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DK 1.6 Discussion

  • DisgracefulMind
    DisgracefulMind
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    LonePirate wrote: »
    So far I am hating the changes to Ultimate generation. Prior to 1.6, I could build Ultimate quickly while using Talons especially when combined with any Lava Whip skill/morph or the Fire Ring skill of the Inferno staff. Now it is tremendously slower - not a little slower but significantly slower. When those changes are combined with the cost increase for Standard of Might, then I am dropping a lot fewer Standards.

    I posted this in another thread, but felt it relevant enough to copy and paste it here:

    I'm not sure about other classes, but as a DK I haven't had any problems gaining ultimate; however, I am running the Blood Spawn set. I have modified my build, though, to include the use of Fossilize, which grants me 2 ultimate per successful cast. That, combined with my use of igneous shield, can successfully grant me 4 ultimate if I combo the two by CC'ing my opponent with fossilize, then popping my shields. This constant flow, combined with my Blood Spawn proc, allows my Take Flight ultimate to pop rather quickly. Mind you, I weave in light and heavy attacks often, particularly when I go full out offensive assault with my burning embers and flame lash combos, so I'm keeping the ultimate gain buff up at all times. I suppose I could use a fossilize + obsidian shard combo to add in even more ultimate gain, but I prefer to still allow myself a gap closer on my bar just in case. This is, of course, more of a 1v1-2 build, but it's been quite effective. A heavy armor DK and I (being all light armor still) had a near hour long duel last night on PTS, and even he (or she) was able to use their ultimate quite often. I would say I used Take Flight a good 15 times and my Shifting Standard perhaps 4 times. So, in my opinion, if you're paying attention to your passives, and making sure to keep your ultimate gain up, you should be completely fine with your ultimates.


    Btw, I'm all LA still.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • DisgracefulMind
    DisgracefulMind
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    Poxheart wrote: »
    Mantic0r3 wrote: »
    Nijjion wrote: »
    With the Ultimate change I don't feel like the standard increase ult cost was needed.

    I forsee a lot of DKs going shifting and if you time it right you can get the double duration.

    Did they fix the shifting banner? last time i tested i couldnt switch bars and still shift so i switched to standard of might

    I've been using shifting standard for a long time & regularly drop it, switch to another bar for some single target DPS, then switch back to drop it a second time.

    I have always used shifting standard since I first made my DK <3

    I love it, and now other DKs are going to start seeing why it's the better banner :P
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • RoamingRiverElk
    RoamingRiverElk
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    First I was intrigued by the changes to Fiery Grip from PvPers perspective. Then I realized how unreliable it would still be as a magicka gap closer since there are many instances where you simply cannot activate it due to the limitations placed on it when it was nerfed.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Domander
    Domander
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    First I was intrigued by the changes to Fiery Grip from PvPers perspective. Then I realized how unreliable it would still be as a magicka gap closer since there are many instances where you simply cannot activate it due to the limitations placed on it when it was nerfed.

    Fiery grip needs to not give CC immunity, or it needs to stun, then it would be perfect. Give it it's own immunity if needed.
    Edited by Domander on 2 February 2015 08:24
  • Fruity_Ninja
    Fruity_Ninja
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    I have always used shifting standard since I first made my DK <3

    I love it, and now other DKs are going to start seeing why it's the better banner :P

    Why exactly is it the better banner?

  • Nijjion
    Nijjion
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    I have always used shifting standard since I first made my DK <3

    I love it, and now other DKs are going to start seeing why it's the better banner :P

    Why exactly is it the better banner?

    It's not better in PvE as the other gives a 20% damage increase to all attacks. Though that might change in 1.6 due to the cost of the standard and ult change.
    Another argument is you can get 2 standards for the price of 1 as when you reset the position of banner with shifting it resets the time so if you time it right you could get around 30-35 seconds per standard ult.

    However PvP is where shifting is nice due to people just roll dodge out of banners and you can move it... though no need to move it in keeps most the time due to places being so narrow. So Shifting would lose out here with you doing more damage but not forgetting the double duration as well.
    NijjijjioN - DK - AR27
    NijjioN - NB -
    Daggerfall Covenant
    The Nice Guys Guild
    EverQuest -> Dark Age of Camelot -> Ragnarok Online -> Cabal Online -> Guild Wars 1 -> Warhammer Online -> Vindictus -> SWTOR -> Tera -> Guild Wars 2 -> Elder Scrolls Online ->

    Eagerly awaiting Camelot Unchained.
  • Fruity_Ninja
    Fruity_Ninja
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    Nijjion wrote: »
    I have always used shifting standard since I first made my DK <3

    I love it, and now other DKs are going to start seeing why it's the better banner :P

    Why exactly is it the better banner?

