Class Reboot - Dark Knight (English)
DARK KNIGHT
Main Weapon
● Luscious Snare - Changed the skill to Illusionary Snare, and made the following changes:
- Illusionary Snare - The skill activates laterally as it combos into Chain: Dusk by pressing ←/→ + F. Using the skill in a Quick Slot will activate it while standing.
- When you activate the skill laterally, snares are created on each of the opposite sides of the character and when activated while Standing, a snare is created in the character's spot.
● Obsidian Ashes - Made the following changes.
- Improved the skill's sense of speed.
- Changed the skill to activate while comboing into Smoky Haze while using the skill.
- Improved the skill's speed when comboing into other skills.
● Smoky Haze - Changed the skill so that she will not collide with other characters or monsters while using the skill.
● Air Strike - Added a flow skill for the skill.
- Air Strike's damage will be applied to the following skill.
● Flow: Air Strike - Changed to activate Prime: Nocturne by pressing RMB after using the skill.
● Dark Shadow - Changed to combo into other skills after the DP buff is applied.
● Repeated Annihilation - Changed the skill into Flow: Dark Execution, a flow skill of Nocturne, and accordingly, the skill's effects, damage, and hits were adjusted to the following:
● Corrupt Ground - Improved the skill's speed and changed the attack range of some hits to match the skill description.
● Shadow Strike - Changed the skill to combo into another skill only after the attack and changed the timing when the attack is applied to match her actual motion.
Succession
● Prime: Obsidian Ashes - Made the following changes.
- Improved the skill's motion speed.
- Changed to be able to combo into Smoky Haze while using the skill.
- Improved to combo quicker into another skill.
● Prime: Wheel of Fortune, Prime: Lunacy of Vedir - Increased each of the skill's attack range.
● Prime: Ravage Rake - Made the following changes.
- Increased the skill's attack range slightly.
- Improved the speed of the skill's 2nd and 3rd hit motions.
● Prime: Nocturne - Increased the skill's max range by 23%.
● Prime: Air Strike - Slightly increased the speed of the motion before the skill. However, the skill's max movement distance remains the same.
● Prime: Kamasylvia Slash - Made the following changes.
- Improved the combo speed with Dusk to activate quicker while charging the skill.
- Improved to combo with Smoky Haze while charging the skill.
- Fixed the issue where the attack would not activate when comboed with Dusk during certain motions of the skill.
● Prime: Lunacy of Vedir - Made the following changes.
- Increased the speed when comboing into other skills.
- Changed to activate the skill by pressing SHIFT + RMB.
- Increasped the speed of the attack slightly when comboing into the skills with a command key after using the following skills:
* Prime: Wheel of Fortune
* Prime: Enforcement
* Flow: Termination
* Prime: Kamasylvia Slash
Awakening
● Touch of Exploitation (I to IV) - Changed the skill's motion speed and attack range and improved to combo quicker into other skills.
● Touch of Exploitation (I to IV), Core: Touch of Exploitation - Made the following changes.
Before | After |
Bound on the last hit "Forward Guard while using the skill" after learning the skill |
Forward Guard while using the skill "Bound on the last hit" after learning the skill |
- Touch of Exploitation (I to IV) - Made the following changes to the skill's hits:
Skill | Before | After |
Touch of Exploitation I | Hit Damage 423% x 3, Max 4 Hits | Hit Damage 423% x 4, Max 3 Hits Last Hit Damage 423% x 5 |
Touch of Exploitation II | Hit Damage 607% x 3, Max 4 Hits | Hit Damage 607% x 4, Max 3 Hits Last Hit Damage 607% x 5 |
Touch of Exploitation III | Hit Damage 760% x 3, Max 4 Hits | Hit Damage 760% x 4, Max 3 Hits Last Hit Damage 760% x 5 |
Touch of Exploitation IV | Hit Damage 923% x 3, Max 4 Hits | Hit Damage 923% x 4, Max 3 Hits Last Hit Damage 923% x 5 |
● Flow: Root of Catastrophe - Added the Super Armor effect to apply during the attack.
● Seed of Catastrophe IV, Flow: Root of Catastrophe - Changed each of the skill's cooldown as follows:
Skills | Before | After |
Seed of Catstrophe IV | Cooldown: 9 sec | Cooldown 8 sec |
Flow: Root of Catstrophe | Cooldown: 11 sec | Cooldown 8.5 sec |
● Grip of Grudge - Increased the skill's attack range and changed the skill's effects, damage, and hits.
● Cluster of Despair - Improved the skill and added to combo after using certain skills by pressing RMB.
● Shadow Bullet (I to II), Absolute: Shadow Bullet - Changed the available even in awakening stance.
● Spirit Legacy - Changed the skill to combo more smoothly into other skills.
