Death Knight - what do you recommend?

Post » Tue Jun 12, 2012 7:06 am

Which kind of death knight are we talking about? A one from DND or Warcraft?
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nath
 
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Post » Tue Jun 12, 2012 3:49 pm

I′m not talking about a WarCraft DeathKnight in particular, though I admit the "cold aspect" (frost destruction spells) is taken from WarCraft Lore.
The DND DK is, as far as I know, more relying on "health damaging" spells than frost spells.
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Marguerite Dabrin
 
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Post » Tue Jun 12, 2012 1:02 pm

http://skyrimcalculator.com/#105828
So many wasted perks, my advice is to scrap all perks on the right side if the heavy armor tree. You don't need 5/5 juggernaut either.

5/5 shield wall isn't needed, one will be enough, the left side of the block tree doesn't affect 2h weapons either.

Great critical charge, sweep and warmaster are a pile of piss, useless perks. The deep wounds perks are also useless, critical hits do half the base damage extra, so at most 10 for daedric.

Soul squeezer and siphon aren't that helpful, not worth perk points. I wouldn't take the fire/frost/storm enchanter perks either, but they aren't as bad as your other suggestions ha.
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Rachyroo
 
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Post » Tue Jun 12, 2012 7:29 pm

Great critical charge, sweep and warmaster are a pile of piss, useless perks. The deep wounds perks are also useless, critical hits do half the base damage extra, so at most 10 for daedric.
Sweep is actually useful in some situations where you get a large group on you. Great Critical Charge and Warmaster though, are totally useless.
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Charlie Ramsden
 
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Post » Tue Jun 12, 2012 12:20 pm

Sweep is actually useful in some situations where you get a large group on you. Great Critical Charge and Warmaster though, are totally useless.
It's to awkward for me, I like to prioritise and single out melee enemies, especially on master where they hit like a truck.
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Scared humanity
 
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Post » Tue Jun 12, 2012 1:21 pm

About necromancy being evil, remember what Mannimarco said:

Power, my dear friend. I seek power, and so I acquire and study those who have some degree of it. We are after the same things, your guild and I. Yet you worry about 'good' and 'evil' and do not accept they are manifestations of the same thing.

I think most necromancers just don't really worry about that distinction.
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Mrs. Patton
 
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Post » Tue Jun 12, 2012 11:26 am

It's to awkward for me, I like to prioritise and single out melee enemies, especially on master where they hit like a truck.
It's particularly useful with a Absorb Health enchant on the weapon. Probably with Poison on the weapon, too.
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Cheryl Rice
 
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Post » Tue Jun 12, 2012 6:04 pm

It's particularly useful with a Absorb Health enchant on the weapon. Probably with Poison on the weapon, too.
I don't want to be in the hit range for 3 enemies on master, by the time you go to swing the sideways power attack they will all hit you. It's not worth a perk IMO.

The poison would only work on the first enemy, and second if you have the poison perk.
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Yama Pi
 
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Post » Tue Jun 12, 2012 6:07 am

So many wasted perks, my advice is to scrap all perks on the right side if the heavy armor tree. You don't need 5/5 juggernaut either.

5/5 shield wall isn't needed, one will be enough, the left side of the block tree doesn't affect 2h weapons either.

Great critical charge, sweep and warmaster are a pile of piss, useless perks. The deep wounds perks are also useless, critical hits do half the base damage extra, so at most 10 for daedric.

Soul squeezer and siphon aren't that helpful, not worth perk points. I wouldn't take the fire/frost/storm enchanter perks either, but they aren't as bad as your other suggestions ha.
Dude, there are 21 perks left to spend.
You really think that this is a game where you have to think too much about spending perks?
This is not Diablo 2 where you actually need to THINK how to spend skill points.
So yeah, your argument is poor, actually.
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emily grieve
 
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Post » Tue Jun 12, 2012 6:49 pm

Dude, there are 21 perks left to spend.
You really think that this is a game where you have to think too much about spending perks?
This is not Diablo 2 where you actually need to THINK how to spend skill points.
So yeah, your argument is poor, actually.
You don't have to think much, just avoid the useless ones, which are most of the ones you chose..

