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Le planificateur de compétences a le niveau de correctif 10.3.5
Rend N' Mend (DK - DW/2h) even a description n' stuff, write something
Faction

Race

Classe

Pierre de Mundus

Points
0 / 541
Points Champion
0 / 3600
Utilisateur
Morbid Grinch
J'aime
023265
Mise a jour
Patch 2.7.11
- Classe
- Merci de choisir votre classe dans le menu en haut.
- Armes
- Arme à deux mains
- Une main et un bouclier
- Deux armes
- Arc
- Bâton de destruction
- Bâton de rétablissement
- Armure
- Armure légère
- Armure moyenne
- Armure lourde
- Monde
- Escroquerie
- Magie des âmes
- Loup-garou
- Vampire
- Sondage
- Excavation
- Guerre d'Alliances
- Assaut
- Empereur
- Soutien
- Guilde
- Guilde des voleurs
- Confrérie noire
- Guilde des guerriers
- Guilde des mages
- Indomptable
- Ordre Psijique
- Culturel
- Merci de choisir votre Race dans le menu en haut.
- Artisanat
- Alchimie
- Forge
- Couture
- Travail du bois
- Cuisine
- Enchantement
- Joaillerie
Description du build
Solo survivor -
Armor - Tava's and Bahraha's
Weapon - Dagger/Axe (dual), axe (2h)
Pre-round = green blood, shuffle, rally
Fight intro = crit rush, light atk, volatile armor
Switch bar = noxious breath, light atk, blood craze, burning embers, light atk, blood thirst
Damage mitigation/Stam sustain/Ultimate generation = igneous shield
Active combat buffs/debuffs = major brutality, major fracture, major ward, major resolve, major fortitude, major endurance, minor vitality, major mending, major evasion
Note: ultimate generation is fast and simple allowing ultimate's to be used as sustain tool. Major fracture has massive benefits for player as burning embers and blood thirst are direct damage attacks with heals based on damage done. The, "light atk, blood craze, burning embers, light atk, blood thirst" mixes animations well and once learned runs flawlessly, but throwing in a light attack in-between blood craze and burning embers will often cause problems. Magic sustain is most difficult but using a dumner and a fair amount into arcanist manages resources and just kind of fits the DK well. Igneous shield runs every six seconds for continuing ultimate gain and stamina Regen. Thaumaturge has more use with this build as DOT's are both damage and heal and Bastion increases igneous shield value, it is recognizable right away.
This is my first character and I only have played solo. Solo most all world bosses and normal group dungeons (when mechanics allow) at CP300 but honestly I don't even know if that is good, bad or indifferent. Have very limited PvP interaction so I am clueless if this would be viable for that combat style.
This build offers an impressive single target DoT rotation that is extremely easy to transfer to multiple targets with excellent resource sustain and constant heals both burst and HoT. Because magic resources replenish stamina a player really only need worry about a single potion (magic) and using ultimates aggressively is encouraged as a suped up tri-pot (mountain's blessings passive). I often flex ferouis leap into the 2h bar, the knock back + shield allows easy access to re-buffs and the suped up tri-pot covers all stamina/magic cost. Tava's and Bahraha's proc constantly.
Armor - Tava's and Bahraha's
Weapon - Dagger/Axe (dual), axe (2h)
Pre-round = green blood, shuffle, rally
Fight intro = crit rush, light atk, volatile armor
Switch bar = noxious breath, light atk, blood craze, burning embers, light atk, blood thirst
Damage mitigation/Stam sustain/Ultimate generation = igneous shield
Active combat buffs/debuffs = major brutality, major fracture, major ward, major resolve, major fortitude, major endurance, minor vitality, major mending, major evasion
Note: ultimate generation is fast and simple allowing ultimate's to be used as sustain tool. Major fracture has massive benefits for player as burning embers and blood thirst are direct damage attacks with heals based on damage done. The, "light atk, blood craze, burning embers, light atk, blood thirst" mixes animations well and once learned runs flawlessly, but throwing in a light attack in-between blood craze and burning embers will often cause problems. Magic sustain is most difficult but using a dumner and a fair amount into arcanist manages resources and just kind of fits the DK well. Igneous shield runs every six seconds for continuing ultimate gain and stamina Regen. Thaumaturge has more use with this build as DOT's are both damage and heal and Bastion increases igneous shield value, it is recognizable right away.
This is my first character and I only have played solo. Solo most all world bosses and normal group dungeons (when mechanics allow) at CP300 but honestly I don't even know if that is good, bad or indifferent. Have very limited PvP interaction so I am clueless if this would be viable for that combat style.
This build offers an impressive single target DoT rotation that is extremely easy to transfer to multiple targets with excellent resource sustain and constant heals both burst and HoT. Because magic resources replenish stamina a player really only need worry about a single potion (magic) and using ultimates aggressively is encouraged as a suped up tri-pot (mountain's blessings passive). I often flex ferouis leap into the 2h bar, the knock back + shield allows easy access to re-buffs and the suped up tri-pot covers all stamina/magic cost. Tava's and Bahraha's proc constantly.
Barre d'action
Rang de Champion: 0
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0
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0
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0
Points d'attribut
Magie

- 0
Santé

- 0
Vigueur

- 0
Ensembles
- No Set selected
Sorts passifs
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Dépensé:
0
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Pièce d'ensemble
Ici, vous pouvez visualiser l'aperçu des pièces d'ensemble suggérées pour ce build.Slot
Ensemble
Armor Type
Qualité
Trait
Enchantement
Tête
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Épaules
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Mains
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Poitrine
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Taille
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Jambes
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Pieds
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Cou
No Set selected
Anneau
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Anneau
No Set selected
Slot
Ensemble
Weapon Type
Qualité
Trait
Enchantement
Main principale
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Main secondaire
No Set selected
Poison
No Poison selected
Main principale
No Set selected
Main secondaire
No Set selected
Poison
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