RE: =DF= DeathKnight Discussion Thread (Full Version)

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Faerdin -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 14:36:49)

When trying to tackle Hard Mode Extreme Aquav'rin last night (He's a madman! A MAAAADMAAAAN!), I noticed something very peculiar. I think everyone here understands that All Resistance is valuable since it gives you a wide array of damage resistance, but precarious because it can also nullify your healing. If anyone here does not: this is because Health Resistance requires being "weak" to the Element type used by most healing abilities in the game. Therefore, gaining more of it causes the opposite effect to occur. So I used Inspire Weakness against Aqua'vrin last night just before he used his heal and noticed something funny about the numbers.

Inspire Weakness made Aquav'rin heal more!

One part of me feels like this balances Death Knight to ensure that it is not as strong against certain different types of opponents, but the other part of me feels like it is not thematically correct for Death Knight to improve the healing ability of whatever it is they are fighting. Would it be possible to add +30 Health onto Inspire Weakness, or should the ability simply be left as it is? One way or another, I just found this very interesting. :)




Mr G W -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 14:39:55)

Or just fix All weakness to work in reverse for healing

Finally got enough for the level 70 and 80 weapons http://puu.sh/bUiRW/9cd2657271.png :3




DarkLore -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 19:27:27)

[&o]You are crazy for getting that much! I'm impressed!




Sflamin -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 19:47:12)

Tried to beat Dr When on hard mode but got slaughtered every time [:@] I feel like the class only weakness is against enemies with high BtH and Immobility. Without the shield and a successful stun, DK would be vulnerable to attacks.




Faerdin -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:01:37)

Due to the prevalence and sheer power of stats like Melee Defense, Pierce Defense, Magic Defense, and Bonus, that is true for many Classes. Necromancer and enTropy fare very well against Doctor When if you happen to require some Class recommendations. They both have abilities that rely more on actively mitigating incoming damage (Rot, Shroud of the Undead) than avoiding it entirely, which is what can put some other Classes in a tough situation.

I have noticed that Death Knight is capable of handling Boss Fights where the enemy cannot:

1) Pierce through Garb of Undeath.
2) Execute VERY high damage moves (800-1,000 damage at level 80) without discernible patterns. Looking at you, ManaCrest.
3) Target and eliminate your Mana reserves.
4) Heal large quantities of Health. See the issue with Inspire Weakness I described above.

Death Knight really shines against Boss Fights where you face a steady, mid-range level of high damage (300-400 damage). You are practically untouchable then. Immobility Resistance is not as much of a problem when factoring in Garb + Rite + Tap, but Stunning becomes much more important when you happen to find yourself against anything with enough Bonus to pierce through it without a second thought.




Ash -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:37:04)

It's almost like I thought ahead and made each revamped class really good and unique at something but not perfect at everything so that you'd have to choose what aspect you wanted. :O




plue344 -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:39:02)

GG, Well played.




Mr G W -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:44:25)

Overall feedback for the class so far:

- Dark Rite should deal Curse damage instead of no element, to on par with the other dots and necromancer's fear equivalent

- Blood tab should show amount healed, to be on par with paladin's equivalent

- Switching passives cannot be used after a blocked attack, unsure if intentional but i presume this has got to do with the earlier issue of the cooldowns

- I have noticed that status attacks excluding the stun always apply their status even if they miss which is a nice perk, but unsure if intended.
Necromancer doesn't do it but Paladin does. Interesting mechanic nonetheless.




Ash -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:46:04)

Will change the first two in a bit. As for the last one, it's part of the earlier issue. I'll see if I can fiddle with it a bit.




Faerdin -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 20:54:38)

@Ash: Which is just great. Classes didn't have this kind of subtlety before. It was more or less "X is better than Y, so why bother using Y?" :)




DarkLore -> RE: =DF= DeathKnight Discussion Thread (9/30/2014 21:06:36)

What about the neckplate recolor? And this is my favorite revamp!




ProstheticFate -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 0:20:15)

So far these are the hard mode boss battles I've done with DK.

ManaCrest and the 2 mana elementals on extreme hard mode.

Dr.When on hard mode

The Lon and Chaney battle on extreme hard mode since it's not possible to win with DK, since when you KO one of them, the other ones that's alive starts regen health, I pretty much just figured I'd try beat Lon for a challenge while being damaged by Chaney.

Rose Agent and captured young dragon on extreme hard mode.

Still gotta couple more that I wanna try out with the DK later but the 4 I've done above were pretty satisfying.




DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 0:27:54)

I saw some guy named Gitta Hulk do a video on the revamp. But he did the old version of the class! LOL! I can't wait until I can save this class Friday. I also wonder what class we'll get next. I also wonder if Paladin will get its art update.




kingyugi4567 -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 1:32:19)

I will be saving it as well i love dk i mean dmk is getting old




crabpeople -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 9:45:48)

Looks like blood tap skill now tells you the amount of hp healed (the same as pally healing strike). Is there any other change you noticed?




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 9:52:48)

Last rite does Curse damage now as well.

