Faerdin -> RE: =DF= DeathKnight Discussion Thread (8/6/2013 18:06:53)
Since I made concepts for what I would like to see in Paladin and Necromancer, I made this to sort of mash the two together:
quote:Death Knight in its current state is a wonderful Class that may only need some tweaks here and there. The only thing that really put me off from using it was the fact that its Multi-Attack used Darkness as its Element; otherwise, it is still a pretty strong Class choice even now. I really only made up the above Skillset for the sake of completion. :P
Seething Hatred: 50 Mana, 10 turn cooldown. Recover 60% of Maximum Health, then lose 5% of Maximum Health every turn for ten turns.
Crushing Dread: 20 Mana. Deal 125% damage, reduce enemy M/P/M Defense by 20 for ten turns. Effect can stack up to five times.
Dark Command: 25 Mana. Deal 150% damage, reduce enemy Darkness Resistance by 10 for ten turns. Effect can stack up to five times.
Undead Deceit: 30 Mana, 2 turn cooldown. Conjure an undead assassin that waits for two turns, then deals 300% damage.
Army of the Dead: 25 Mana, 8 turn cooldown. Conjure six undead legionnaires to deal 200% damage to all enemies.
Mantle of Malice: 35 Mana, 4 turn cooldown. -35 All Resistance and +250 Evil Resistance for four turns. Any damage received from an attack is reflected back at the attacker.
Atrophy: 35 Mana, 8 turn cooldown. Remove status effects from targeted enemy, then deal 10% of Maximum Health as Evil damage to self and target every turn for three turns.
Necrotizing Wound: 20 Mana, 9 turn cooldown. Deal 150% damage, reduce enemy damage by 60% for four turns.
Harbinger of Death: 35 Mana, 6 turn cooldown. Mark a target. If the target is defeated within the next three turns, gain +70% Boost for six turns.
Unholy Hunger: 9 turn cooldown. Recover half of damage dealt as Health and Mana for five turns.
Damnation: 50 Mana, 17 turn cooldown. Deal 50% Maximum Health as damage to one target, recover half of damage dealt.
Rage of the Forsaken: 45 Mana, 6 turn cooldown. Grant self +50% Boost, -50 Light Resistance. Can be toggled on and off.
Submission: 45 Mana, 5 turn cooldown. Ten hits of 15% damage, each hit attempts to Stun target for two turns. Activates Descend into Darkness.
Dark Descent: 15 turn cooldown. Deal 100% damage. Deal additional 100% damage for every Darkness-aligned piece of equipment worn.
I always was curious as to why Death Knight had a Fire-themed Skill, though. Ice is understandable since death is frequently associated with both darkness and the cold, but I was never entirely sure where fire fit in. The only idea that really comes to me is that of blood boiling.
@lightriftwalker: There is a difference between a Death Knight and an Undead Paladin. The latter still uses Light spells whereas the former cannot use them, and therefore must turn to Darkness spells in order to accomplish tasks. :)
@DarkLore: Definitely. Technomancer, Death Knight, and Frost Moglin Armor are the big three pre-9.0 Classes that are not too far off the mark.