    It's not better in PvE as the other gives a 20% damage increase to all attacks. Though that might change in 1.6 due to the cost of the standard and ult change.
    Another argument is you can get 2 standards for the price of 1 as when you reset the position of banner with shifting it resets the time so if you time it right you could get around 30-35 seconds per standard ult.

    However PvP is where shifting is nice due to people just roll dodge out of banners and you can move it... though no need to move it in keeps most the time due to places being so narrow. So Shifting would lose out here with you doing more damage but not forgetting the double duration as well.

    I see,

    So technically you can get an endless banner if you shift at the right time? Or at least a really really long one...

    Is it a pain in the ass to move around? I think I need to test this on PTS, I didn't realise the moving reset the timer, hence I've avoided that morph thinking it was a pretty bad option vs. the extra damage.
  • Xupacabra
    Xupacabra
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    If the skill is there is to be usefull, if it will be nerfed to the point of marginal use then i sugest, remove it from the tree.
    Chupacabra with rage @ EU server AD faction Thornblade home
  • Armitas
    Armitas
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    When I tested shifting standard I would generate ultimate during the banner shift phase however every relocation consumed all that ultimate. At times I even got enough for a second banner but I could never run two banners at once because moving the banner would consume any of my ultimate.

    I didn't like it because I could have had 2 banners at once along with 2 battle roars.

    Edited by Armitas on 2 February 2015 12:17
    Retired.
    Nord mDK
  • Lynx7386
    Lynx7386
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    I'm not sure what to make of the changes as a 7/7 heavy tank DK. It seems like resources are going to be a lot more difficult to manage now, especially stamina (my DK split attributes and enchants between magicka and health so she could use class abilities more often, stamina was reserved entirely for blocking but now more abilities will use it).

    I may end up having to give up on tanking and just go medium/dps on my dragonknight now.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Armitas
    Armitas
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    Purge

    Reduced the cost of Purge by approximately 20%.

    I wonder how this will play out given our class is a dot class. This may also put cleanse low enough to be in play and cause our dots to result in a 21% max health heal instead of damage.
    Edited by Armitas on 2 February 2015 20:52
    Retired.
    Nord mDK
  • Xsorus
    Xsorus
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    I've always preferred shifting standard over regular standard..simply for forcing people to move if i needed it.

    By the way, if you don't drop Shifting Standard twice, any Ultimate you saved up stays.

  • Lynx7386
    Lynx7386
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    Anyone on the pts having success with 7 heavy and a shield, or 7 medium and a 2hander?
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Shadesofkin
    Shadesofkin
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    My build is currently using 5 heavy 2 light Sword and Board, but I am going to start trying 7 heavy soon.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • DisgracefulMind
    DisgracefulMind
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    Nijjion wrote: »
    I have always used shifting standard since I first made my DK <3

    I love it, and now other DKs are going to start seeing why it's the better banner :P

    Why exactly is it the better banner?

    It's not better in PvE as the other gives a 20% damage increase to all attacks. Though that might change in 1.6 due to the cost of the standard and ult change.
    Another argument is you can get 2 standards for the price of 1 as when you reset the position of banner with shifting it resets the time so if you time it right you could get around 30-35 seconds per standard ult.

    However PvP is where shifting is nice due to people just roll dodge out of banners and you can move it... though no need to move it in keeps most the time due to places being so narrow. So Shifting would lose out here with you doing more damage but not forgetting the double duration as well.

    I see,

    So technically you can get an endless banner if you shift at the right time? Or at least a really really long one...

    Is it a pain in the ass to move around? I think I need to test this on PTS, I didn't realise the moving reset the timer, hence I've avoided that morph thinking it was a pretty bad option vs. the extra damage.

    It's easy to move, you just hit R again and it refreshes the duration and the synergy can be reactivated.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Mantic0r3
    Mantic0r3
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    molten whip seems to be bugged, when i equip it the tooltip dmg from other ardant flame abilities doesnt increase.
  • Armitas
    Armitas
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    From what I am hearing the -15% max magicka cost of inferno is actually intended and not working, in that it's not reducing magicka right now.

    If this has a -15% max magicka cost then why would I use it.

    If I used mage light I would have the same crit and 20% more max magicka than inferno.

    If I was in a stamina build or hybrid build I would lose 15% of my weakest stat (magicka) to gain 20% weapon crit, or I could just use evil hunter and get the same crit, along with a lot more damage, and stamina recovery to boot.

