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Old 04-11-2007, 06:07 PM   #41 (permalink)
Lynxal
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Last Online: 06-05-2007 07:38 AM
Join Date: Feb 2007
Posts: 101

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Quote:
Originally Posted by Ralfazar
Nice changes, but 200-300ish cost on cull? Yikes, that's almost as bad as torture. XD
He is using Cull II, not sure what level you are.

Cull I is 179 mana and it's really not bad for the HPs it returns considering those HPs are also damage.
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Old 04-11-2007, 09:25 PM   #42 (permalink)
Taiga
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Last Online: 04-11-2007 09:25 PM
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Why do I feel like this patch is a step backward? We went from having two useful chains to one (Since SoF/DB sucks now), Now that EB was 'fixed' it will increase our DPS by about a whole 6%. Shadowmeld might actually work now, but the new percentages make it worthless anyway, and the primary issues with AoD, the lack of mit and hate gain, weren't mentioned.

- Dread Knight – Shield of Fear now grants block % based on what your current Dreadful Countenance is, instead of what it was when you first used the ability.
- Dread Knight –Dark Bastion now grants armor class based on what your current Dreadful Countenance is, instead of what it was when you first used the ability.

Making both of them essentially useless. Would it have been to hard just to fix the stacking bug?

- Dread Knight – Devour Mind no longer resets to 0 when you log in with it on.
- Dread Knight – Devour Mind can no longer be cancelled in pvp.
- Dread Knight – Devour Strength no longer resets to 0 when you log in with it on.
- Dread Knight – Devour Strength can no longer be cancelled in pvp.

Bugfix.

- Dread Knight – Incite should now cost 10 END.
- Dread Knight – Inflame should now cost 10 END.
- Dread Knight – Increased the Hate addition on Incite.

Now they can be just as useless and cost more too.

- Dread Knight – Increased the damage on Word of Doom.
- Dread Knight – Lowered the refresh of Word of Doom to 5 minutes, down from 15 minutes
- Dread Knight – Increased the critical chance of Word of Doom

Didn't increase the damage enough to matter, but I'm glad they made the timer reasonable.

- Dread Knight – Increased damage on Cull
- Dread Knight – Removed stun requirement on Cull
- Dread Knight – Cull now has a 1.5 second cast time, up from Instant cast
- Dread Knight – Increased the energy cost of Cull

<Shrug>

- Dread Knight – Increased damage of Bane

Still comparable to WoD, still on a 30 minute timer, still takes DC5, and it's still useless.

- Dread Knight – Vile Strike no longer requires Dreadful Countenance level 3 to activate
- Dread Knight – Vile Strike now has an energy drain component.
- Dread Knight - Anguish no longer requires Dreadful Countenance level 3 to activate
- Dread Knight – Anguish now deals damage over time, returning that health in energy to you.

Right. Next time I'm in a group and not a single person can increase mana regen, I might wish I had this hotbarred. Maybe

- Dread Knight – Added the new counter attack ability line Retaliate to all trainers

Not bad, I guess. Like getting to use Malice one or two more times in a fight.

- Dread Knight – The endurance cost penalty on Ebon Blade form applies itself correctly now.

Making this quite possibly the most useless offensive stance in the game. 10% more damage, but most of our abilites can be used 5% less.

- Dread Knight – Armor of Darkness no longer gives an increasing damage debuff as you level it up. It stays at a flat 10% decrease.

Still doesnt give full mitigation or nearly enough aggro.

- Dread Knight – Shadow Meld now increases Block instead of dodge.

And is just as useless, since all the other base percentages were reduced from 5% to 1%

- Dread Knight – All forms now show icons to indicate how it is affecting you at the current phase.

Too bad none of them are really worth using anyway.

- Dread Knight – Nexus of Hatred should no longer aggro npcs that aren’t attacking your defensive target.

About time, was it really so hard?

- Dread Knight – Devour Strength now has the correct particle effect instead of Devour Mind’s particle effect.

That's nice. I never noticed it was wrong and as long as the spell works I really don't care.
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Old 04-11-2007, 11:32 PM   #43 (permalink)
velzevul
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Quote:
Originally Posted by Taiga
Why do I feel like this patch is a step backward? We went from having two useful chains to one (Since SoF/DB sucks now), Now that EB was 'fixed' it will increase our DPS by about a whole 6%. Shadowmeld might actually work now, but the new percentages make it worthless anyway, and the primary issues with AoD, the lack of mit and hate gain, weren't mentioned.

- Dread Knight – Shield of Fear now grants block % based on what your current Dreadful Countenance is, instead of what it was when you first used the ability.
- Dread Knight –Dark Bastion now grants armor class based on what your current Dreadful Countenance is, instead of what it was when you first used the ability.

Making both of them essentially useless. Would it have been to hard just to fix the stacking bug?

- Dread Knight – Devour Mind no longer resets to 0 when you log in with it on.
- Dread Knight – Devour Mind can no longer be cancelled in pvp.
- Dread Knight – Devour Strength no longer resets to 0 when you log in with it on.
- Dread Knight – Devour Strength can no longer be cancelled in pvp.

Bugfix.

- Dread Knight – Incite should now cost 10 END.
- Dread Knight – Inflame should now cost 10 END.
- Dread Knight – Increased the Hate addition on Incite.

