One could also try the other morph of chains. Pull players into your group or get the magicka refund when they can't be pulled. Combine that with Elemental Susceptibility or, perhaps, Crushing Shock and you could make this a ranged, staff-based build. Who knows what will actually play well in the end. The point of such a build might be that the skills are really cheap.SmellyUnlimited wrote: »I’d totally missed the part in the previous build with Unleashed, which now I understand why using chains and leap creates such a strong dot (with the other flame dots adding to Dragon’s Appetite).
It's called the PTS, if you can find a duelling partner.SmellyUnlimited wrote: »I wish there was a more cost-effective way of trying out cool theorycrafted builds other than the large time/resource expenditure of farming/crafting everything from scratch.
It's called the PTS, if you can find a duelling partner.SmellyUnlimited wrote: »I wish there was a more cost-effective way of trying out cool theorycrafted builds other than the large time/resource expenditure of farming/crafting everything from scratch.
As for me, I have farmed almost the entire stickerbook and am sitting on 3.5K transmutes. I made it my business to do exactly that and only that. I don't do housing or go after achievements or farm skins. I like making builds. Even then, it usually takes hours to get a build ready and I have a Hakeijo addiction that requires upkeep. It may take me a while before I get around to testing the above, if I ever do.
SmellyUnlimited wrote: »It's called the PTS, if you can find a duelling partner.SmellyUnlimited wrote: »I wish there was a more cost-effective way of trying out cool theorycrafted builds other than the large time/resource expenditure of farming/crafting everything from scratch.
As for me, I have farmed almost the entire stickerbook and am sitting on 3.5K transmutes. I made it my business to do exactly that and only that. I don't do housing or go after achievements or farm skins. I like making builds. Even then, it usually takes hours to get a build ready and I have a Hakeijo addiction that requires upkeep. It may take me a while before I get around to testing the above, if I ever do.
Sadly I’m on PS5 with no PTS. Guess I better get to IC and start using the Magblade build you gave me to start farming tel var lol. I just don’t know where to keep all this gear I find. I just learned about the sticker book and saw you can recreate items, but for 75 transmutes. Looks like I have a lot of farming to do.
If you still had the items and deconstructed them now, that would work. Otherwise, not.SmellyUnlimited wrote: »Oh, very good to know! Do you know if it accounts for gear you deconstructed “prior” to the Stickerbook’s introduction? I farmed a LOT from when the game came out to 2018, then took a hiatus and just came back. I suspect the stickerbook likely doesn’t cover the period before it was created.
Essence Thief is known as a duelling set. I wouldn't run it in open world, nor in BGs. You might make it work, but you won't make your life easy wearing that set IMO.
Trickery, like Bloodspawn, includes ulti-gen. That's why DKs run it. The other buffs also don't overlap with anything DK already has, so it's all good. Does it make you consistently tanky? Nope. It just feels good when your ultimates come back quicker on that class.
Balorgh is questionable on a DK. Corrosive Armor gives full penetration to your direct damage anyway and DKs tend to use their ultimates offensively, defensively, and for sustain, whereas Balorgh is mainly just an offensive tool. It can work, but it can go to waste, and it's a sustain loss, which indirectly nerfs your damage on a DK as you may need to find sustain elsewhere. It's just not the clear win on that class as it is on, say, a nightblade.
I'm surprised by two recommendations for Elf Bane, because DOTs already last super long these days and can be purged. This ain't PvE, this is PvP. IMO the only reason to consider Elf Bane is to buff fire-based siege weapons (if that still works) and to extend Magma Shell to 18s, to which I would say only do it, if you want to go all out on a (near) perma-Magma Shell build, such as with the ulti-gen vamp drain, maybe Bloodspawn, Major Heroism + Minor Heroism, possibly with Oakensoul and the new DK set from Endless Archive. That might make for an easy-play build. Otherwise use Corrosive Armor, no Elf Bane and, well, learn to play. That will probably serve you better in the long run.
One issue everyone has as a beginner, or even just when playing a new build, is adjusting your expectations. I've played with some good players, players who are better than me, and been frequently surprised how carefully they play. Yes, they kill people, but they also run, and line-of-sight, and try to bait people into favorable situations. In fact, they may spend most of their time doing that and then only show you the highlight reel on YouTube. As a tanky melee class you favor built-up terrain, rocks and trees where you can line-of-sight. You may want to bait other players into, say, the ubiquitous resource tower where Streak loses some of it's effectiveness and where nightblades without Shadow Image have no place to hide from you.
Can you explain how / why that is for the benefit of everyone?gariondavey wrote: »Trickery, like Bloodspawn, includes ulti-gen. That's why DKs run it. The other buffs also don't overlap with anything DK already has, so it's all good. Does it make you consistently tanky? Nope. It just feels good when your ultimates come back quicker on that class.
Balorgh is questionable on a DK. Corrosive Armor gives full penetration to your direct damage anyway and DKs tend to use their ultimates offensively, defensively, and for sustain, whereas Balorgh is mainly just an offensive tool. It can work, but it can go to waste, and it's a sustain loss, which indirectly nerfs your damage on a DK as you may need to find sustain elsewhere. It's just not the clear win on that class as it is on, say, a nightblade.
I'm surprised by two recommendations for Elf Bane, because DOTs already last super long these days and can be purged. This ain't PvE, this is PvP. IMO the only reason to consider Elf Bane is to buff fire-based siege weapons (if that still works) and to extend Magma Shell to 18s, to which I would say only do it, if you want to go all out on a (near) perma-Magma Shell build, such as with the ulti-gen vamp drain, maybe Bloodspawn, Major Heroism + Minor Heroism, possibly with Oakensoul and the new DK set from Endless Archive. That might make for an easy-play build. Otherwise use Corrosive Armor, no Elf Bane and, well, learn to play. That will probably serve you better in the long run.
One issue everyone has as a beginner, or even just when playing a new build, is adjusting your expectations. I've played with some good players, players who are better than me, and been frequently surprised how carefully they play. Yes, they kill people, but they also run, and line-of-sight, and try to bait people into favorable situations. In fact, they may spend most of their time doing that and then only show you the highlight reel on YouTube. As a tanky melee class you favor built-up terrain, rocks and trees where you can line-of-sight. You may want to bait other players into, say, the ubiquitous resource tower where Streak loses some of it's effectiveness and where nightblades without Shadow Image have no place to hide from you.
Elfbane is very strong for a brawling dk. Ifykyk.