    So the question is why would I use this instead of the other?
    Retired.
    Nord mDK
  • Mantic0r3
    Mantic0r3
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    no idea if its intended or not but right now it launches the fireball at each enemy in range making it a huge aoe dot ^^ if it works correctly then thats how its worth the magicka, if its only supposed to hit 1 the dmg is too low for -15% magicka :(

    also the 112 magicka gain when the fireball kills something is rather ***, neither does the dot kill something nor do you even see the 112 if it would xD
  • Nijjion
    Nijjion
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    I think the magicka gain on the morph of inferno should be changed to something else or buff/fix it.

    It seems very pointless in a way even if it did work. Maybe raising it to 2k magicka on a kill (if you can even get a kill with it), it might be worth it.
    NijjijjioN - DK - AR27
    NijjioN - NB -
    Daggerfall Covenant
    The Nice Guys Guild
    EverQuest -> Dark Age of Camelot -> Ragnarok Online -> Cabal Online -> Guild Wars 1 -> Warhammer Online -> Vindictus -> SWTOR -> Tera -> Guild Wars 2 -> Elder Scrolls Online ->

    Eagerly awaiting Camelot Unchained.
  • rophez_ESO
    rophez_ESO
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    So we got some buffs to damage, but huge nerfs as well. The "cool new skills" we got are rather worthless it seems. Not a good update for DK.
  • Tarikko
    Tarikko
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    As a PVE Tank DK.. I got the shaft... big time :(
  • Armitas
    Armitas
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    Mantic0r3 wrote: »
    no idea if its intended or not but right now it launches the fireball at each enemy in range making it a huge aoe dot ^^ if it works correctly then thats how its worth the magicka, if its only supposed to hit 1 the dmg is too low for -15% magicka :(

    It hits all enemies in range with the fireball, or rather each enemy in range gets a fireball. It hits for 700 and to the best of my recollection that is 700 crit damage, not sure about the base. The dot last for 8 seconds but is refreshed every 5 seconds.

    (The rest of this post is based on incorrect mechanics and not correct)
    700 crit damage is I suppose 70 crit damage live. To get that 70 damage you lose damage on all of your other skills. So if you are damage stacking with crushing shock, "unstable flame", engulfing flame then you lose damage 3x at once because all those skills are hitting at once plus you are that much closer to oom.

    I compared "unstable flame" on ESO head with a base magicka of 2,300, then used magelight and then instead inferno. Here were the damage differences from the magicka loss.
    Mage light = 260initial 840 dot
    Inferno = 236 initial 768 dot
    Total loss 96 damage. And that is just for "Unstable Flame" you would have to add engulfing flame and crushing shock loss as well.

    (I know unstable is stamina now, just making live reference)
    Edited by Armitas on 4 February 2015 18:16
    Retired.
    Nord mDK
  • Mantic0r3
    Mantic0r3
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    Armitas wrote: »
    Mantic0r3 wrote: »
    no idea if its intended or not but right now it launches the fireball at each enemy in range making it a huge aoe dot ^^ if it works correctly then thats how its worth the magicka, if its only supposed to hit 1 the dmg is too low for -15% magicka :(

    It hits all enemies in range with the fireball, or rather each enemy in range gets a fireball. It hits for 700 and to the best of my recollection that is 700 crit damage, not sure about the base. The dot last for 8 seconds but is refreshed every 5 seconds.

    700 crit damage is I suppose 70 crit damage live. To get that 70 damage you lose damage on all of your other skills. So if you are damage stacking with crushing shock, unstable flame, engulfing flame then you lose damage 3x at once because all those skills are hitting at once plus you are that much closer to oom.

    I didnt write any dmg numbers because they scale. But for your argument.

    1. its (in your case) 700 dmg per sec on every mob close to you without you doing anything (cast time is important after all)
    2. it triggers all "on dmg" effects like siphon spirit or valkyn
    3. the -15% magicka does not decrease your other dmg skills as it will not decrease your max magicka pool it only stops you from regenerating over 85% of your max magicka



    the magicka reg on kill is still stupid though :D

    edit: checked its 500 and 800 (crit) for me
    Edited by Mantic0r3 on 4 February 2015 16:42
  • Armitas
    Armitas
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    Mantic0r3 wrote: »
    3. the -15% magicka does not decrease your other dmg skills as it will not decrease your max magicka pool it only stops you from regenerating over 85% of your max magicka

    I always forget about that part, thanks for correcting me. Thats good at least. I think it will still hurt stamina/hybrid users though. Yeah that magicka regen is just non existent.
    _____
    The dps is really good with Skoria for sure. Just on the skill alone though I don't think 50 damage a second is balanced with losing 15% or really 20% magicka. I mean, I would still take it so long as I can get away with the magicka loss, but it still seems overly expensive. If it's got to be there maybe make it 10 or 5% then when you add magelight to it for 10% more crit it will lower the loss by gaining 5% magicka.

