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.
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.
RoamingRiverElk wrote: »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.
DisgracefulMind wrote: »I have always used shifting standard since I first made my DK
I love it, and now other DKs are going to start seeing why it's the better banner :P
Fruity_Ninja wrote: »DisgracefulMind wrote: »I have always used shifting standard since I first made my DK
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?
Fruity_Ninja wrote: »DisgracefulMind wrote: »I have always used shifting standard since I first made my DK
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.
Purge
Reduced the cost of Purge by approximately 20%.
Fruity_Ninja wrote: »Fruity_Ninja wrote: »DisgracefulMind wrote: »I have always used shifting standard since I first made my DK
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.
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
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.
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
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.
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.