must mean "prevents damage towards the player" And again it seems to be broken...i.e i still take damage even though oponent is affected by skill during the 5seconds time Other than that, i suggest buffing the skill a bit more by making it go "a.o.e" and affect the opponent when the oponent attacks Thus making the skill a 'tanking skill' perfect for dks To show how it works ill just put up a small example If i (as a dk) were to come across a set of mobs in the astral labyrinth and i suddenly activate the very same skill Whenever i get attacked that mob is "tagged and unarmed" and will not be able to attack me for set period of time And this works for a maximum of say 5 mobs so as to not make it op So what im trying to say is Fix the unarming capability (which i think is bugged) Make the opponent get affected by the skill *not when the dk attacks* but when the opponent attacks Make the skill work for a maximum of 5-10 mobs at the same time Please do take my suggestion into consideration Constructive criticism is accepted Thank you :-D Quote Link to comment Share on other sites More sharing options...
x 52 Posted October 18, 2014 Share Posted October 18, 2014 Firstly, i have a question: The skill supposedly disarms the oponent And from what i infer i guess it must mean "prevents damage towards the player" And again it seems to be broken...i.e i still take damage even though oponent is affected by skill during the 5seconds time Death Kinght "Blow of the Silence". Death knight enchanting his weapon and his next attack will make some additional magical damage and disarm the enemy (he won't be able to use skills for a while). I don't like your suggestion, the skill is good as it is. Quote Link to comment Share on other sites More sharing options...
mailliwdxb 86 Posted October 18, 2014 Author Share Posted October 18, 2014 Ok .... so let me make myself clear the bind clearly doesn't work in pve and does not provide any benefits in pve other than burst damage by 100 dmg approx So please don't get to a conclusion without knowing the facts :s Quote Link to comment Share on other sites More sharing options...
sulla 127 Posted October 18, 2014 Share Posted October 18, 2014 DK's have more than enough tanking / pve skills, which is the problem for PvP, they are already a well built tank. Disallowing damage completely, would increase cooldown and without doubt, lower duration. Dev's simply mean it "silence" enemy's, not broken, same mechanic and animation as hex "(he won't be able to use skills for a while)" pretty much it. Nice suggestion, but this skill is the last thing DK's need "improving"; 14 second cooldown + 7 second silence, make's it one of the best melee disables. Quote Link to comment Share on other sites More sharing options...
Freakstone 1 Posted October 19, 2014 Share Posted October 19, 2014 DK's have more than enough tanking / pve skills, which is the problem for PvP, they are already a well built tank. Disallowing damage completely, would increase cooldown and without doubt, lower duration. Dev's simply mean it "silence" enemy's, not broken, same mechanic and animation as hex "(he won't be able to use skills for a while)" pretty much it. Nice suggestion, but this skill is the last thing DK's need "improving"; 14 second cooldown + 7 second silence, make's it one of the best melee disables. Agreed Quote Link to comment Share on other sites More sharing options...
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