I went 2h all the way (Kaltor's shop loaded the Murderblade ) 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.
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
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
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.
Lua Error: /engine/interface/ActorTemporaryEffects.lua:59: effect already exists with id EFF_REAP
At [C]:-1
At [C]:-1 assert
At /engine/interface/ActorTemporaryEffects.lua:59 newEffect
At /engine/interface/ActorTemporaryEffects.lua:34 newEffect
At /data-deathknight/effects.lua:27 f
At /engine/interface/ActorTemporaryEffects.lua:39 loadDefinition
At /hooks/deathknight/load.lua:19
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/load.lua:267
At [C]:-1 require
At /engine/Module.lua:161 load
At /engine/Module.lua:1084 instanciate
At /engine/utils.lua:2999 showMainMenu
At /engine/init.lua:207
At [C]:-1 dofile
At /loader/init.lua:217
Looks like a conflict with another mod of some sort. I'd usually make effect IDs unique by sticking a _RAZ on the end of them, but I didn't do that for my old addons. Have uploaded a new version that fixes EFF_REAP in particular though.
It took a while, but I finally deduced a successful approach to play. Sandro is a clvl 50 monster that cleans whole rooms fast.
A pair of humble requests....
The class feels starved w/rt the souls resource. Boss fights esp.
I took Hidden Resources as my 2nd prod to counter, but it does not seem to work.
During the effect, I don't gain souls - Essence Drain will not add - but when I use Soul Forge or Soul Burn, the cost is deducted.
If you have the chance could you look at this?
I looked at the code and didn't see any obvious reason for this.
Grim Reaper.
Could the soul gain bonus please work like Demon Seed and apply even if you kill the target in the same attack.