キャラクターリブート:ダークナイト (日本語)
ダークナイト
メイン武器
● 「連:宵闇」が「宵闇 I、II」のコンボ動作以外からでも発動できるように変更されました。
● 「フレグラントトラップ」が「幻影のトラップ」に変更され、下記のように改編されました。
- 「幻影のトラップ」は、←/→ + F操作キー入力時、「連:宵闇」とコンボしてそれぞれ左右方向へ発動され、スキルスロットで使用時には本来の位置から発動されます。
- 左右方向へ発動時、それぞれキャラクターの反対方向にトラップが生成され、本来の位置からの発動時はキャラクターの位置にトラップが生成されます。
● 「漆黒の灰」が次の通り変更されました。
- スキル動作のスピード感が改善されました。
- スキル使用中、「霧深い霞」とコンボして発動できるように変更されました。
- スキル使用後の、他のスキルへのコンボスピードが改善されました。
● 「霧深い霞」使用中、キャラクターおよびモンスターと衝突しないように変更されました。
● 「エアレイド」に対する下記コンボスキルが追加されました。
- 該当スキルのダメージ量は「エアレイド」のダメージ量が適用されます。
● 「コンボ:エアレイド」使用後、右クリックで「強:ノクターン」が発動されるように変更されました。
● 「暗影」使用後、他のスキルへコンボ時、防御力バフ効果が適用されてから他のスキルへコンボできるように変更されました。
● 「繰り返される抹殺」が「ノクターン」のコンボスキルである「コンボ:闇の抹殺」に改編され、スキルの効果およびダメージ量、打撃数が下記のように変更されました。
● 「フォールンアース」の動作のスピード感が改善され、一部打撃の攻撃範囲がスキル説明に合わせて変更されました。
● 「マッドショット」後、他のスキルへのコンボが攻撃後にのみ発動できるように変更され、攻撃が適用されるタイミングがキャラクターの実際の動作に合うように変更されました。
伝承
● 「強:漆黒の灰」が次の通り変更されました。
- スキル動作のスピード感が改善されました。
- スキル使用中、「霧深い霞」とコンボして発動できるように変更されました。
- スキル使用後の、他のスキルへのコンボスピードが改善されました。
● 「強:ギアーズオブフェイト」、「強:ベディルの狂気」の攻撃範囲が増加しました。
● 「強:引き裂く狂気」が次の通り変更されました。
- スキルの攻撃範囲がやや増加しました。
- スキルの2、3打撃動作のスピード感が改善されました。
● 「強:ノクターン」の最大射程距離が 約23%増加しました。
● 「強:エアレイド」の攻撃前動作のスピード感がやや増加しました。 ただし、スキルの最大移動距離は以前と同様です。
● 「強:カーマスリビアの魅了」が次の通り変更されました。
- スキル溜め中、「宵闇」のコンボ攻撃の発動スピードが上昇しました。
- スキル溜め中、「霧深い霞」を使って攻撃コンボができるように改善されました。
- スキル使用中、特定動作において「宵闇」コンボ時、攻撃が発動しなかった現象が修正されました。
● 「強:ベディルの狂気」が以下の通り変更されました。
- スキル使用後、他のスキルへのコンボスピードが上方修正されました。
- Shift + 右クリック入力時にもスキルを発動することができるように変更されました。
- 下記のスキル使用後、スキル操作キーでコンボ時、攻撃動作のスピード感がやや改善されました。
※ 強:ギアーズオブフェイト
※ 強:エクスキューション
※ コンボ:デスペナルティ
※ 強:カーマスリビアの魅了
覚醒
● 「血の宴 I~IV」動作のスピード感と攻撃範囲が変更され、他のスキルでのコンボスピードが改善されました。
● 「血の宴 I~IV」、「本:血の宴」の効果が次の通り変更されました。
変更前 | 変更後 |
最終打撃成功時、バウンド 本スキル習得時「スキル使用中前方ガード」 |
スキル使用中、前方ガード 本スキル習得時「最終打撃成功時、バウンド」 |
- 「血の宴 I~IV」の打撃数が次の通り変更されました。
スキル名 | 変更前 | 変更後 |
血の宴 I | 打撃ダメージ 423% x 3、最大 4打撃 | 打撃ダメージ 423% x 4、最大 3打撃 最終打撃ダメージ 423% x 5 |
血の宴 II | 打撃ダメージ 607% x 3、最大 4打撃 | 打撃ダメージ 607% x 4、最大 3打撃 最終打撃ダメージ 607% x 5 |
血の宴 III | 打撃ダメージ 760% x 3、最大 4打撃 | 打撃ダメージ 760% x 4、最大 3打撃 最終打撃ダメージ 760% x 5 |
血の宴 IV | 打撃ダメージ 923% x 3、最大 4打撃 | 打撃ダメージ 923% x 4、最大 3打撃 最終打撃ダメージ 923% x 5 |
● 「コンボ:開花せし憤怒の一撃」の攻撃中、スーパーアーマー効果が追加されました。
● 「憎悪の種 IV」、「コンボ:開花せし憤怒の一撃」の再使用待機時間が次の通り変更されました。
スキル名 | 変更前 | 変更後 |
憎悪の種 IV | 再使用待機時間 9秒 | 再使用待機時間 8秒 |
コンボ:開花せし憤怒の一撃 | 再使用待機時間 11秒 | 再使用待機時間 8.5秒 |
● 「カオスハンド」の攻撃範囲が増加し、スキルの効果およびダメージ量、打撃数が変更されました。
● 「ディスペアーアーツ」が改編され、特定スキル使用後に右クリックをした時の「ディスペアーアーツ」へのコンボが追加されました。
● 「ダークネスショット I~II」、「真:ダークネスショット」が覚醒状態でも発動できるように変更されました。
● 「ラストブレス」使用後、他のスキルへのコンボ動作が以前よりさらにスムーズに変更されました。
Refonte des personnages - Lame Sombre (français)
LAME SOMBRE
Arme principale
● Enchaînement : Crépuscule - La compétence se déclenche désormais avec des mouvements d'enchaînement autres que ceux de Crépuscule I, II.
● Piège séducteur - La compétence a été modifiée en Piège d'illusion et a été renouvelée comme suit :
- Piège d'illusion s'enchaine avec Enchaînement : Crépuscule avec les commandes ←/→ + F pour se placer soit vers la droite, soit vers la gauche. Utilisée depuis un emplacement rapide, la compétence se déclenchera à la position initiale du personnage.
- Lorsque la compétence est déclenchée pendant un déplacement latéral, des pièges sont placés vers la direction opposée du personnage et si elle est déclenchée debout, le piège sera placé à l'endroit où il se trouve.
● Cendres obsidiennes - La compétence a été modifiée comme suit :
- La vitesse d'exécution des mouvements a été améliorée.
- Il est désormais possible d'enchaîner avec Brouillard de fumée durant la compétence.
- La vitesse d'enchainement avec d'autres compétences a été améliorée.
● Brouillard de fumée - Désormais, aucune collision ne se produit entre le personnage et les monstres durant la compétence.
● Frappe aérienne - La compétence de flux ci-dessous a été ajoutée :
- Les dégâts de Frappe aérienne sont appliqués à cette compétence.
● Flux : Frappe aérienne - La compétence Excellence : Nocturne se déclenche désormais avec Clic droit durant la compétence.
● Ombre Obscure - Il est désormais possible d'enchaîner avec d'autres compétences après l'application de bonus de défense lorsque vous enchaînez avec une autre compétence après Ombre Obscure.
● Annihilation répétée - La compétence est désormais une compétence de flux de Nocturne, Flux : Annihilation obscure. Les effets, les dégâts et le nombre de coups de la compétence a été modifiés comme ci-dessous.
