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Damage Boost Skills: Changes and Improvements


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Over the years, the inefficiency of the Death Knight's damage-increasing abilities has become clear. Compared to its analogue the Paladin which has the Tank/Support role, the Death Knight has increasingly been played for the Tank/DMG parameter. The first skill has the same functionality as a basic paladin skill, and the Paladin skill is even more effective as it completely immobilizes the enemy without even the need to use another skill in conjunction or self-attack. The second ability, the damage increase, becomes an obstacle rather than a support, as it further increases the waiting time for applying what really matters, the damage. Furthermore, it is much less effective than the Paladin's ability Banner, which increases the damage received by enemies in the area.

 

The objective is to actually provide parameters that add to the Death Knight's kit and needs. The game in End Game became completely focused on group battles. However, it is very difficult to be able to use any skill with different abilities to control the enemy faction. Furthermore, DK's magic damage has been extremely nerfed over the last few updates, beyond what is necessary, as the class's main damage ability cannot be used on objectives such as thrones, pylons and flags.

 

 

image.png Blow of the Silence: Deals the "Power of silence" buff to the character for T sec. The effect increases the resistence parameter of the character by P%. An attack under the effect will also deal the "Mute" effect for R sec. to target and all opponents within a radius of 1 yards. Maximum number of player targets is Y, there is no limit on the number of monster targets.

 

 

 

Skill level

1

2

3

4

T

5

6

7

8

P%

10%

15%

20%

25%

R

2

3

4

5

Y

3

4

5

6

Energy expense

18

20

22

24

Cooldown

14

 

 

 

image.png Knight's Curse: Applies the "Kiss of death" debuff to the opponent for seconds.The effect deals magical damage in the amount of P% of the magical power of the character every 1,5 sec. A cursed zone is formed near the enemy for 15 sec. All opponents in the zone receive magical damage in the amount of D% of the character's magical power every 1.5 sec. Maximum number of player targets - Y, number of monster targets - X.

 

 

 

Skill level

1

2

3

4

T

1,5

3

4,5

6

P%

10%

15%

20%

25%

D%

65%

75%

85%

95%

Y

3

4

5

6

X

8

10

12

14

Energy expense

24

26

28

30

Cooldown

30

Usage range

4 yards

 
Edited by Filipe Ramon
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