Francescolg wrote: »ItsRejectz wrote: »Source?
Not sure which source you want, but here is my source that @ArconSeptim is more or less invincible lol... This is from about an hour ago, next time i run into him, im just going to run straight past him lol
https://www.youtube.com/watch?v=tIGeBXj5-No
Wait, we've about 10² threads of DKs whining about the patch, and more whining, and your Video basically shows a DK standing over 5 minutes vs. 2++ mages?
Are you sure he hasn't been healed from inside the building by some Templars?
56k health stacked with shields. This is a defensive build which cannot kill a mage with 19k health. Where is the problem? You do not use the right skills to drain his stamina.
@ZOS, i am a DK user, and only a DK user. You did a good job nerfing DKs to have a balanced game, but still DKs are too OP with the unkillable build. In 1.6 it is even more imbalance. Im just telling the truth here, i just want to be honest and i can prove that DKs are OP until someone can kill me and prove me wrong. You need to take away lots of DK skills or change them to make other class come close to them. Sorry fellow DKs, but all we need are nerfs to have a balanced game, i love the game more than i love being unkillable.
@ZOS, i am a DK user, and only a DK user. You did a good job nerfing DKs to have a balanced game, but still DKs are too OP with the unkillable build. In 1.6 it is even more imbalance. Im just telling the truth here, i just want to be honest and i can prove that DKs are OP until someone can kill me and prove me wrong. You need to take away lots of DK skills or change them to make other class come close to them. Sorry fellow DKs, but all we need are nerfs to have a balanced game, i love the game more than i love being unkillable.
Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.Head - Valkyn Skoria
Shoulders - Valkyn Skoria
Gloves - Arch Mage
Legs - Arch Mage
Chest -Arch Mage
Belt - Arch Mage
Boots - Torugs Pact
Weapon 2 hander -Torugs pact
Necklace - Arch Mage
Rings - Band of Cyrodiils light 2x.
Set bonuses will be
ArchmageTorugs pact
- Magicka recovery
- spell damage
- Max magicka
- 8% reduced spell cost.
- All infused and should be V14
Cyrodiils Light
- spell damage
- Spell damage
Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.
There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.
Anyone see any glaring flaws here, or know of something much better?
Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.Head - Valkyn Skoria
Shoulders - Valkyn Skoria
Gloves - Arch Mage
Legs - Arch Mage
Chest -Arch Mage
Belt - Arch Mage
Boots - Torugs Pact
Weapon 2 hander -Torugs pact
Necklace - Arch Mage
Rings - Band of Cyrodiils light 2x.
Set bonuses will be
ArchmageTorugs pact
- Magicka recovery
- spell damage
- Max magicka
- 8% reduced spell cost.
- All infused and should be V14
Cyrodiils Light
- spell damage
- Spell damage
Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.
There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.
Anyone see any glaring flaws here, or know of something much better?
However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though?
Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.Head - Valkyn Skoria
Shoulders - Valkyn Skoria
Gloves - Arch Mage
Legs - Arch Mage
Chest -Arch Mage
Belt - Arch Mage
Boots - Torugs Pact
Weapon 2 hander -Torugs pact
Necklace - Arch Mage
Rings - Band of Cyrodiils light 2x.
Set bonuses will be
ArchmageTorugs pact
- Magicka recovery
- spell damage
- Max magicka
- 8% reduced spell cost.
- All infused and should be V14
Cyrodiils Light
- spell damage
- Spell damage
Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.
There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.
Anyone see any glaring flaws here, or know of something much better?
However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though?
I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers. This leaves me with 1 more skill to finish the main bar and I can't decide. It will either be engulfing flames or igneous weapons, i'd have to test it. It has a lot of dot maintenance already but I'd like to get momentum in there somehow. Yeah it's for PvE.
With 2 handers reaping more spell damage it's just all so confusing right now. A torug pact S/B reaps a higher molten whip than a 2 hander, so I figure a 2hander with torugs pact would reap a lot more.
Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.Head - Valkyn Skoria
Shoulders - Valkyn Skoria
Gloves - Arch Mage
Legs - Arch Mage
Chest -Arch Mage
Belt - Arch Mage
Boots - Torugs Pact
Weapon 2 hander -Torugs pact
Necklace - Arch Mage
Rings - Band of Cyrodiils light 2x.
Set bonuses will be
ArchmageTorugs pact
- Magicka recovery
- spell damage
- Max magicka
- 8% reduced spell cost.
- All infused and should be V14
Cyrodiils Light
- spell damage
- Spell damage
Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.
There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.
Anyone see any glaring flaws here, or know of something much better?
However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though?
I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers.
Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.Head - Valkyn Skoria
Shoulders - Valkyn Skoria
Gloves - Arch Mage
Legs - Arch Mage
Chest -Arch Mage
Belt - Arch Mage
Boots - Torugs Pact
Weapon 2 hander -Torugs pact
Necklace - Arch Mage
Rings - Band of Cyrodiils light 2x.
Set bonuses will be
ArchmageTorugs pact
- Magicka recovery
- spell damage
- Max magicka
- 8% reduced spell cost.
- All infused and should be V14
Cyrodiils Light
- spell damage
- Spell damage
Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.
There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.
Anyone see any glaring flaws here, or know of something much better?
However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though?
I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers. This leaves me with 1 more skill to finish the main bar and I can't decide. It will either be engulfing flames or igneous weapons, i'd have to test it. It has a lot of dot maintenance already but I'd like to get momentum in there somehow. Yeah it's for PvE.
With 2 handers reaping more spell damage it's just all so confusing right now. A torug pact S/B reaps a higher molten whip than a 2 hander, so I figure a 2hander with torugs pact would reap a lot more.
Engulfing Flames, put Igneous on your offbar if you need to... But definitely engulfing flames, engulfing flames OP
When people understand what the removal of softacps really means, they will realise that mag DK wil rule like never before in pvp.
Trying many combinations and many sets, I stumbled onto something....
With 70cp, it took 2 3600 cp, 3 minutes to take me down. One of them was a DK stam ... And I was just experimenting with a build and not comfortable with ...
Sphinx2318 wrote: »i wish ZOS would implement some sort of escape for DK's. once we are in a fight we either have to kill everything or die. with some of the nerfs in 1.6 (light armor) DK survivability is significantly decreased. (which would be fine if we had some sort of escape)
a suggestion might be that maybe we could have some sort of immunity while we cannot do damage for a period of time. anything to give us some small amount of escape time to regen our resources like the other classes have. anything even if small would help.
Sphinx2318 wrote: »i wish ZOS would implement some sort of escape for DK's. once we are in a fight we either have to kill everything or die. with some of the nerfs in 1.6 (light armor) DK survivability is significantly decreased. (which would be fine if we had some sort of escape)
a suggestion might be that maybe we could have some sort of immunity while we cannot do damage for a period of time. anything to give us some small amount of escape time to regen our resources like the other classes have. anything even if small would help.
@Sphinx2318 It's called Magma Shell, pop it and run like hell
Seriously though, someone suggested making all the "Charge" abilities, active abilities, so you don't need a target, if you don't have one then you just charge the full range and it takes the same amount of resources, I'd be up for this, even though it'd look stupid.