Now they can be just as useless and cost more too.

- Dread Knight – Increased the damage on Word of Doom.
- Dread Knight – Lowered the refresh of Word of Doom to 5 minutes, down from 15 minutes
- Dread Knight – Increased the critical chance of Word of Doom

Didn't increase the damage enough to matter, but I'm glad they made the timer reasonable.

- Dread Knight – Increased damage on Cull
- Dread Knight – Removed stun requirement on Cull
- Dread Knight – Cull now has a 1.5 second cast time, up from Instant cast
- Dread Knight – Increased the energy cost of Cull

<Shrug>

- Dread Knight – Increased damage of Bane

Still comparable to WoD, still on a 30 minute timer, still takes DC5, and it's still useless.

- Dread Knight – Vile Strike no longer requires Dreadful Countenance level 3 to activate
- Dread Knight – Vile Strike now has an energy drain component.
- Dread Knight - Anguish no longer requires Dreadful Countenance level 3 to activate
- Dread Knight – Anguish now deals damage over time, returning that health in energy to you.

Right. Next time I'm in a group and not a single person can increase mana regen, I might wish I had this hotbarred. Maybe

- Dread Knight – Added the new counter attack ability line Retaliate to all trainers

Not bad, I guess. Like getting to use Malice one or two more times in a fight.

- Dread Knight – The endurance cost penalty on Ebon Blade form applies itself correctly now.

Making this quite possibly the most useless offensive stance in the game. 10% more damage, but most of our abilites can be used 5% less.

- Dread Knight – Armor of Darkness no longer gives an increasing damage debuff as you level it up. It stays at a flat 10% decrease.

Still doesnt give full mitigation or nearly enough aggro.

- Dread Knight – Shadow Meld now increases Block instead of dodge.

And is just as useless, since all the other base percentages were reduced from 5% to 1%

- Dread Knight – All forms now show icons to indicate how it is affecting you at the current phase.

Too bad none of them are really worth using anyway.

- Dread Knight – Nexus of Hatred should no longer aggro npcs that aren’t attacking your defensive target.

About time, was it really so hard?

- Dread Knight – Devour Strength now has the correct particle effect instead of Devour Mind’s particle effect.

That's nice. I never noticed it was wrong and as long as the spell works I really don't care.
a few things they forgot to add....

Here is the million dollar questionnaire:

A) Why in the world would you spend effort to revamp Nexus of Hatred, and NOT fix the glaring bug of it not working as intended, and NOT aggroing everything that is hitting ur target. It only works like a regular rescue most of the time
A1) While we are on a point of rescues.... did the 1 damage thing get fixed or even mentioned?

B) To say AoD had mitigation fixed, and the 1st thing i see is the same old 9.5%. Lots of credibility gained right there, keep up the good work! NOT.

C) DC.... exploitable... heh. I think putting a 2 minute recast on shield/bastion would be more acceptable than the dumb change that was done. Skill is useless now. At least a recast would make people choose wisely at what time to use it, and still allow for it to stay the way it is.
C1) and while we are on Shield/Bastion issue... whats up with silently sneaking an "upgrade" or whatever it is. I see Bastion is now increasing 183 AC per DC level for all levels of Bastion? what's up with that?

D) ShadowMeld... thx, bullzeye. works, now needs a couple of zeros at the end of every number, maybe than i will use it

E) WTF is up with the buff icon being a stance? why is that needed? I am running out of buff space as it is. Sigil trying to prove to me that my stance is applying? I am EXPECTING it to apply, and I don't need no damn buff icon.

F) Mana drain on vile Strike? =>HAHAHA <= +200 mana = half a Cull... useful. THANKS! how about 2000 mana? than I'd use it.

G) WoD, Cull dmg increase... didn't notice, i am sorry. I guess I am not attentive enough, even though my 250 unbuffed intel should amplify it. It used to do 750-800, now it does 770-820. Yup, that was worth the developer effort!

H) Bane - can't use yet so nothing to say there. But looked it up on a trainer and thought hmmm, that is just like 1/6th of a WOD now. why? b/c it does about same damage, and you can use 6 WoDs while Bane refreshes. Bane needs a revamp

Overall I see lots of things got a mention and nothing got driven home. I see some good intention from Devs, but it also seems like the dedication to fix issues is not there for this patch for this class. And than Xaices says there will be nothing more in the coming few weeks for us... well this wasn't a revamp. this wasn't a good look at the class'es issues....

this is a first sexual experience - quick, dirty, unpleasant, and we got pregnant with a few worthless chains.

You know Xaices.... Avair.... I love that you all work with us, and are spending effort fixing and working on issues.... But as a player - why don't you guys try to attack 1 issue a week with DRK. Get all the feedback on 1 spell, thoroughly implement it test it, deploy it. And if it is something the community is content with - move onto the next spell.

this patch is bogus. it doesn't do anything from a class revamp standpoint, it marginally increases skills we use often but not killer often. it is merely a bunch of text, much of which was not even verified. It looks to me as if Avair handed a list of things to a junior developer, who had 2 days to work on it, who picked off 10 easiest things to do on the list and quickly worked them up best he could.
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Old 07-25-2007, 12:50 PM   #44 (permalink)
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Re: 4/10 Dread Knight Test Updates

This area is being closed. You can find this thread here.
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