● Terrain corrompu - La vitesse de mouvement de la compétence a été améliorée et les informations sur le rayon d'attaque de certains coups s'affichent désormais correctement dans la description de la compétence.
● Frappe de l'ombre - L'enchaînement avec d'autres compétence est réalisé uniquement après une attaque et le moment où l'attaque est appliqué a été modifié pour correspondre aux mouvements du personnage.
Renaissance
● Excellence : Cendres obsidiennes - La compétence a été modifiée comme suit :
- La vitesse d'exécution des mouvements a été améliorée.
- Il est désormais possible d'enchaîner avec Brouillard de fumée durant la compétence.
- La vitesse d'enchaînement avec d'autres compétences a été améliorée.
● Excellence : Roue du destin, Excellence : Folie de Vedir - Le rayon d'attaque a été augmenté.
● Excellence : Griffes ravageuses - La compétence a été modifiée comme suit :
- Le rayon d'attaque a été légèrement réduit.
- La vitesse d'exécution des mouvements du 2e et 3e coup a été améliorée.
● Excellence : Nocturne - La portée maximale a été augmentée de 23 %.
● Excellence : Frappe aérienne - La vitesse d'exécution du mouvement précédant l'attaque a été légèrement augmentée. La distance maximale de déplacement reste inchangée.
● Excellence : Entaille de Kamasylvia - La compétence a été modifiée comme suit :
- Pendant le chargement de la compétence, la vitesse de déclenchement de le l'enchaînement avec Crépuscule a été augmentée.
- Pendant le chargement de la compétence, il est désormais possible d'enchaîner des attaques en utilisant Brouillard de fumée.
- Lors d'un enchaînement avec Crépuscule pendant l'utilisation de la compétence, les attaques se déclenchent désormais correctement quel que soit le mouvement.
● Excellence : Folie de Vedir - La compétence a été modifiée comme suit :
- La vitesse d'enchaînement avec d'autres compétences a été améliorée.
- La compétence peut désormais être déclenchée en appuyant sur Maj + Clic droit.
- La vitesse d'exécution des mouvements a été améliorée lors d'un enchaînement avec une touche directionnelle après l'utilisation des compétences suivantes :
* Excellence : Roue du destin
* Excellence : Exécution
* Flux : Coup Final
* Excellence : Entaille de Kamasylvia
Éveil
● Toucher d’Exploitation I à IV - La vitesse d'exécution des mouvements ainsi que le rayon d'attaque ont été modifiés, et la vitesse d'enchaînement avec d'autres compétences a été augmentée.
● Toucher d’Exploitation I à IV, Essence : Toucher d’Exploitation - Les effets des compétences ont été modifiés comme suit :
Avant | Après |
Fauchage sur dernier coup réussi Au rang 'Essence' : Garde avant pendant l'utilisation |
Garde avant pendant l'utilisation Au rang 'Essence' : Fauchage sur dernier coup réussi |
- Le nombre de coups de la compétence Toucher d'exploitation I à IV a été modifié comme suit :
Compétence | Avant | Après |
Toucher d'exploitation I | Dégâts de coup 423 % x 3, 4 coups max. | Dégâts de coup 423 % x 4, 3 coups max. Dégâts du dernier coup 423% x 5 |
Toucher d'exploitation II | Dégâts de coup 607 % x 3, 4 coups max. | Dégâts de coup 607 % x 4, 3 coups max. Dégâts du dernier coup 607 % x 5 |
Toucher d'exploitation III | Dégâts de coup 760 % x 3, 4 coups max. | Dégâts de coup 760 % x 4, 3 coups max. Dégâts du dernier coup 760 % x 5 |
Toucher d'exploitation IV | Dégâts de coup 923 % x 3, 4 coups max. | Dégâts de coup 923 % x 4, 3 coups max. Dégâts du dernier coup 923 % x 5 |
● Flux : Racine de la Catastrophe - L'effet Super armure a été ajouté pendant l'utilisation de la compétence.
● Graine de Catastrophe IV, Flux : Racine de la Catastrophe - Le temps de recharge des compétences a été modifié comme suit :
Compétence | Avant | Après |
Graine de Catastrophe IV | Temps de recharge 9 s | Temps de recharge 8 s |
Flux : Racine de la Catastrophe | Temps de recharge 11 s | Temps de recharge 8,5 s |
● Prise de la Rancune - Le rayon d'attaque de la compétence a été augmenté et ses effets, dégâts ainsi que le nombre de coups ont été modifiés.
● Grappe de désespoir - La compétence a été améliorée, est elle peut désormais être utilisée comme enchaînement avec un Clic droit après certaines compétences.
● Balle d’ombre I à II, Absolue : Balle d’ombre - Les compétences peuvent désormais être utilisées en mode Éveil.
● Héritage de l’Esprit - L'enchaînement avec d'autres compétences s'effectue désormais de façon plus naturelle.
Charakter-Reboot - Dunkelklinge (Deutsch)
Dunkelklinge
Hauptwaffe
● „Kette: Dämmerung“ wird nun auch abgesehen von den Kombo-Bewegungen von „Dämmerung I/II“ aktiviert.
● „Duftende Falle“ wurde zu „Falle der Illusion“ geändert und wie folgt umorganisiert.
– „Falle der Illusion“ wird beim Eingeben der Tastenbefehle ←/→ + F in der Kombo mit „Kette: Dämmerung“ jeweils nach links oder rechts aktiviert. Bei der Verwendung über die Schnellauswahl wird das Talent im Stehen aktiviert.
– Bei Aktivierung nach links/rechts wird eine Falle jeweils auf der entgegengesetzten Seite des Charakters erstellt. Wenn das Talent im Stehen aktiviert wird, wird eine Falle am Standort des Charakters erstellt.
● Obsidianasche“ wurde wie folgt geändert.
– Das Tempo der Bewegungen wurde verbessert.
– Während der Verwendung des Talents kann nun mit „Dunstschleier“ kombiniert werden.
– Das Tempo der Kombos nach der Verwendung des Talents wurde erhöht.
● Während der Verwendung von „Dunstschleier“ stoßen Charaktere nun nicht mehr mit anderen Charakteren und Monstern zusammen.
