Deathknight v1.8 - Hybrid Necrotic Melee

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#106 Post by tabs »

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.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#107 Post by ster »

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)
<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

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#108 Post by Chronosplit »

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.

kemott11
Higher
Posts: 52
Joined: Fri Jan 18, 2013 9:37 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#109 Post by kemott11 »

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.

sepik121
Wayist
Posts: 23
Joined: Sun Oct 23, 2016 10:08 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#110 Post by sepik121 »

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?

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#111 Post by Razakai »

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.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#112 Post by Chronosplit »

Kiralio has posted a 2 hander DK build guide for Insane here, there's lots of good information: http://forums.te4.org/viewtopic.php?f=54&t=48199

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#113 Post by gooder1029 »

Hi, I'm using your mod 1.11, and I'm getting an error when I create a new game with the following message

ERROR:
Game version: tome-1.7.4
Addons: steamsaws_merge_special_combat-1.7.4[X], rec-evolutions-1.7.0[X], timed-salve-1.7.4[X], revamped-wyrmic-1.7.0[X], zomnibus-i18n-zh_han-1.7.0[X], tougher_escorts-1.6.0[X!], merchant_map-1.7.0[X], neka_vis_effect_fork_qdacidfix-1.7.4[X], whitehoof_buffs-1.7.4[X], ashes-urhrok-1.7.4[O], resourceful-wanderers-1.7.4[X], frost_invoker-1.7.0[X], neka_qol07-1.0.0[X!], roat-tooltips-1.7.0[X], classhekatonkheire-1.7.0[X], skirm_dejank-1.7.0[X], skirm_revamp-1.7.1[X], force_tinker_cave-1.7.0[X], dreadnecromancer-1.6.7[X!], gnomes-1.7.2[X], more1hstaves-1.7.2[X], leprechaun-1.7.4[X], Better-sounds-mod-1.7.4[X], yeeks_forever-1.7.2[X], shorterdungeonsredux-1.7.4[X], mrfrog_vfx-1.7.0[X], improved_enemy_ui-1.7.4[X], start_selector-1.5.5[X!], exoticstatshare-1.7.0[X], necro_neglife-1.7.2[X], font_merchant-1.7.0[X], cults-1.7.4[O], vortep-1.6.7[X!], hz-escorts-1.7.0[X], nalorenrace-1.7.4[X], race-doomling-1.7.0[X], cleanui_easymap-1.7.2[X], possessors-1.7.4[O], PlenumTooltipCustom-1.7.4[X], point-credits-1.7.2[X], adventurers-pack-1.6.0[X!], ignore_rc_locks-1.7.0[X], lumberjack_map-1.7.0[X], new-alchemist-1.7.2[X], fu_ass_lord-1.3.0[X!], orcs-1.7.4[O], improved-restauto-1.7.2[X], celestialoddities-1.7.0[X], wardens-call-fix-1.7.0[X], wkbeholder-1.7.2[X], items-vault-1.7.0[O], barachi_race-1.6.7[X!], pf_fixes-1.7.2[X], staffbonksound-1.7.2[X], race-undeadpack-1.7.0[X], deathknight-1.7.4[X], zomnibus_lite-1.7.4[X], evolution-skirmisher-1.7.4[X], stealth_transmo-1.7.0[X], loot-1.7.4[X], necromancy+-1.7.2[X], kryl_map-1.7.0[X], nur_kit-1.7.0[X], GQ-items-vault-1.6.7[X!]

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

Syovere
Cornac
Posts: 41
Joined: Mon Nov 09, 2020 1:30 am

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#114 Post by Syovere »

1.7 updated how status effects were handled. Any mod with new status effects made before 1.7 broke. This one's probably on the list.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Deathknight v1.12 - Hybrid Necrotic Melee

#115 Post by Razakai »

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.

g0dl1ke
Posts: 4
Joined: Sat Nov 14, 2020 11:25 am

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#116 Post by g0dl1ke »

Hi!

Thanks you for awesome add-on

A love my minions with sword )

smithfield
Halfling
Posts: 111
Joined: Wed May 23, 2012 1:19 am

Re: Deathknight v1.8 - Hybrid Necrotic Melee

#117 Post by smithfield »

Big love for the Deathknight.

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.

Thanks again for all the great work.

Post Reply