I really dislike some of the design philosophy

i think op need to use other skills/do different tactics on the lull between proc durations and cd completion. like evil_baka said, some skills like mirror of ereoctes means 3 secs of going full offense on the most important target, then playing defensively/cautiously whe MoE is on cooldown.

try asking trozan sky shard players how they dealt with tss’s cooldown. iirc tss is a primary/secondary damage skill with ~3 secs cd. what do you need to do in those 3 secs cd? waiting idly for the meteors to fall on your enemies? ofc not. you’ll use another offense skills to fill in the gaps between tss. such as tss+cyclone(from shaman)+prm. that’s called piano caster build. other builds than piano casters might be based on using 1 or 2 heavy damage skills with medium cd, then they fill those gaps with auto attacks or buffs or any procs.

my point is, every build has some offense/defense activities that can be done to fill in the charging up moments of skills with long cooldowns/skills with weird short cooldowns like tss. if you post your build here, others can help you fill those unbearable 3 secs devotion procs cd with fantastic/decent/unamusing gameplay.

i’m going to post the grimtools of the character here. i was thinking on a kind of tank/debuff role to help my buddies push SR, but i’m starting to think it’s a no go. Guess i’ll just stick to my warlock, at least he melts shit down.

https://www.grimtools.com/calc/aZq3R182

While I have a lot to say about GD design philosophy, your build is not an indication of bad design, but rather poor understanding of the game itself. I can easily build an unkillable tank that can aggro bosses and provide additional support to allies . In fact, that’s how we speedrun SR80+ In hardcore.
So, back to drawing board, m8.

i wont dispute the fact i suck at building tanks lol, i’ve always did dps roles. your post was not helpful at all tho, just some epeen waving. care to give some actionable advice?

edit: this is a grimtools of the general idea defensively i was going for, but there’s not enough points to get any offensive skills wich sucks. i’m open to ideas.

https://www.grimtools.com/calc/Q2zD4M4Z

Sure thing. You want your tank to have a shield. fleshwarped bulwark to be exact, with physical resistance ideally. You want most of your gear to have both % and flat health regeneration. Next you have to take the giant and tree of life as mandatory devotions. Max possible regeneration nodes, physical resistance nodes and some resistance reduction constellations to support your party damage. You want your tank to have either soldier or demolitionist or both. Demo gives you more regeneration via vindictive flame which is further buffed by the conduit amulet with the relevant v.flame regeneration buff. You want some “generate additional threats” skills like war cry.

That’s a quick version. Let me know if you want more tips on items.

Here’s one good example of how to tank:

Keep in mind though, his build can still kill bosses and even celestials. You can just focus on support and make yours way more tanky.

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Well i do have some doubts about effects like - resistance to mobs. does it stack or only the strongest effect apply? same for damage reduction. i have warcry on my char and i was also planing to go for Ravenous Earth because of the support skill decay. My idea is to get the 25% reduction from warcry + the 20% reduction from Decay. Does it work like that, or will i only get the higher of the two? Because that being the case i’ll have to totally rethink this build. I really want to stick to Deathknight tho. I’m using a 2hander right now just because its better damage for leveling up but eventually i’m going to respec into shields.

edit: i know the sensible thing would be just to follow someone’s build, but i actually have alot more fun making my own builds and improving them little by little.

I’m totally with you on making your own build vs following someone else. If you want to stick to a DK 2H it’s just gonna make things significantly more challenging. 2H damage is overrated and while you have many options like forcewave, bone harvest, cadence or even blade arc, they won’t make your leveling process faster. A single additional component like enchanted flint will add 100% fire and burn damage to your skill. That’s a ton of extra damage, especially early on. Plus, you will die less with a good shield. Or cast much faster with an offhand.

Your combo won’t be a real support like a zdps monk, but rather a decent hitting meat ball. Which can be very fun! Id either go with the good old forcewave or bone harvest. The play style is very similar. But I’d still focus on getting good resistance and regeneration both via items and devotions. As for damage reduction, IIRC war cry will overrule decay if both are active. Best use them in rotation.

Not to be rude but perhaps you should read up on some of the game’s mechanics to answer some of the questions you have. Most of them are documented here whilst being aimed at new players, might be of interest to you.

that’s actually useful, thank you! would be much better if all that info was on the wiki too.

The wiki is user created, community maintained. That means you, me… everyone. If you want it updated then update it. That’s how wiki’s work.

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and yet another thing i dislike… why on earth does storm totem needs a 5s cooldown when it has a hard limit on the amount of totems you can have up? its just annoying me to no end. when i finally get the 3rd totem up the 1st is about to expire! why u hate me so much game design guy?! =/

Because cooldown reduction has to have a point to its existence.

Because theorycrafting to make the choice to maximize your storm totem means you go look for items that reduce the cooldown.

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Because without the CD you could instantly deploy 3 totems at once which would be a huge raise in DPS.

-To promote specialising in it and other abilities. You wouldn’t notice the 5 second cooldown if you had 2-3 other damage skills to use during that time / debuffs to keep up or items that lowered the cooldown on Storm Totem.
-To keep it as an active main damage ability like any other cooldown ability (like Trozan’s Sky Shard).

and how exactly is that a bad thing?

another annoyance for me now is the clairvoyant set, why the hell does it convert the fire damage from aar into aether and then goes and converts lighting into vitality? FUUUUUUUUUUUU how am i supposed to optimize my dmg type now? FUUUUUUUUUUUUUUUUUUUUU

Hence why no one uses the hat. :scorv:

Because it would have to be nerfed to the ground because the dps would be ridiculous. And i don’t think totems need more nerfs after the several it got in recent times.

Do you always complain about things without even trying to understand the reasons behind them? Have you tried thinking?
It has a cooldown for balance purpose. Without cooldown you could instantly deploy all the totems in less than a couple of seconds, getting the maximum dps from the start and being able to keep it constant with little investment. The cooldown is there to make the raise of the dps more gradual and to encourage players to get CDR if they want more dps. Storm Totems have a fixed attack rate and aren’t affected by neither the player’s attack speed or cast speed so CDR is their attack speed in a way. Also, you can bet your life that if cd was removed the totems would be nerfed to the ground to compensate the player being able to cast them all at once.