---

I like how the class mixes both paladin and necro but also keeps most of the original skills and effects:

- Mage/Rogue/Warrior exclusive skills are gone, so good riddance.
- I never really liked the ice and fire locked skills due to being bland, arbitrary and/or glitched. They never really fit in the class so i like how they were replaced by improved skills from necromancer and paladin classes which are more thematic to the necro-paladin class that deathknight is. (blood tap and unholy will skills to be specific)
- The effects from boost, wither and ice skills (bonus/boost modifiers) are now present on the reap ability. The fire debuff on the ice-locked was contradictory and pointless so it won't be missed.
- The fire locked skills had pretty generic effects, the rogue's fire dot didn't work and mage's skill did more damage to yourself than enemies.
- The rogue's poison dot is now a curse dot.
- The blast ability (weak attack + lowers dark resist) is replaced by reap (weak attack + steals damage/bonus from enemy) which is useful in more situations and not made redundant by the all weakness skill.
- The old cursed toggle skill is replaced by the passive toggle which a very interesting perk and more useful than the old effect.
- The other skills are basically renamed and improved versions of the old ones. Some of them also had their animations changed.

Overall the play style of this class is interesting, being able to go offensive and defensive just as easily. While it definitely it isn't the best defensive or offensive class, it is probably one of the most versatile. My favorite class by far now.




DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 16:53:39)

What about the art Mr G? I for one wonder what Ash is doing with the rest of the DK stuff he may still be fixing. And what.




Ash -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:14:17)

Attack
140% damage

1. Garb of Undeath
+140 Melee/Pierce/Magic

2. Instill Fear
140% damage
Three-turn Stun

3. Obliterate
190% damage with a 100% chance to crit for 380% total damage

4. Unholy Shadow
Multi
Evil Element
150% damage to all foes

5. Soul Slash
45% damage
Inflicts a 5 turn 40% Weapon Damage, Curse element, DoT. 200% damage total.

6. Blood Tap
110% damage.
Heals 8% total health

7. Necrotic Presence Shift
Shifts between DoT and HoT

Passive Dot: Curse Element
Min = (min weapons damage / 5) * (Charge / 4)
Max = (min weapons damage / 5) * (Charge / 4)

Passive Heal: ((max HP)*(Charge*.015)*.1) Rounded


8. Inspire Weakness
155% damage

-30 to All and -50 to Crit for 4 turns.

9. Unholy Will
Random 50/50 chance for either

Will Broken: 1 turn stun and enemy takes one hit of the amount of damage they would have done to you.

or

Will Bent: enemy takes one hit of 50% of the amount of damage they would have done to you.


10. Dark Rite
HoT to you for 25% of your max HP over 4 turns
DoT to foe for 25% of your max HP over 4 turns

11. Soul Reap
60% damage

Gives you +30 Boost and +20 Bonus for 5 turns
Gives your foe -30 Boost and -20 Bonus for 5 turns

12. Summon Minion
175% damage

13. Empowered Armor Strike
Deals 150% damage.
+20% damage for each item equipped that is a part of the following.

  • Deathknight Belt
  • Deathknight Cloak
  • Deathknight Helm
  • Deathknight Pendant
  • Malifact's DOOM
  • Deathknight Blade
  • Daggers of Stabina
  • Staff of Trelix
  • Any of the Base "new" Death Knight Items
  • Any of the Death Knight item upgrades
  • Any of the Zeclem Items

    You can use any of the above in any combination. So if you use Zeclem's Blade, Unhallowed DeathKnight Helm, and Shadowed DeathKnight Cloak you would deal 210% damage.

    14. Dreadblade
    270% damage




  • DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:19:36)

    HOLY MALIFACT![&o] And how goes the recolor on the neckplate? I understand that's pretty minor though.

    That was done last night. Clear your cache, relog, and you should see it. ~Ash




    Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:28:33)

    I have noticed that 5 skills play the exact same uppercut animation. Maybe they could be changed a bit for more variety? (like playing the block/last rite animation before attacking like some skills do or changing some of them into a stab animation)

    Would also help distinguish each attack. (then again, some base classes use the same animations for like 6-7 skills anyway)




    DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:34:55)

    Now I'm happy! I apoliogize if the discoloration was so meager. It just bothered me. Hope you understand Ash. I would never discredit Cronix over something so minor. I'm glad its fixed though.




    Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:42:19)

    http://puu.sh/bVP7M/aac3c630be.jpg

    Before and after for those curious. Looks a lot better now.




    Lord GrimDusk -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:49:59)

    So... level 40 DC items? Or not?




    DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:53:30)

    That's up to you. Personally I took the time for farm for all 6 items! 3 times! One was for the lvl 50 ones. I hadn't figured out the system of it yet. then the lvl 60 ones. But I was almost lvl 70 so I grinded those and lvled up not long after that.




    Lord GrimDusk -> RE: =DF= DeathKnight Discussion Thread (10/1/2014 17:54:01)

    I asked if Ash was adding them in.




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