● „Luftangriff“ besitzt nun ein Kette-Talent.
– Das Talent hat denselben Schaden wie „Luftangriff“.
● Mit RMT nach der Verwendung von „Kette: Luftangriff“ wird nun „Exklusiv: Nocturne“ aktiviert.
● Wenn nach der Verwendung von „Dunkler Schatten“ mit einem anderen Talent kombiniert wird, wird nun ein VK-Buff verliehen und danach wird die Kombo aktiviert.
● „Wiederkehrende Vernichtung“ ist nun zu „Kette: Dunkle Vernichtung“, dem Kette-Talent von „Nocturne“, geworden. Der Effekt, Schaden und die Trefferanzahl des Talents wurden geändert.
● Das Tempo der Bewegungen von „Verderbter Boden“ wurde erhöht und die Angriffsreichweite einiger Treffer wurde der Talentbeschreibung entsprechend geändert.
● Eine Kombo mit anderen Talenten nach „Schattenschlag“ ist nun nur nach einem Angriff möglich. Der Zeitpunkt, zu dem der Angriff angewandt wird, stimmt nun mit der tatsächlichen Bewegung des Charakters überein.
Wiedergeburt
● „Exklusiv: Obsidianasche“ wurde wie folgt geändert.
– Das Tempo der Bewegungen wurde verbessert.
– Während der Verwendung des Talents kann nun mit „Dunstschleier“ kombiniert werden.
– Das Tempo der Kombos nach der Verwendung des Talents wurde verbessert.
● Die Angriffsreichweite von „Exklusiv: Rad des Schicksals“ und „Exklusiv: Irrsinn Vedirs“ wurde erhöht.
● „Exklusiv: Verheerende Klaue“ wurde wie folgt geändert.
– Die Angriffsreichweite wurde etwas erhöht.
– Das Bewegungstempo beim 2. und 3. Treffer wurde erhöht.
● Die max. Reichweite von „Exklusiv: Nocturne“ wurde um ca. 23 % erhöht.
● Das Tempo der Bewegung vor dem Angriff mit „Exklusiv: Luftangriff“ wurde etwas erhöht. Die max. Bewegungsdistanz bleibt jedoch unverändert.
● „Exklusiv: Kamasilviastreich“ wurde wie folgt geändert.
– Das Aktivierungstempo des Komboangriffs mit „Dämmerung“ während des Aufladens wurde erhöht.
– Während des Aufladens ist nun eine Angriffskombo mit „Dunstschleier“ möglich.
– Es wurde ein Problem behoben, bei dem der Angriff nicht aktiviert wurde, wenn während der Verwendung des Talents bei einer bestimmten Bewegung mit „Dämmerung“ kombiniert wurde.
● „Exklusiv: Irrsinn Vedirs“ wurde wie folgt geändert.
– Das Tempo der darauffolgenden Kombos mit anderen Talenten wurde erhöht.
– Das Talent kann nun auch per Shift + RMT aktiviert werden.
– Das Tempo der Angriffsbewegung wurde etwas verbessert, wenn nach der Verwendung der folgenden Talente per Tastenbefehle eine Kombo aktiviert wurde.
* Exklusiv: Rad des Schicksals
* Exklusiv: Vollstreckung
* Kette: Vollstreckung
* Exklusiv: Kamasilviastreich
Erweckung
● Das Tempo der Bewegung und die Angriffsreichweite von „Berührung der Ausbeutung I-IV“ wurde geändert und das Tempo der Kombos zu weiteren Talenten wurde verbessert.
● Die Effekte von „Berührung der Ausbeutung I-IV“ und „Kern: Berührung der Ausbeutung“ wurden wie folgt geändert.
Vor der Änderung | Nach der Änderung |
Umsturz bei Abschlusstreffer „Vorwärtsabwehr bei der Verwendung des Talents“ bei Erlernung des Kern-Talents |
Vorwärtsabwehr bei der Verwendung des Talents „Umsturz bei Abschlusstreffer“ bei Erlernung des Kern-Talents |
– Die Trefferanzahl von „Berührung der Ausbeutung I-IV“ wurde wie folgt geändert.
Talentname | Vor der Änderung | Nach der Änderung |
Berührung der Ausbeutung I | Trefferschaden: 423 % x 3, max. 4 Treffer | Trefferschaden: 423 % x 4, max. 3 Treffer Abschlussschaden: 423 % x 5 |
Berührung der Ausbeutung II | Trefferschaden: 607 % x 3, max. 4 Treffer | Trefferschaden: 607 % x 4, max. 3 Treffer Abschlussschaden: 607 % x 5 |
Berührung der Ausbeutung III | Trefferschaden: 760 % x 3, max. 4 Treffer | Trefferschaden: 760 % x 4, max. 3 Treffer Abschlussschaden: 760 % x 5 |
Berührung der Ausbeutung IV | Trefferschaden: 923 % x 3, max. 4 Treffer | Trefferschaden: 923 % x 4, max. 3 Treffer Abschlussschaden: 923 % x 5 |
● „Kette: Wurzel der Katastrophe“ verleiht während des Angriffs nun den Effekt der Super-Rüstung.
● Die Abklingzeiten von „Saat der Katastrophe IV“ und „Kette: Wurzel der Katastrophe“ wurden wie folgt geändert.
Talentname | Vor der Änderung | Nach der Änderung |
Saat der Katastrophe IV | Abklingzeit: 9 Sek. | Abklingzeit: 8 Sek. |
Kette: Wurzel der Katastrophe | Abklingzeit: 11 Sek. | Abklingzeit: 8,5 Sek. |
● Die Angriffsreichweite von „Griff der Missgunst“ wurde erhöht. Der Effekt, Schaden und die Trefferanzahl des Talents wurden geändert.
● „Bündel der Verzweiflung“ wurde umorganisiert. Wenn man nach der Verwendung von bestimmten Talenten RMT eingibt, kann nun mit „Bündel der Verzweiflung“ kombiniert werden.
● „Schattenbombe I-II“ und „Absolut: Schattenbombe“ können nun auch im Erweckungszustand verwendet werden.
● Die Bewegungen bei der Kombo zu weiteren Talenten nach der Verwendung von „Vermächtnis der Geister“ laufen nun geschmeidiger ab.
