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Deathknight v1.8 - Hybrid Necrotic Melee
http://forums.te4.org/viewtopic.php?f=50&t=44924
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Author:  tabs [ Wed Jan 18, 2017 10:38 pm ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

Just beat EoR Nightmare/Adventure with a Whitehoof Deathknight. Very fun class to play! :D

http://te4.org/characters/190198/tome/3 ... a6a9059874

I went 2h all the way (Kaltor's shop loaded the Murderblade :twisted: ) and I've gotta say the Dusk tree (I went 5/4/5/4) is seriously good. With the final talent I was hitting multiple people for 1500+ darkness damage at pretty good range.

The passive from Soul Rend seems pretty overpowered. The stun, that is. The soul fragments I effectively ignored.

The Dread tree was a godsend because of the lifesteal. It pretty much carried me through the lategame.

I unlocked the Squire tree because I didn't have any better ideas. Not the greatest in the lategame, as my poor squire was one-shot by most things before I could heal him with the 3rd skill.

My standard rare+ killer combo was charge Death Momentum (Whitehoof racial) then use Soulforge + Soul Reaper. Then bump the hell out of them, maybe Necrotic Strike if they were still living.

All in all a very fun and well thought out class.

Author:  ster [ Wed Jan 18, 2017 11:45 pm ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

it's almost like NM- EoR is easier than what the game was designed for


might mess with this class since it looks like the fun kind of stupid op and i want to get a good taste of razakai's balance philosophy before 1.5 8)

Author:  Chronosplit [ Sat Jan 28, 2017 7:26 pm ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

I wouldn't exactly call Deathknight OP. It kinda falls into the same thing as Doombringer to me where it has glaring weaknesses but it's still strong. Which makes sense because it shares some of those issues and in fact can make a couple of them even worse (movement for example). That said, it's really really good at what it does.

Either way, I did curb stomp a good portion of Embers pretty good with an Orc DK before. Maybe it's because there's less antimagic presence there? I didn't run into Mana Clash that often in Embers in comparison to the original campaign, and it has the ability to really ruin your day in this class.

Author:  kemott11 [ Sun Feb 19, 2017 6:46 pm ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

Well, after playing Whitehoof DK few months ago I have to say that I still think DK is the most balanced of all addon classes out there.

Author:  sepik121 [ Mon Mar 13, 2017 2:24 am ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

loved the mod overall (won with it just a few months ago!) and i'm curious as to whether or not this is compatible with the 1.5 update?

Author:  Razakai [ Mon Mar 13, 2017 9:17 am ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

I think it's generally compatible - I've had reports of a few errors mostly revolving around Frost and shields, but nothing gamebreaking so far.

Author:  Chronosplit [ Fri Sep 01, 2017 4:07 pm ]
Post subject:  Re: Deathknight v1.8 - Hybrid Necrotic Melee

Kiralio has posted a 2 hander DK build guide for Insane here, there's lots of good information: viewtopic.php?f=54&t=48199

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