5+5 = 9?
Dreadknights harmtouch is a nuke. So what if it takes 12 stamina? A nuke like that should take ALL of your stamina... ffs using mortalwound, bladegrasp and inversion for sammies take around 10 stamina. To add to that bladegrasp requires a reagent, inversion is USELESS against every class but wizard pretty much, mortalwound DOES NOT bleed and was nerfed to hell. We also have mediocre armor while DKs have the second best armor rating in the game. I was a little bit puzzled when DK go their diamond chestplate removed, and instead were given diamond boots and helm....... Anyone else realize THE ARMOR RATING NEVER CHANGED.... it just costs more diamonds...
5 dmg? pfft, that's not a blow to the DKs... I say harmtouch is bumped up to 15 stam and has a warmup so it can be interrupted... it's an instant nuke. @
Digger360 you can't say the cooldown is a big deal. Honestly, when I was a DK, I didn't even need harmtouch, and when I used it and I died, I'd come back from the GY with the cd gone already... didn't even need to be holding a weapon either. Another thing about samurai skills, 1/2 of them require you to have a sword with you. Ex: *Samurai tries to use /skill cleave, mortalwound, strike, bladegrasp or inversion* "You cannot <Insert skill here> with that item. Imo it takes a lot more skill to be a good samurai than it is to be a good Dreadknight