클래스 리부트 - 다크나이트 (한국어)
다크나이트
주무기
● 향기로운 덫 기술이 환영의 덫 기술로 변경되고, 아래와 같이 개편되었습니다.
- 환영의 덫 기술은 ←/→ + F 조작키 입력 시 연 : 어스름 기술과 연계되어 각각 좌,우 방향으로 발동되며, 기술 슬롯으로 사용 시 제자리에서 발동됩니다.
- 좌,우 방향으로 발동 시 각각 캐릭터의 반대 방향에 덫이 생성되고, 제자리 발동 시 캐릭터의 위치에 덫이 생성됩니다.
● 칠흑의 잿더미 기술이 다음과 같이 변경되었습니다.
- 기술 동작의 속도감이 개선되었습니다.
- 기술 사용 중 자욱한 연무 기술과 연계하여 발동이 가능하도록 변경되었습니다.
- 기술 사용 후 다른 기술로의 연계 속도가 개선되었습니다.
● 자욱한 연무 기술 사용 중 캐릭터 및 몬스터와 충돌하지 않도록 변경되었습니다.● 공습 기술에 대한 아래의 흐름 기술이 추가되었습니다.
- 해당 기술의 피해량은 공습 기술의 피해량이 적용됩니다.
● 흐름 : 공습 기술 사용 후 우클릭 시 강 : 야상곡 기술이 발동되도록 변경되었습니다.
● 암영 기술 사용 후 다른 기술로 연계 시, 방어력 버프 효과가 적용된 이후 다른 기술로 연계가 가능하도록 변경되었습니다.
● 반복되는 말살 기술이 야상곡 기술의 흐름기인 흐름 : 어둠 말살 기술로 개편되어 기술의 효과 및 피해량, 타격수가 아래와 같이 변경되었습니다.
● 타락하는 대지 기술 동작의 속도감이 개선되고 일부 타격의 공격 범위가 실제 기술 설명에 맞게 변경되었습니다.
● 광기의 잿더미 기술 이후 다른 기술로의 연계가 공격 이후에만 발동이 가능하도록 변경되었으며, 공격이 적용되는 시점이 실제 캐릭터의 동작에 맞게 변경되었습니다.
전승
● 강 : 칠흑의 잿더미 기술이 다음과 같이 변경되었습니다.
- 기술 동작의 속도감이 개선되었습니다.
- 기술 사용 중 자욱한 연무 기술과 연계하여 발동이 가능하도록 변경되었습니다.
- 기술 사용 후 다른 기술로의 연계 속도가 개선되었습니다.
● 강 : 운명의 수레바퀴, 강 : 베디르의 광기 기술의 공격 범위가 증가되었습니다.● 강 : 할퀴는 광기 기술이 다음과 같이 변경되었습니다.
- 기술의 공격 범위가 소폭 증가되었습니다.
- 기술의 2,3타격 동작에 대한 속도감이 개선되었습니다.
● 강 : 공습 기술의 공격 전 동작의 속도감이 소폭 증가되었습니다. 단, 기술의 최대 이동 거리는 이전과 동일합니다.
● 강 : 카마실비아의 참 기술이 다음과 같이 변경되었습니다.
- 기술의 모으기 중 어스름 기술의 연계 공격의 발동 속도가 증가되었습니다.
- 기술의 모으기 중 자욱한 연무 기술을 사용하여 공격 연계가 가능하도록 개선되었습니다.
- 기술 사용 중 특정 동작에서 어스름 연계 시 공격이 발동되지 않던 현상이 수정되었습니다.
● 강 : 베디르의 광기 기술이 다음과 같이 변경되었습니다.- 기술 사용 후 다른 기술로의 연계 속도가 상향 조정되었습니다.
- Shift + 우클릭 입력 시에도 기술을 발동할 수 있도록 변경되었습니다.
- 아래 기술 사용 후 기술 조작키로 연계 시 공격 동작의 속도감이 소폭 개선되었습니다.
* 강 : 운명의 수레바퀴
* 강 : 집행
* 흐름 : 처형
* 강 : 카마실비아의 참
각성
● 착취의 손길 I~IV 기술 동작의 속도감과 공격 범위가 변경되고, 다른 기술로의 연계 속도가 개선되었습니다.
● 착취의 손길 I~IV, 본 : 착취의 손길 기술의 효과가 다음과 같이 변경되었습니다.변경 전 | 변경 후 |
마지막 타격 성공 시 바운드 본 기술 습득 시 '기술 사용 중 전방가드' |
기술 사용 중 전방가드 본 기술 습득 시 '마지막 타격 성공 시 바운드' |
기술명 | 변경 전 | 변경 후 |
착취의 손길 I | 타격 피해 423% x 3, 최대 4타격 | 타격 피해 423% x 4, 최대 3타격 마지막 타격 피해 423% x 5 |
착취의 손길 II | 타격 피해 607% x 3, 최대 4타격 | 타격 피해 607% x 4, 최대 3타격 마지막 타격 피해 607% x 5 |
착취의 손길 III | 타격 피해 760% x 3, 최대 4타격 | 타격 피해 760% x 4, 최대 3타격 마지막 타격 피해 760% x 5 |
착취의 손길 IV | 타격 피해 923% x 3, 최대 4타격 | 타격 피해 923% x 4, 최대 3타격 마지막 타격 피해 923% x 5 |
● 재앙의 씨앗 IV, 흐름 : 뿌리내린 재앙 기술의 재사용 대기 시간이 다음과 같이 변경되었습니다.
기술명 | 변경 전 | 변경 후 |
재앙의 씨앗 IV | 재사용 대기 시간 9 초 | 재사용 대기 시간 8 초 |
흐름 : 뿌리내린 재앙 | 재사용 대기 시간 11 초 | 재사용 대기 시간 8.5 초 |
● 빗발치는 절망 기술이 다음과 같이 개편되었으며, 특정 기술 사용 후 우클릭 시 빗발치는 절망 기술로의 연계가 추가되었습니다.
● 암흑탄 I~II, 진 : 암흑탄 기술이 각성 상태에서도 발동이 가능하도록 변경되었습니다.
