Magicka DK needs one or two more buffs to become everyone friendly. Until then the pugs can go play easy mode sorc.
I'm not gonna keep arguing with a pug though so peace out. L2P @Therium104
InBedWithMySelf wrote: »I agree with almost all you said, and want to point out a few of the wrong and right buffs the dk class got.
Everything that was changed with Inhale is perfect.
Burning embers refreshable mechanic should have always been in the game. that's a good change. but doubling the heal is exactly the opposite of what dks needed. they never needed that much help in 1v1 scenarios since they were pretty good at it as it is. they needed a form of healing and help when outnumbered. that heal change is a buff to 1v1 fights, and it's absolutely ridiculous, the heal is just so darn stupid. It actually pisses me off, I always ask myself, why double the heal on burning embers instead of doubling the heal on dragon's blood?... just why...
change to eruption and giving it 20% more damage was insulting. instead they could have added a 20% dodge chance buff while standing in the aoe, that's all.
nothing was changed about reflective scales, but first, please fix the bug where so many projectiles go through reflect, this was in the game since patch 1.6, and while we're at it, raise or remove the cap from the reflect. if enemies are too dumb to realize all of their projectile attacks are being reflected, they just deserve to die, they will eventually learn.
perhaps increasing the shield from 30% max health(which is 15% in cyrodiil) to a higher percent, making the dk class the tankier one, like it's meant to be.
whip damage should deffinetly be buffed to about the same as surprise attack, the damage is sad, and i run a very squishy build with high damage. whip was nerfed enough as it is. It used to be able to proc powerlash more than once per 5 seconds, and it wasn't dodgeable. plus it used to do a ton more damage. whip took way too many nerfes, increasing the damage is only fair.
InBedWithMySelf wrote: »@Moglijuana mate, the problem isn't dks being harder than other classes, it's that they are so incredibly weaker than other classes in outnumbered situations. that's the issue, i would love to play my dk and for it to be the hardest class, while being rewarded for playing it right. but right now i feel so crippled when soloing. It might not be an easy class, but no matter how good you play it, it's still absolutely terrible compared to other classes. the changes to inhale allow me to live a bit longer, but that's all it does.
InBedWithMySelf wrote: »@Moglijuana cinder storm and dragon's blood are probably the biggest problems in my opinion, dynamic ultimate will be real nice, but even with those changes, i bet you never actually kill a group of more than 3(without dynamic ultimate) , and if you do it's very rare. even the best magicka dks can almost never do it, as opposed to other classes that can do it rather consistently, and that even includes stamina templar and stamina sorcs, who are both considered to be rather weak classes.
again, the skill cap on the dk isn't crazy or anything, and i think it would be awesome to have it be a very high skill cap class, but at the moment, not matter how well I play it, or known dk players play it, the class can only do so much when played as magicka, and that's just unfair.
Not that I can significantly contribute to the matter at hand, but telling Vyr Cor to l2p is a really ambitious thing to do...
soleil.clercb14_ESO wrote: »So I just respec'd to mDk and crafted myself some blue v6 5 heavy 2 light Magnus / Seducer with destro resto all impenetrable. Vampire.
I gotta say I feel really bad haha, I am quite bad at PvP as I almost never kill anybody 1v1. mDk just looked pretty fun
I believe I'm in the L2P category. Playing on ps4
Stoney_McGeee wrote: »mag DKs can definitely tank a Zerg.
And gankers, try to gank me when I'm riding my cat to the next keep, but 9 out of 10 times, they fail and run away or I kill them.
Mobility as a DK? Yea it blows, but nothing like some Stam recovery , movement speed boast and immovable pot. Gets me out of most of my stick situations. I run around with NBs and they don't even know how I escape half the time.
I won't tell you how to play, because play how you like, but it's really a L2p issue. I like how DKs are at now. But it wOuld be nice if our whips didn't hit like noodles.
If you want a easy mode class go hit some wrecking blows.
Stoney_McGeee wrote: »mag DKs can definitely tank a Zerg.
And gankers, try to gank me when I'm riding my cat to the next keep, but 9 out of 10 times, they fail and run away or I kill them.
Mobility as a DK? Yea it blows, but nothing like some Stam recovery , movement speed boast and immovable pot. Gets me out of most of my stick situations. I run around with NBs and they don't even know how I escape half the time.
I won't tell you how to play, because play how you like, but it's really a L2p issue. I like how DKs are at now. But it wOuld be nice if our whips didn't hit like noodles.
