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Cleave Upgrade

I suggest an alteration of cleave, where the Dark Knight could select from spells he has mastered, which spell affects his victim upon a successful cleave. Currently they fall asleep, which could remain with "command" "no argument". But what if instead, we could select other mastered mals instead? Allowing the Dark Knights an avenue to effectively circumvent the high saves in the game today. I have noticed Tas mention the hybrids being forgotten. This is not to say that dark knights are not doing well, I simply wanted to address/discuss Tas particular argument, without derailing someoneelses thread.

You guys make the most random suggestions, that make absolutely no sense.

so you could cleave plague which would guarantee it lands? or cleave silence, or cleave energy drain, and these spells would auto land? That sounds really strong...

If attaching a timer to the skill Labor, then yes it could autoland ONE of those. But only one, and then they are hurt. Think of it as Cleave slicing through their defenses, but it takes focus.

@ Foxx, I want to hear Tas issues, on a thread that melee/mage arguments do not get threadlocked. And what makes no sense is cleaving someone to sleep, so I can fail a few spells before trying to kill them.

I believe he shares a frustration with some others, and Tas is experienced and successful with the class, so his opinion is Valid. I for one want to hear it.

I like the idea of a cleave change, but adding a mal isn't quite the same as the sleep effect. First off, sleep is countered by poisoned, so unless these mals can be countered, it is a large buff. Second, DK weapons already can give plague/mals/some mental spells through malform automatically, so it is a redundant ability.

My take on a cleave change would be to change what happens when you cleave with different weapon types. A mace might knock you out, but an axe might do bonus damage, a sword gives blood loss or something and so on.

It doesn't make any less sense than magic strike.

Celerity has the right idea though. Auto plague would be ridiculous.

Although a really neat ability for DKs would be a skill that gives the same effect to both the target and the DK. Fits in nicely with their lore. Usable once a day or something. Stick with mals (no veil, silence, energy drain). Veil is mental, right? Hmm..

Edited

If you DK has trouble landing spells, spam magic missile. Then you can cleave them to sleep and curse and the cast the other mals.

1 hour ago, Celerity said:

A mace might knock you out, but an axe might do bonus damage, a sword gives blood loss or something and so on.

As long as Polearm still sends to sleep....

I suggest mace gives thunderclap effect. Flail paralysis. Wait, you can only cleave with Axe, Polearm and Sword. So:

Polearm - sleep

Axe - Increased damage. Like +50%

Sword - massive blood loss, (rogue hide prevention)

Now thats a bit more balanced.

1 hour ago, Zavero said:

It doesn't make any less sense than magic strike.

Do you even understand why magic strike was implemented?

 

Quote

Celerity has the right idea though. Auto plague would be ridiculous.

Yes, it would be ridiculously stupid, and would actually be a nerf.

Try to figure out yourself why.

 

Cel's idea is a very interesting though, I must admit. But it would be really curious to see some new affects. Not just already existing ones put on the ability.

 

1 hour ago, Celerity said:

Veil is mental, right?

Nope, it's mal.

Edited

A little off topic but I always found magic strike odd for dark knights, being the more offensive pairing of the two I always thought it would of suited them more to have the spells land when THEY bash instead of get bashed(Yes I know why it was implemented). Balance aside, I always thought it didn't match their RP the way it is now.

Edited

That distinction is present in which spells are cast.

Ok.

3 hours ago, f0xx said:

Cel's idea is a very interesting though, I must admit. But it would be really curious to see some new affects. Not just already existing ones put on the ability.

Disembowelment. As you cut across your opponent with your blade (sword), you strike his abdomen and create a gash through which his intestines prolapse outside.

Mechanically this would cause massive blood loss over time and the inability to eat. Also a -10% to dodge prof, since you are afflicted with pain every-time you move quickly.

Luxation. As you cleave with your axe you aim for the spot over his heart. Although you cannot cleave through his heart due to the reinforced shoulder armor, this move has a tendency to bite deep into the should damaging hit.

Mechanically this would cause extra damage, and luxate the shoulder joint decreasing dual wield proficiency by -33%, two handed by -10%, shield block by -10%.

Confusion. As you smack you polearm over you opponent head, the trauma will disorient him.

Mechanically this would cause sleep and confusion for the same duration of the sleep. Confusion would have a 1 in 4 chance of randomly changing you direction every-time you move.

Should just make sword cleave work like behead and make behead for crusaders better. It was always my favourite skill but it's so mediocre.

One baker's dozen quick other potential new effect ideas:

  1. Deal no damage, but reduce target's max hp by 20-33% for 12 ticks. Higher percentage closer to midnight, lowest at noon.

  2. Deal low damage and disorient a charmie, causing it to continue to follow, but not autoassist its owner in combat for 6 ticks.

  3. Deal moderate damage and deal 2% of max hp/mana/move every time the target uses 'sleep' for 6 ticks.

  4. Deal low damage and negate the target's autothrow, shield bash, counter, and backcutter skills for 6 ticks.

  5. Deal high damage and lower hp/mana/move regen by 10% until midnight.

  6. Deal no damage, but negate all defenses and attacks for the next round.

  7. Deal low damage and make the target vuln to fire or ice for 6 ticks.

  8. Deal no damage but make the target vuln to your currently wielded weapon damage type for 3 ticks.

  9. Deal moderate damage and double harm damage for 3 ticks. (DKs get harm, right? heh)

  10. Deal high damage to own charmie, but frenzy and haste it for 3 ticks.

  11. Deal moderate damage and mana damage. Return half of the hp/mana damage dealt to the DK. (cooldown on DK)

  12. Deal low damage and gain 5% prof in your currently wielded weapon type and drain 5% from their currently wielded weapon type until midnight.

  13. Deal high damage to self, but increase spell level by one and add the feral 'mini-haste' (increased chance for second and third attack to fire) until midnight.

 

Many of these new effects could be adapted for a lot of class skills, not just DK cleave.

Edited

Cosmetic changes for diff weapon types would be neat but seriously...DK's have an easier time reducing saves than shamans.

I miss shamans. Who was the last successful one? Oppressant?

There were MANY strong shamans after him.

Lykiss was the most recent one.

Edited

23 hours ago, Fool_Hardy said:

If attaching a timer to the skill Labor, then yes it could autoland ONE of those. But only one, and then they are hurt. Think of it as Cleave slicing through their defenses, but it takes focus.

@ Foxx, I want to hear Tas issues, on a thread that melee/mage arguments do not get threadlocked. And what makes no sense is cleaving someone to sleep, so I can fail a few spells before trying to kill them.

I believe he shares a frustration with some others, and Tas is experienced and successful with the class, so his opinion is Valid. I for one want to hear it.

A bit demotivated to post on the forums but you're more than welcome to PM me.

17 hours ago, Mmm Beer said:

Cosmetic changes for diff weapon types would be neat but seriously...DK's have an easier time reducing saves than shamans.

Not true

I was being a little sarcastic...and some times it IS true.