● 정령의 유산 기술 사용 후 다른 기술로의 연계 동작이 이전보다 더 부드럽게 변경되었습니다.
The changes are nice but they're completely lacking compared to other class reworks.
- Split Dusk and the immediate cc on Nocturne are huge improvements, although the new Nocturne/Repeated Annihilation move does not work when used from awakening, the same with no collision on Smokey Haze doesn't work while in Awakening.
- Awakening barely got improvements itself.
- Succ AoE improvements and improved flows are nice which should make Succ competitive.
- No self-buffs or debuffs improvement which every other class has gotten is really bad as self-buffs is one of the areas DK lacks in, at least make Unveiling Daggers attack speed buff last 10s please.
- DK still has a lot of useless or subpar moves that haven't been changed at all, this is especially crippling for awakening where there are multiple. Vedir's Dogma, Mark of Vedir, Sudden Attack, Sparring Slash, Darkness Burst, Dusk: Hallucination, Soul Snatch, to a lesser extent Spirit Blaze and Hallucination Gap.
- Changes to Grip of Grudge from what people has tested on Global Labs (Glabs) is completely underwhelming again. It still doesn't do effective damage in PvE.
- Changes to Cluster of Despair means we loose our long range pull skill in Awakening and our spammable T3 skill for a move that might be more viable in PvP. However, the damage from people who have done some testing on Glabs is underwhelming for the time it keeps you stationary for, probably becaus of the increase to it's PvP modifiers and the lack of PvP crit rate.
- DK in both specs is one of the worst PvE classes, pretty much nothing has been done to improve this, none of the changes implemented actually improves the overall DPS for PvE grinding.
TLDR; Succ got the changes that will keep it competitive but the same cannot be said for Awaken which seemingly got barely improved. Overall changes are lacking compared to other class reworks, our rework seems very small and basic in comparison and we are not a top tier class to justifiably say we didn't need more improvements.
There's so much more I can say to this but I'll save that for later as this would be too long otherwise.
Hello PA,
I played this class over 2 years and did a lot of PvP with 645 GS. I will talk about the main issues with Dk and this feedback can make the class better for beginner .
Category: Dusk Rework + Smoky haze
Subject: iframe + Gaps
Description: even after a long time you buff dusk of the speed animation . this skill has a gap before the animation and end with low fps. I always get cc or grab . That’s is not a really iframe when I am using a skill on cooldown on 2 or 5 sec and get grab because of a gap or desyn. I waste a protected iframe skills to get killed as a Glas canon . After the last patch you buffed ninja/Kuno iframe of removing their sa and make it completely in iframe with a cooldown of 1 sec . is it possible to rework this 3 iframes of Dk and make it one with 1 sec cooldown like ninja , Kuno , hasashin , sorc ? Or give succ Dk this possible of prime Dusk with 1 sec cooldown instead of 2x iframe with 2 and 5 sec cooldown with a gap . Don’t forget that Kuno , sorc , ninja , hash are already s rank class in 1 vs 1 and you make them with the rework to S+ . Instead of looking of Dk and maewha which has one of the worst rework ever and fall very behind them .
Even smoky haze need a rework it has gap before and end of the animation a old iframe skill with a sa u always get grab too . Pls give it back in Prime the iframe and fix the gaps before and ends .
Category: Striket / Mystic + Shield Classes
Subject: hard to match with same gear or high evasion striker + mystic
Description: I would advice to balance this . You should change Dk completely from magic Ap . When is a knight doing magic ? She has a sword and should act like a melee class with meles Ap especially in succession . Even Corsair the water class with so many magic effect of water and a sword doing melee attack. Don’t forget nova she is melee ap too with her Ice and lightning style her engage mode. this would change the big disadvantage against striker and mystic with high evasion and passiv magic damage reduction . They deal so much damage after a grab and in what game a tank deals more damage than our Dk with the same ap ? I forget that striker clone has 50 % accuracy
Against shield classes we need 1-2 skills like from Corsair to debuff their frontal guard . This would help a lot to fight against them put the debuff in wheels of fortune or spirit legacy or lunacy . 1 or 2 skills should be enough . Imagine Corsair has iframe with grab resistent and debuff + grab . We as a Dk are squishy in group fight with succession and don’t have big survive ability with big stamina issues !
For succession it would help to reduce all skills with stamina consumption about 50% or give Dk a passiv in succession for reducing of stamina skills around 50% .
My stamina is lvl 43 and it is away after 5 sec !
The idea to buff sage , Corsair with grab resistent would help Dk a lot against grab classes . Dk need a buff with grab resistent .There will be Video about Dk gap in iframe .
I hope your hear my voice and this can help the classes .
https://youtu.be/66KvBtJpN3A
https://youtu.be/OiR5PFmWviw
https://youtu.be/Ml5IZwRT-Wc
https://youtu.be/Sk71I2y8UTQ
https://youtu.be/fCoo-k7ugYs
https://youtu.be/Pc0B3sN6s1M
https://youtu.be/Vimapq0ajuk
Hello PA: This is from the Shrine of Vedir Discord Server:
Systemic Issues Following the patch on Glabs on Nov 4th, PA has acknowledged a number of systemic issues that they think of addressing. However, we believe this list was not exhaustive, and the following also apply: The following are systemic issues that DK is affected by that need to be addressed. All of these issues affect multiple, or even all of them. These issues cannot be solved on an individual basis, but need to be addressed overall to manage a stable balance.