If you want a easy mode class go hit some wrecking blows.
I liked the ending you wrote on this post lol if you can't magicka Dk, go spam wrecking blow like the other bad Dk's that can't play a difficult class.
Stoney_McGeee wrote: »mag DKs can definitely tank a Zerg.
And gankers, try to gank me when I'm riding my cat to the next keep, but 9 out of 10 times, they fail and run away or I kill them.
Mobility as a DK? Yea it blows, but nothing like some Stam recovery , movement speed boast and immovable pot. Gets me out of most of my stick situations. I run around with NBs and they don't even know how I escape half the time.
I won't tell you how to play, because play how you like, but it's really a L2p issue. I like how DKs are at now. But it wOuld be nice if our whips didn't hit like noodles.
If you want a easy mode class go hit some wrecking blows.
I liked the ending you wrote on this post lol if you can't magicka Dk, go spam wrecking blow like the other bad Dk's that can't play a difficult class.
Stoney_McGeee wrote: »Stoney_McGeee wrote: »mag DKs can definitely tank a Zerg.
And gankers, try to gank me when I'm riding my cat to the next keep, but 9 out of 10 times, they fail and run away or I kill them.
Mobility as a DK? Yea it blows, but nothing like some Stam recovery , movement speed boast and immovable pot. Gets me out of most of my stick situations. I run around with NBs and they don't even know how I escape half the time.
I won't tell you how to play, because play how you like, but it's really a L2p issue. I like how DKs are at now. But it wOuld be nice if our whips didn't hit like noodles.
If you want a easy mode class go hit some wrecking blows.
I liked the ending you wrote on this post lol if you can't magicka Dk, go spam wrecking blow like the other bad Dk's that can't play a difficult class.
I wasn't saying its "bad" , it packs a punch, but majority of my battles with any class with a two handed, I feel like every battle is just dodging their WB, then when that 1 wrecking blow connects , better hope you can break that CC.. If not GG I guess lol
Don't bash people asking good questions and don't bash people trying to help provide a good answer.
That said, any good magicka dk will tell you the key to being successful is dedication and planning. Decide if you want to be melee or range focused or both. Do you want to carry a staff or go sword and board? Understand your passives. Do you want armor in 5 light crit regen or 5 heavy resistance block bonus? Damage mitigation for magic dk comes from reflect, blocking, shields to an extent, and class skills that heal like flame whip, embers, and deep breath, bats if you are a vamp. Burst damage comes from dots, well timed cc's, and proxy/deep breath/flame lash or heavy destro/flame reach/inevitable combos
Once you've determined a play style that suits you, then build your skills around that. The most successful magic dk's on this game have done all of the above and figured out how they want to balance burst damage and mitigation. It's a process that you should have fun with. Don't expect it to happen overnight. And don't expect a cookie cutter build. Everyone is different.
Bottom line, just like with anything on this game, there's always pros and cons. More of this means less of that.
And to answer the buff question... Any player dedicated to the class will want a buff. But as it is, we got our buff already and probably won't get another one. Just have to make the best of it.
with heavy armor, mag dk can have a lil chance of survivability. still mag dk needs damage buff, it is not possible to kill someone who knows what he does with 3k whip damage.
i dont even want to talk about light armor mag dk, just waste of time/gold.
Don't bash people asking good questions and don't bash people trying to help provide a good answer.
That said, any good magicka dk will tell you the key to being successful is dedication and planning. Decide if you want to be melee or range focused or both. Do you want to carry a staff or go sword and board? Understand your passives. Do you want armor in 5 light crit regen or 5 heavy resistance block bonus? Damage mitigation for magic dk comes from reflect, blocking, shields to an extent, and class skills that heal like flame whip, embers, and deep breath, bats if you are a vamp. Burst damage comes from dots, well timed cc's, and proxy/deep breath/flame lash or heavy destro/flame reach/inevitable combos
Once you've determined a play style that suits you, then build your skills around that. The most successful magic dk's on this game have done all of the above and figured out how they want to balance burst damage and mitigation. It's a process that you should have fun with. Don't expect it to happen overnight. And don't expect a cookie cutter build. Everyone is different.
Bottom line, just like with anything on this game, there's always pros and cons. More of this means less of that.
And to answer the buff question... Any player dedicated to the class will want a buff. But as it is, we got our buff already and probably won't get another one. Just have to make the best of it.