Verlyrus

Monday Cat

Monday, March 1, 2021

DeathKnight Update!

Hey there, heroes!

Just a small update to DeathKnight- bar any bug fixes, this should be the final sum of all DeathKnight changes with the revamp.

  • Presence has been reworked into Consuming Presence and Healing Presence.
    • You begin fights in Consuming Presence.
    • You can shift to Healing Presence and back to Consuming by clicking on the DeathKnight Blade widget above the Attack button.
    • When using Consuming Presence, whenever you use a skill, you take damage equal to 5% of your max HP, in exchange to +60% base damage. (This cannot defeat you).
    • When using Healing Presence, whenever you use a skill, you recover HP equal to 3% of your max HP.
  • DeathKnight items (referred to as relics, but include all DeathKnight weapons/accessories, etc), have a large impact on your skills. They've been split into 3 categories.
  • Blade and Belt for offensive
    • If you have an offensive relic equipped (and only if you are in Consuming Presence), you gain +5 Bonus/Crit and +5% base damage for each relic (of any category) you have equipped.
    • However, if you have both relics equipped (and only if you are in Consuming Presence), you'll gain that boost as well as an addtional +10 to Bonus/Crit and +10% base damage.
    • For example, if you have all relics equipped, you'll gain +40 Bonus/Crit and +40% base damage.
  • Cape and Helm for defensive
    • If you have a defensive relic equipped, you'll gain +Level/16 All resistance for each relic (of any category) you have equipped.
    • However, if you have both relics equipped, you'll gain an additional +10 All resistance.
    • The All resistance bonus is also capped at 5 per relic piece.
    • For example, if you have all relics equippped, at level 80 to 90, you'll gain a total of +40 All resistance. If you're level 50, you'll get a total of +28 All resistance.
  • Ring and Amulet for utility
    • These follow a similar pattern, +5 (stat) for each relic, then +10 if both are equipped. However, their impact on specific skills differs, and will be addressed below.
  • All damaging skills and attacks have had their base damage lowered by 10%.
  • Attack
    • One hit of 90% base damage, 0 MP, 0 CD
  • Garb of Undeath
    • 30 MP, 9 CD
    • 2 turns of 140 Avd, increased by 5 per relic (with a utility relic equipped).
    • With 6 relics, this becomes 180 Avd for 2 turns.
  • Instill Fear
    • One hit of 90% base damage, stun for 3 turns on hit, 25 MP, 15 CD
  • Obliterate
    • 2 hits for 115% base damage, guaranteed Crit, 25 MP, 10 CD
  • Unholy Shadow
    • 1 hit to each enemy for 110% base damage, 30 MP, 1 CD
  • Soul Slash
    • 3 hits for 90% base damage, applies Soul Slash DoT on hit, 25 MP, 5 CD
    • DoT damage scales off of your number of relics (with a utility relic equipped)
    • DoT damage scales from 40% base damage to 80% base damage.
  • Blood Tap
    • 1 hit for 90% base damage, recover HP on hit, 30 MP, 9 CD
    • Amount healed increases with your number of relics (with a utility relic equipped).
    • Heal amoutn scales from 8% max HP to 12% max HP.
  • Necrotic Shift
    • Applies a DoT to foe or HoT to yourself depending on presence, grants an extra turn, 20 MP, 10 CD
    • In Consuming Presence, applies a 20% to 40% DoT (based on relics, and with a utility relic equipped) to your foe for 5 turns.
    • In Healing Presence, apples a 2% to 4% Heal over time (based on relics, and with a utility relic equipped) to you for 5 turns.
    • Swapping presence removes the Necrotic Curse effects from both you and your foes.
  • Inspire Weakness
    • 1 hit of 90% base damage reduce target's All res and Crit  by 30 on hit, 25 MP, 7 CD
    • All res and Crit reduction increases based on your number of relics (with a utility relic equipped, from -30 to -50).
  • Unholy Will
    • 30MP, 17 CD
    • Give yourself 20 All resistance (But not Immobility or -Health resistance) for 2 turns.
    • The amount increases based on your number of relics (with utility relic equipped, from 20 to 60).
  • Dark Rite
    • Sacrifice 25% of your Max HP to to increase your Boost and Bonus by 20. 1 hit of 90% base damage, 0 MP, 7 CD.
    • Buff amount increases based on your number of relics (with utility relic equipped, from 20 to 40).
  • Strength Reap
    • 1 hit of 90% base damage, if it hits, drains 20 Boost and Bonus from the foe and gives you +20 Boost and Bonus, 25 MP, 7 CD.
    • Buff amount (but not debuff amount) increases based on your number of relics (with utility relic equipped, from 20 to 40).
  • The Edge of Death
    • Applies 'On The Edge to yourself for 3 turns, giving you death resistance. When the skill wears off, you recover 15% max HP, 40 MP, 20 CD.
    • Amount healed increases based on your number of relics (with utility relic equipped, from 15% to 25% max HP).
    • Cooldown persists across battles.
  • Cursed Strike
    • 1 hit of 105% base damage, increased by 10% base damage for every relic equipped, 15MP, 2 CD.
  • Dreadblade
    • 3 hits for 165% base damage, increased by 1% base damage for every 1% of missing HP, 35 MP, 10 CD.

Tarnished weapons, Malifact's DOOM, Zeclem's Helm (lvl 70), and the Trelix and Stabina weapons now all count as DeathKnight relics as well.

These should be the final changes bar any bugs or issues.

Tags: #Verlyrus