1. FPS / Desync issues
2. Hitbox issues / Z axis 3.
Slow debuff
4. Perma SA rotation / Grab necessity
6. SA Block
7. PvE inequality
8. Imbalanced Class modifiers
9. Input delays caused by hotkeys & directional key priority over skill activation
------------------------------------------------------
-
Overall Summary of DK reworks Awakening1. Modifiers still make battle against certain classes harder2. Mainhand damage in PvE is still very low, leading to loss of DPS during awakening skill CDs3. Mainhand is still a "Deathtrap" in PvP due to gaps, rooted animations, no cancels etc4. Many of the useful skills have fairly high CDs, which gates Awakening DK behind these CDs in both PvP (ranged spells for large scale) and PvE (mainhand skills doing low damage)5. Systemic issues, especially matchups against SA Block classes have not been addressed at all. Additionally, hitbox issues on shattering darkness and seed of catastrophe cause some of our main damage skills to not land in PvP and PvE, which leads to a lot of lost damage6. Improvements to kiting and ranged pressure are nice but do not address core issues of the class7. Many skills in both mainhand and awakening kits are still useless, including most Rabams and BSRs8. No self buffs or impactful debuffs9. Lack of viable skills in large scale situations (e.g. ranged options)----------------------------------------Succession1. Modifiers still make battle against certain classes harder2. PvE will be improved due to increased AoE size3. Kiting ability still limited due to stamina costs (also on non movement skills) and increase of ranged pressure / increased movement from other classes4. Many of the useful skills have fairly high CDs, which gates Succession DK behind these CDs in both PvP (lunacy, legacy, nocturne) and PvE (few filler skills)5. Systemic issues, especially matchups against SA Block classes have not been addressed at all6. Improvements to gaps are very useful for survivability and responsiveness of the class7. Lack of clear identity or specialty as role as "assassin" is gated behind bugs / mentioned issues8. Many skills in both mainhand and awakening kits are still useless, including most Rabams and BSRs9. No self buffs or impactful debuffs10. No viable T3 addon11. Defense and Melee pressure is still far too low for a purely melee kit-------------------------------------------------------------------What we still need: Given the current way things are going, it is unlikely that the systemic issues are going to be addressed any time soon, even if they have at least been acknowledged. While I sa in the beginning, that trying to address this on a per basis will not lead to long term balancing of the game, ignoring these issues is not helping it either, but rather aggravating it. Thus, I will be adding ways to resolve the issues in my further suggestions.1. A way of dealing with Perma SA / Shield classes in Open world pvp, 1v1 and large scale. Currently, we have very low modifiers to these classes, need a long time to pressure their HP or Block gauge, while blowing all our damage and CDs, while these classes can bait for time and just wait it out until we have run out of relevant skills in order to CC and damage us. We have very few options of defending ourselves in direct combat to these classes, as they can often not be CCd with anything but a grab, especially now after the rework has closed a lot of the formerly exploitable gaps (see striker, warrior rework). In times before, when DP and HP was lower all around, having high AP on DK was often enough to still pressure these classes. Nowadays, this is no longer the case, and we have lost our one advantage of dealing with these classes. The reworks have aggravated that issue as well, by adding more movement to these classes. Succession DK already had more issues with dealing with shields / gauntlets as she had lower ability to kite them and relied on pure damage pressure, while often taking much more damage in trades as well as being debuffed, whereas she applied lower damage, without heals, self buffs or debuffs on the enemy. Awakening had the edge by being able to kite and apply ranged damage. With the addition of a lot more movement (see striker, valkyrie) through the reworks, this advantage is almost gone soon too, as these classes can chase us down even more easily now. To bring DK up to being able to compete again, especially in Metas where large scale is mostly comprised of these classes (See EU), multiple things have to happen.a. Improvements of modifiers against these classesb. Addition of debuffs / DoTs to make these es more less accepting of pure damage trades (SA trades)c. Additional grab resist for succession DKd. Additional ranged pressure option for succession DK (eg return of float range on slanted)e. Ressource cost to holding SA Blocks f. or, if e is not applied: Additional damage to standing blocks (Q blocks), or debuffs to Block gauges (eg strong DR reductions if stacking hits on blocks)2. Improvements to hit registry on ranged skills. These include Shattering darkness, Seed of catastrophe, old Cluster, new Cluster, Ashes, Shadow strike, shadow bullet3. Additional Self buffs or improvements to the existing ones (accuracy, attack speed, movement speed, AP, resistances, HP regen)4. Additional debuffs for targets or improvements to existing ones (DR reduction against blocks, slows, DoTs, magic DR reduction)5. Old Cluster being returned and adding new cluster as a new skill / replacing another skill in awa (grip, soul snatch for example); alternatively, add a skill we can use to quickly pull mobs with low cooldown and sufficient range6. Improving Prime: Airstrike with SA on first hit or removing collision with projectiles. Since it is an important “getaway” tool, being hit out of the iframe by projectiles or faster moving classes is highly detrimental. An additional option would be adding a Prime version of the new airstrike flow that is protected (eg. SA) which will be useable while in airstrike in order cancel airstrike with the new skill rather than dusk, as this would open up better uses for DK by saving up her dusk CD, and at the same time make the new airstrike flow a lot more useful.7. A useable T3 skill addon for succession8. Improvements to PvE damage to skills other than (awakening) Spirit Legacy, Shattering darkness, Seed of catastrophe, Dark Nebula, Spirit Blaze. The current skills we have are not sufficient to rotate through them, and always result in downtime when grinding, which means low DPS during these phases, and in turn lower trash outcome. ---Preferably improvements to Mainhand skills instead of awakening skills, as mainhand is an integral part of the and part of the hybr melee/ranged design. Rendering these skills useless in PvE is detrimental to the and its entity, and also the fun of playing with its kit.9. Improvements to PvE damage to skills other than (succession) lunacy of vedir, wheel of fortune, kamasylvia slash, enforcement, airstrike. Same as in awakening, long downtimes of the skills lead to low DPS periods, lowering trash output. Also increases to AoE sizes for other skills, as there is no point in hitting the full mob group with 2 skills (lunacy of vedir / wheel of fortune), while still only hitting half of them with Pervasive darkness/ enforcement / ravage rake / airstrike + flow. Alternatively, reduce CDs and increase damage similar to succession lahn skills, where only 2-3 skills are necessary to be used. As this would have an impact on PvP too though, this needs to be examined closely. To further improve QoL during PvE, remove stamina costs from non movement skills like pervasive darkness and unveiled dagger, as this is currently preventing us from farming larger grindspots.10. General speedup and linkage improvements of the mainhand kit. Mainhand is currently a death trap due to needing high FPS to even correctly function, being animation locked and stationary and littered with gaps. Fixing these issues only in succession will not be enough also update the awakening kit, but succession needs these improvements just as much, as otherwise the reliance on Dusk cancel, which is available only every 2 seconds is too high. Mainhand needs to work cohesively with awakening, and allow for melee combat, and more mainhand skills need to be useable in succession to make the spec less predictable / cooldown limited.11. Revisit passives & Class buffs (Ebuff/Qbuff) over all classes and try to bring them in line. Make sure passives are reasonable. Improve the 5% movement speed passive for succession DK (eg adding additional grab resist, buffing Movement speed by 20% instead, adding 5-10% Attack Speed etc)12. Ranged skills are very useful for large scale, but the long downtime between useable skills makes awakening DK feel lackluster. Not having the option to go into melee due to the aforementioned issues of the mainhand kit leaves DKs feeling like they lack a clear role to fill while waiting for CDs to come up again. Increasing viability of melee combat in large scale or increasing ranged / kiting options even further will help with that issue.13. Removal or revamp of currently useless skills. Please refer to the following document for an overview of our (at the current point in time) useless skills, as well as more in depth explanations of some of the above issues: https://docs.google.com/document/d/1-oOg3AvC0RU0BZvS2c6r2sUO4RABfzU1mfMP3fATk2Y/edit?usp=sharing . Please also refer to the feedback to the changes above, as well as the discord post linked above as to why the current changes to some of these skills are not sufficient. Please note that BSR skills and Rabams are included in this point
Additional feedback from conversations with other Dark Knights:
-Class modifiers being under 100% against every class that we know (excluding Hashashin, Nova, Sage, Corsair) and their modifiers being over 100% against us-- referenced above but in particular our 77% modifier against strikers/mystics in addition to their additional magic damage is extremely problematic. This may be partially addressed by the increased grab cooldowns listed in the Nov 12th global lab notes.
