Holy armor and weapon active skills now??!!

General Discussion Started Last reply 14 posts
Why did they change the holy armor and holy weapon passive skills of the TK and paladin to active toggles?

Did someone really complain that the TK and Paladin needed a nerf?

Now granted I do see that the holy armor TK skill is now like a Mdef boost against Dark magic. but what Dark magic attacks are there really? Drain and Death spike?

Any others I am missing? I mean whats the point?

Lorak
Temple Knight FTL.

pwnt
the Idea is that there are resist sacred attack monsters out there now, I saw a lvl 76 fully buffed SwS dealing about 40 dmg to them a swing... It was made so that in these area's sws and paladins can actually go instead of just rolling over and dieing

Now granted I do see that the holy armor TK skill is now like a Mdef boost against Dark magic. but what Dark magic attacks are there really? Drain and Death spike?

Any others I am missing? I mean whats the point?




70% of SH nukes, 100% of necro nukes.


Now granted I do see that the holy armor TK skill is now like a Mdef boost against Dark magic. but what Dark magic attacks are there really? Drain and Death spike?

Any others I am missing? I mean whats the point?




70% of SH nukes, 100% of necro nukes.



Ok, so I guess it is a matter of finding out what all is considered dark magic. Fellow TK did test against a Necro in the arena and it does infact cause them to hit for less damage, not a lot, but some.

Lorak
I can understand the reason behind making holy blade active but a toggle? that costs mana I guess? come on, wtf?
What's the reason for making holy armour a toggle though?
Are there now monsters that do more damage to holy or something silly? <_<

Namárië
Badger[49]

Why did they change the holy armor and holy weapon passive skills of the TK and paladin to active toggles?

Did someone really complain that the TK and Paladin needed a nerf?

Now granted I do see that the holy armor TK skill is now like a Mdef boost against Dark magic. but what Dark magic attacks are there really? Drain and Death spike?

Any others I am missing? I mean whats the point?

Lorak



Almost all SH/DE and Necro debufs are dark attacks. Resist hex/para ftw :D

I can understand the reason behind making holy blade active but a toggle? that costs mana I guess? come on, wtf?
What's the reason for making holy armour a toggle though?
Are there now monsters that do more damage to holy or something silly? <_<

Namárië
Badger[49]



They're a lot like aegis stance now, they cost about 9mp to activate then don't drain any mp while on.


Now granted I do see that the holy armor TK skill is now like a Mdef boost against Dark magic. but what Dark magic attacks are there really? Drain and Death spike?

Any others I am missing? I mean whats the point?




70% of SH nukes, 100% of necro nukes.



which consists of vampiric claw (drain) death spike and CDL. note the SH main nuke is hurricane NOT considered dark magic.
The new toggle Holy Armor is freakin sweet to the max !! It's bugged not to take your MP down and it is some serious protection against Dark Magic. I've been testing it in the Arena ALOT and from what I can tell it Halves Dark magic and gives the user a GOOD chance to resist. Resisted + 1/2 DMG = It's gonna take Mr. Kwanzabot < 75 necro > a little longer to kill lil ole me =) btw TK can Root undead summons XD

Jode 62 TK lionna
They don't cost relevant amounts mana, and they don't take up buff slots.

The change has only positive aspects for all but the most memory impaired knights: Stacking properly with holy weapon, resisting dark magic, and being able to fight holy mobs unpenalised.

PS: Jode, the "no mana" is not a bug. It is intended.
A clanny TK said that it actually takes mp to keep holy armor active. He regens 1mp less per tick when it's on so it's something that you wouldnt even notice. He still regens mp, just 1mp less than normally so doesnt really affect anything.
From what I can tell and ive only done rudimentry tests sacred blade still does not stack with holy weapon.

I'd appreciate being disproven... really I would. ;)
I might be misinformed then - that was handled as the reason way back when the patch was first heard about, and since I still got corrected with that when I said "It's against strong against holy mobs", I figured it was true.

It might really just turn the attack holy property as opposed to giving it "additional damage against xy", which would of course not stack.