    I never understood why these types of things always come with sacrifice when you are already sacrificing an extra skill slot to run them.

    Edited by Armitas on 4 February 2015 17:58
    Retired.
    Nord mDK
  • Jaerlach
    Jaerlach
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    Banner cost is aimed at pve where the 20% buff deals 2 or 3x the damage the actual standard does.

    IMHO anyway
    Jaerlach Kesepton (DK)
    The 7th Vanguard
    DC - NA first SO speed run & first Hardmode Speedrun
    NA Record Vet DSA: 11519
  • cschwingeb14_ESO
    cschwingeb14_ESO
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    I think molten weapons is going to be used extensively, and not just for the execute. Its perfect for a "regeneration phase" where you heavy attack weave instead of light attack for about 10 seconds after rebuffing.

    Then 100% uptime and heavy attacks during execute phase. We'll see how that ends up working
  • TagaParti
    TagaParti
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    My DK just got loaded with options to deal damage. We are what we are, Kings in ESO.
    Sheliza "The Unkillable"

    Facebook Page for the Tournaments
    Elder Scrolls Online Tournaments
    Please search and hit Like to see future post and updates for the events
    youtube channel: tagaparti
  • rophez_ESO
    rophez_ESO
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    I notice this thread gets buried really fast. Are all you DKs just rolling up templars, or are people really just OK with all the changes?

    Maybe I missed something, but my time on test with my NA character (v14 DK with lot's of end-game gear) was less than positive:
    • Bonuses to some fire ability damage that doesn't remotely make up for our loss in ultimate usage.
    • Loss of one of our most unique and powerful abilities - good bye cinder storm.
    • They gave out executes to the classes that were lacking them, and we get one that is a buff that needs to be recast every 7 seconds and only affects heavy attacks. Compare the damage to that of the new Templar ranged execute...
    • Gave us two stamina abilities that are DOTs.
    • Our damage shield that is supposed to make us heal competitively with Templars scales off health.

    So, AM I missing something? Maybe it's possible to run a fun stamina build now, but don't kid yourself about what you are losing - good luck keeping purge/reflect/dragon blood/whips/talons, etc. going.
    Edited by rophez_ESO on 5 February 2015 17:07
  • TagaParti
    TagaParti
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    rophez_ESO wrote: »
    I notice this thread gets buried really fast. Are all you DKs just rolling up templars, or are people really just OK with all the changes?

    Maybe I missed something, but my time on test with my NA character (v14 DK with lot's of end-game gear) was less than positive:
    • Bonuses to some fire ability damage that doesn't remotely make up for our loss in ultimate usage.
    • Loss of one of our most unique and powerful abilities - good bye cinder storm.
    • They gave out executes to the classes that were lacking them, and we get one that is a buff that needs to be recast every 7 seconds and only affects heavy attacks. Compare the damage to that of the new Templar ranged execute...
    • Gave us two stamina abilities that are DOTs.
    • Our damage shield that is supposed to make us heal competitively with Templars scales off health.

    So, AM I missing something? Maybe it's possible to run a fun stamina build now, but don't kid yourself about what you are losing - good luck keeping purge/reflect/dragon blood/whips/talons, etc. going.

    visit my threads buddy! you need some enlightenment. :D
    Sheliza "The Unkillable"

    Facebook Page for the Tournaments
    Elder Scrolls Online Tournaments
    Please search and hit Like to see future post and updates for the events
    youtube channel: tagaparti
  • rophez_ESO
    rophez_ESO
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    TagaParti wrote: »
    rophez_ESO wrote: »
    I notice this thread gets buried really fast. Are all you DKs just rolling up templars, or are people really just OK with all the changes?

    Maybe I missed something, but my time on test with my NA character (v14 DK with lot's of end-game gear) was less than positive:
    • Bonuses to some fire ability damage that doesn't remotely make up for our loss in ultimate usage.
    • Loss of one of our most unique and powerful abilities - good bye cinder storm.
    • They gave out executes to the classes that were lacking them, and we get one that is a buff that needs to be recast every 7 seconds and only affects heavy attacks. Compare the damage to that of the new Templar ranged execute...
    • Gave us two stamina abilities that are DOTs.
    • Our damage shield that is supposed to make us heal competitively with Templars scales off health.

    So, AM I missing something? Maybe it's possible to run a fun stamina build now, but don't kid yourself about what you are losing - good luck keeping purge/reflect/dragon blood/whips/talons, etc. going.

    visit my threads buddy! you need some enlightenment. :D

    Are you talking about your thread listing all the useless Earthen Heart skills? Yeah, I agree...
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