Maintenance for the week of November 18:
• PC/Mac: No maintenance – November 18
• ESO Store and Account System for maintenance – November 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)
• PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST)
https://forums.elderscrollsonline.com/en/discussion/668861

How can we make Dragon's Blood viable once more

  • SneaK
    SneaK
    ✭✭✭✭✭
    It's quite simple really, should be an initial burst heal, with a heal over time following.. Similar to Vigor, but since it's single target it should be a high burst, followed by the HoT.
    "IMO"
    Aldmeri Dominion
    Bosmer Nightblade AR 32 - Altmer Templar AR 26 - Dunmer Dragonknight AR 18 - Altmer Sorcerer AR 20 - Khajiit Dragonknight AR 18
    (+3 not worth mentioning, yet)
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Lokey0024 wrote: »
    Increase health recovery by 100% for duration? Would synergy with dk passives and give heavy armor relevance for dks

    Sure, that way no one would ever want to tank in anything but DK. I think the % you are suggesting is already too much. Tanking in a DK is so much easier than doing so in a Templar for instance.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    The simple fact is that a class defining skill does not work in pvp because of how battle spirit works. There is no reason a Templar should be able to tank in pvp and still heal for 10k+ BOL.

    Allow DKs to actually heal themselves like they once could in pvp. Remove the battle spirit debuff or remove the percentage based heal from it and allow it to heal from either a high magick or health pool.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • Lokey0024
    Lokey0024
    ✭✭✭✭✭
    Lokey0024 wrote: »
    Increase health recovery by 100% for duration? Would synergy with dk passives and give heavy armor relevance for dks

    Sure, that way no one would ever want to tank in anything but DK. I think the % you are suggesting is already too much. Tanking in a DK is so much easier than doing so in a Templar for instance.

    There's so much useless garbage for dk passives except battleroar and the draconic healing recieved one they would need to rework the passives to make them viable. Im speaking strictly pvp, in pve i think dks are alright. You have time to react to almost everything.

    But when you get unblockable ambush feared empowered incapacitating strike for 1/2 or more of your health you need quick heals and there is no BoL a dk can cast, unless you count rally, and that's stam only. With a health regen buff you keep the DoT mentality of dks without giving them the ability to heal almost to full instantly. You still have to react and build for it to work, hence using heavy armor, lowering your damage output because the suplimental set or enchants will most likely be regen heavy. You won't have a literal tank roaming the field.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Lokey0024 wrote: »
    Lokey0024 wrote: »
    Increase health recovery by 100% for duration? Would synergy with dk passives and give heavy armor relevance for dks

    Sure, that way no one would ever want to tank in anything but DK. I think the % you are suggesting is already too much. Tanking in a DK is so much easier than doing so in a Templar for instance.

    There's so much useless garbage for dk passives except battleroar and the draconic healing recieved one they would need to rework the passives to make them viable. Im speaking strictly pvp, in pve i think dks are alright. You have time to react to almost everything.

    But when you get unblockable ambush feared empowered incapacitating strike for 1/2 or more of your health you need quick heals and there is no BoL a dk can cast, unless you count rally, and that's stam only. With a health regen buff you keep the DoT mentality of dks without giving them the ability to heal almost to full instantly. You still have to react and build for it to work, hence using heavy armor, lowering your damage output because the suplimental set or enchants will most likely be regen heavy. You won't have a literal tank roaming the field.

    I'm not a big fan of Battle Spirit the way it was done either. Battle Spirit really hurt both the Templar and DK class a lot. The changes to Stamina Regeneration while blocking really hurt the Sorcerer and Templar classes a lot more than DK and NB. This is all from the Tank perspective. I agree that someone who is massive healing his team should not also be an unkillable turtle. This is a problem though with the way a lot of abilities are working, and actually brings up the point why I think the Health stat should do more than determine if you get one shot or not. Health as it currently stands just doesn't do enough, as I've been saying for many months now. By the way DK's can Turtle heal like this but they just have to utilize Restoration staff. I definitely think they made some mistakes that hurt Tanks of all stripes, not just Templar and DK, but really all of the classes. Some classes are just harmed differently or more than others by certain rules changes as I previously pointed out.

    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    laced wrote: »
    Make the heal scale of magicka? Simple solution to be honest. If you have harldy any magicka, it heals for nothing, and the higher the magicka, the more it heals. Not rocket science people .

    This is the simple solution, but people would argue that this will make the skill useless for pure tank builds that stack health to get the most out of it.

    Then make one of the morphs scale off magicka and one off of health? Another simple solution =)

    And get rid of green dragon blood. Lets be honest, it should be blue dragon blood, so then it could increas magicka regen and scale off magicka, and then coagulated could scale off of health.
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    BurritoESO wrote: »
    Dragon blood is actually really good if you spec a lot of points into CP for healing received and combining it with igneous shields to get major mending. On my mag DK, dragon blood is almost on the same level as breath of life, also having a large health pool helps. I still believe it should be buffed though, the only way to get good results with it is if you specifically build for using it, which is kind of stupid. But it's not a big deal, if you know what you are doing and know how to use it, it's very strong.

    Game balancing should not be designed around CPs, CP should be designed around initial game balance.
    Edited by Jade1986 on 20 April 2016 08:21
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    So as not to effect PvE builds that may rely on heal modifications perhaps the best course would be to separate the heal into two parts. Allow the direct health based heal to occur without battle Spirit while allowing the modified addition to that heal through things like igneous shield to be affected by battle Spirit.

    This way you always get the base tooltip heal while also being able to increase that heal value under battle Spirit effects.
    Retired.
    Nord mDK
Sign In or Register to comment.