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· My suggestion is add Airwaves Sweets on NPC Malcom Mix & rework buff of this item. ( Only can obtain by crafting, delete of mimic ) This item can crafting on NPC like potions and others, buff focused on pve, raid, ts ... ( can't use in rainbow, glacernon, arena... maps of pvp ) ( atually is: BUF: moviment speed increased by 1, All element energies are increased by 10. You can obtain in mimic. Duration 10min.) * Now: Is you use wk's buf (wolf) disappears this buf ( it isn't compatible). After rework not disappears. · Examples: Need for crafting: Buff and duration: x 15 Defence Potion x 99 Pet Food (300gold) x 99 Nosmate guardian angel x 99 Partner's guardian angel x 15 Half moon crystal (15k /u in NPC @Bash) · Obtain x1 Airwaves Sweet · Duration: 3600s = 60min = 1 hour · Buff: Resurrect your Partner and Nosmate without use guardian. When resurrection restores 70% of your pet's HP and 70% of your partner's HP. Your pet and partner increased speed by 1. Your pet not lost loyalty. *You can use this with guardian angel blessing. (Is compatible) X10 Attack potion X 20 half moon crystal * X 20 Energy potion x 99 Pet Food (300gold) · Obntain x10 Airwaves Sweet · Duration: 10 min · Buff: Increased attack power by 20%. Skill cooldown is decreased by 5%. All element energies are increased by 100 Increases all defence of only your pet and partner by 20%. Your pet and partner increased speed by 1. Your pet not lost loyalty. *You can use this with guardian angel blessing. (Is compatible/ NOT IS COMPATIBLE WITH RED POTION, YOU CAN'T OBTAIN 40% INCREASED ATTACK POWER) * X 20 Energy potion : * Add energy potion reward in ic. * Change price of grub now 20k/u to 10k/u on npc bash * Add mysterius stone in NPC bash by 2k/u Before, the new players buyed airwaves on nosbazar, now they can't use, and for players with hight level not need because they have alts with wk. If you have better idea comments here.
Some time has passed since someone wrote a review about BK (https://forum.vendettagn.com/index.php?/topic/3829-blood-knight-from-pve-perspective/) so i try it myself. Jordan wrote himself its difficult for him to balance this class, that's why i just make some rework suggestion. The class is pretty much dead and no one wants to play it or even thinks about playing it. This was a spontaneous idea so i hope I didn't write too much BS. Have fun reading BLOOD Knight rework Blood Field Cost 3% HP per second Max HP +30% M-SPD +15% Damage of all skills +30% Following spells are now 16m AoE spells: - Demonsword - Drainingsword - Drainingsword Mark - Demonsword Mark - Bloodsword Mark Additional Effects: Demonsword: Slash & Fire resistance -8 Draininsword: Strike & Dark resistance -8 Bloodsword: Pierce & Nature resistance -8 all three can be stacked up to 2 times for 7 seconds. causes spell state on yourself for 10 sec stacked up to 2 times. Bloodborn Cost 2% MP per second Recovers 1,5% HP per second Party members in 15m range are granted +10 Elemental Resistance and -15% dmg received. While in Bloodborn state under attack the caster is granted +5% ATK & +3% dmg dealt for 10 sec, stacks up to 10 times. Zealot's Law - Double hit rate +60% - Tripple hit rate +30% - M-SPD +40% - CRIT +20% - Defense - 15% Demonsword Deals p-dmg to the target. tripple dmg If Demonsword state is stacked 2x and caster is in Aura: Demonsword Mark target is stunned for 2sec. Drainingsword Deals p-dmg to the target, double dmg If Drainingsword state is stacked 2x and caster is in Aura: Drainingsword Mark target is mundaned for 4sec. Bloodsword Deals p-dmg to all targets within 20m If caster is in Blood Field state deals tripple dmg and recovers 10% of dmg dealt as HP. If Bloodsword state is stacked 2x and caster is in Aura: Bloodsword Mark target is knocked down for 2sec. Aura: Demonsword Mark Surrounding enemies in a 30m area lose -5 of all resistance. - Deals Fire dmg now Additional effect for Demonsword: - 25% chance to increase the damage of Demonsword by 100% for 12sec. lasts 30 sec. Aura: Drainingsword Mark Surrounding enemies in a 30m area are damaged with fire dmg for 10% of your P-ATK every second - Deals Dark damage now - dmg dealt -10% Additional effect for Drainingsword: - decreases max HP -0,5% per sec , A-SPD -10%, C-SPD -10%, M-SPD -15%, dmg dealt -10% for 10 sec, stacks up to 3 times. lasts 30 sec. Aura: Bloodsword Mark Surrounding enemies in a 30m area are taunted, doesnt work on Boss monsters. - Deals Nature dmg now Additional effect for Bloodsword: - 75% chance for tripple dmg, 50% chance for double dmg - dmg of Bloodsword increased by 200% lasts 30 sec. KP Changes: Steadfast Believe +1,5% HP and swapped with Bloodstain position Blood Evil Removes the cooldown of Aura: Bloodswork Mark Great Might Removes the cooldown of Aura: Drainingsword Demonlord Removes the cooldown of Aura: Demonsword Blood Blessing changed to Parry Rate +1,5% Review: Bloodknight is in my opinion a pretty weak class which you couldnt even play without the Holy Skill. It's (I guess) not the sense to make a class based on the Holy Skill, it should be playable even without it. Also I got the feeling some classes are pretty behind the others why i tried to give the new kit some "teamwork" things. The reducing of resistances strongers the BK if it is able to stack the spells which makes him a strong pdd for longer fights and not too OP for pvp, because of the need to stack its debuffs/buffs and switch the Aura's. Through the " - resistances" (especially the nature and pierce) classes like Druid and mostly all Bow classes are maybe buffed a bit cuz of this combination. The HP drain from the selfbuff is kinda some thing a BLOODknight should have, he empowers himself through sacrificing HP. The HP recovery of the Bloodborn state isn't a stone carved thing yet cuz it could remove one of the few weak points this class got now by replacing it with the "- MP" debuff. Still this class needed some combos in my opinion and also some chance to stack its dmg and keep it for longer than 10sec. Also the class got compared to mostly all other classesa pretty low base HP which would be even lower if you aren't forced to skill the +10% max HP KP for the "Bloodsword Mark". Im not sure if the Aura's need some nerf or kinda a debuff for the other spells while one of them is activated. Same thing with the Fire/Dark/Nature dmg. It would give the BK a chance to be a bit like a Annihilator and help to melt BP. I don't want to create a second BM here while i try at the same time to make another pdd which is worth the time to gear and play it, that's why i would love to get some feedback by the community aswell as Jordan. If you write something please write down what you would change and the most important thing: add a "I would play it" or a "I wouldn't play it".