-The closest comparison for Succession Dark Knight is Sorceress who we can't match in terms of iframes due to stamina management and cool downs, split dusk begins to alleviate these issues but doesn't offer survivability on par with that class.
-Classes with lower entry via gearscore into pve grind spots get to those same spots faster and then ascend past us into higher level grinds and more money faster by virtue of their 209 ap carrying them into the same areas as a dark knight can grind at 245+
-Our attack speed in general suffers with no meaningful buffs in our kit aside from the very short buff received from the high stamina cost Unveiled Dagger, thus affecting the cast speed of our higher damaging skills which hurts us in both pve and pvp.
-If Dark Knight's identity has long been known as a glass cannon with an emphasis on the cannon part, then our damage might need to be re-examined because there are many many classes that can eliminate people in as many skills as we are able to.
-Nocturne could use an SA or I-frame from the beginning so we don't get punished out of it when using it as a defensive tool or as a combo extender with twilight dash or lunacy of vedir (in succession)
-The frontal guard registration of certain skills not keeping up with camera rotation (trap of vedir, shattering darkness, bombardment, and the defense option of nocturne), the FG stays where the skill was cast until the movement ceases.
Thank you for your time!
Hello,
The December 3rd changes to the Dark Knight are a mixed bag of buffs and nerfs that I think need to be seriously looked at.
The image posted that claims the point of the rework was to balance the PvE of all classes to match those that perform very well is now essentially an insult.
Awakening:
With the reworks to Dark Knight you have removed the cluster of despair repeatable tier-3 skill as a useful pve skill since it was good for pulling and self buffing (a trait that Dark Knights are already severely lacking in)
Succession:
For the rework info from December 3rd you have removed critical damage in PvE from the succession kit on Wheel of Fortune and Twilight dash. The net gains from the previous buffs have now been taken backwards and moved our average PvE neither forward nor backward. We moved sideways. Please consider reinstating the PvE critical damage to our skills so that we may have a true and actual buff to our grind as we already underperform compared to the known grinding classes. Also consider adding the 2 hits back to enforcement while removing the hits ONLY IN PVP so that we can have another high damage skill to bring our PvE grind up to the proper level with the other classes.
Also please consider adding the critial chance in PvP back to Lunacy of Vedir in PvP.
Lastly look at the BUFFS for the Guardian, one of the most powerful grinders in the game who received 0 nerfs. How can you claim to want to equalize pve then buff one of the best while simultaneously leaving Dark Knight in a weird spot.
Thank you!
Hello,
The December 3rd changes to the Dark Knight are a mixed bag of buffs and nerfs that I think need to be seriously looked at.
The image posted that claims the point of the rework was to balance the PvE of all classes to match those that perform very well is now essentially an insult.
Awakening:
With the reworks to Dark Knight you have removed the cluster of despair repeatable tier-3 skill as a useful pve skill since it was good for pulling and self buffing (a trait that Dark Knights are already severely lacking in)
Succession:
For the rework info from December 3rd you have removed critical damage in PvE from the succession kit on Wheel of Fortune and Twilight dash. The net gains from the previous buffs have now been taken backwards and moved our average PvE neither forward nor backward. We moved sideways. Please consider reinstating the PvE critical damage to our skills so that we may have a true and actual buff to our grind as we already underperform compared to the known grinding classes. Also consider adding the 2 hits back to enforcement while removing the hits ONLY IN PVP so that we can have another high damage skill to bring our PvE grind up to the proper level with the other classes.
Also please consider adding the critial chance in PvP back to Lunacy of Vedir in PvP.
Lastly look at the BUFFS for the Guardian, one of the most powerful grinders in the game who received 0 nerfs. How can you claim to want to equalize pve then buff one of the best while simultaneously leaving Dark Knight in a weird spot.
Thank you!
No body reads this forum bud shits dead asf in here
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-The closest parallel for Succession Dark Knight is Sorceress, who we can't match in terms of iframes owing to stamina management and cool downs; split dusk begins to relieve these concerns, but it still lacks the survivability of that class.
-Classes with lower gearscore entry into pve grind places get there faster and then ascend past us into higher level grinds and more money due to their 209 ap carrying them into the same areas as a dark knight can grind at 245+.
-With no major buffs in our kit other from the very short buff from the high stamina cost Unveiled Dagger, our attack speed suffers in general, hurting the cast speed of our higher damaging skills, which disadvantages us in both pve and pvp.
-If Dark Knight's identity has long been regarded as a glass cannon, with an emphasis on the cannon aspect, our damage may need to be reconsidered, as there are many classes that can eliminate people in as many skills as we can.
-Nocturne could start with a SA or I-frame so we don't be punished when we utilize it as a defensive tool or a combo extender with twilight dash or madness of vedir (in succession)