You might as well invest in a new skill for those perks than waste them. You didn't even read what he wants, he said no blocking and he's thinking about destruction, so basically your advice wasn't helpful.
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David John Hunter
 
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Post » Tue Jun 12, 2012 9:45 am

I don't want to be in the hit range for 3 enemies on master, by the time you go to swing the sideways power attack they will all hit you. It's not worth a perk IMO.

The poison would only work on the first enemy, and second if you have the poison perk.

That's why you time the swing, and begin it just before they get in range, so you hit them all just as they get within reach of your wep. It's hilarious with a Paralyze enchant on the wep too.
If the poison is powerful enough, it can take out the first opponent for you, or disable them if it's a Paralyze Poison, while you're also damaging the other opponents with the same swing.
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Farrah Barry
 
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Post » Tue Jun 12, 2012 6:53 pm

That's why you time the swing, and begin it just before they get in range, so you hit them all just as they get within reach of your wep. It's hilarious with a Paralyze enchant on the wep too.
If the poison is powerful enough, it can take out the first opponent for you, or disable them if it's a Paralyze Poison, while you're also damaging the other opponents with the same swing.
Sounds great but I don't see it happening often enough to warrant a perk point, paralyse weapon enchantment is overpowered as hell ha.
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Jake Easom
 
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Post » Tue Jun 12, 2012 7:39 pm

You don't have to think much, just avoid the useless ones, which are most of the ones you chose..
No need to do that too, game has a f-ton of perks.
And did you even try to explain why are ones I chose useless?

Also remember that Bethesda will probably fix most of the issues, so they will become useful and OP won't need to start a new character in order to invest in those ''useless'' perks.

You might as well invest in a new skill for those perks than waste them.
No, you shouldn't since then you'll no longer be a Death Knight.
What do you think why I didn't spend those 21 perks which were left?

You didn't even read what he wants, he said no blocking and he's thinking about destruction, so basically your advice wasn't helpful.
I did read, but this is a what I hold to be a better version of Death Knight.
Also, Destruction is not something a Death Knight would use while Block would be something really useful, so yes, my advice was helpful.
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LADONA
 
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Post » Tue Jun 12, 2012 2:27 pm

Also remember that Bethesda will probably fix most of the issues, so they will become useful

This.
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Sophie Miller
 
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Post » Tue Jun 12, 2012 1:32 pm

No need to do that too, game has a f-ton of perks.
And did you even try to explain why are ones I chose useless?

Also remember that Bethesda will probably fix most of the issues, so they will become useful and OP won't need to start a new character in order to invest in those ''useless'' perks.

No, you shouldn't since then you'll no longer be a Death Knight.
What do you think why I didn't spend those 21 perks which were left?

I did read, but this is a what I hold to be a better version of Death Knight.
Also, Destruction is not something a Death Knight would use while Block would be something really useful, so yes, my advice was helpful.
The right side of the heary armor tree is pretty useless, the tower perk doesn't work, the matching set perk forces you to stick to one armor set and the reflect blows perk is only 10% chance, waste of 3-4 perks just for that IMO.

Block you absolutely don't need 5/5 shield wall, you can reach the cap for shield damage resistance very easily later on, and you will get along fine without all 5, you only need it once.

The great critical charge perk is buggy and not needed, it interferes with normal attacks and power attacks as its not set up properly. It also doesn't actually give you anything, a perk for an animation isn't worth it, the additional damage of a critical hit is pathetically small. The sweep perk isn't to bad as discussed above, but I wouldn't use a perk point for it as I don't want to be in the melee hit range for 3 enemies while I charge up a slow power attack. The warmaster perk isn't that great as the backwards power attack is so awkward to do and usually misses. Wasting three perks on deep wounds is ridiculous, the critical damage is pathetic (10 at most) and the % chance is pathetic also.

Beth won't fix these perks, it isn't a priority for them. Trying to plan to level 81 is pretty stupid, you won't get to level 81 unless you commit to training every single skill, planning perks to around 50 is more practical.

I suppose you know the exact description of a 'death knight' and how this guy should play it, even though he stated he wanted destruction.. Your advice wasn't helpful, you pretty much just filled the perk trees of the skills you chose.

This is my suggestion: http://skyrimcalculator.com/#106260
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Ernesto Salinas
 
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