I find talons the most preferred cc used against me. It is only a mild inconvenience that I can just dodge roll out of. Shield charge though... Fight is over (for me) when I'm hit with that. I have little hp. I'm trying to figure out how to deal with that problem without sacrificing too much dps.
The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Its still a mechanical imbalance. Any class will die to 6 player focus fire. This not a real arguement. (Not to mention dodge rolling out of talons does not prevent the AE ground circle from reapplying root.)
JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Unless the DK is holding block. Then you must wait till he is out of stamina. Plus couple seconds is a pretty big exaggeration. I have never seen a v10 DK die in 2 seconds, even with 10ish players. Maybe if they're afk with no buffs up.
JosephChip wrote: »JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Its still a mechanical imbalance. Any class will die to 6 player focus fire. This not a real arguement. (Not to mention dodge rolling out of talons does not prevent the AE ground circle from reapplying root.)
someone specifically said that a DK can win against 6 opponents. It wasn't me to bring up this scenario mate.JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Unless the DK is holding block. Then you must wait till he is out of stamina. Plus couple seconds is a pretty big exaggeration. I have never seen a v10 DK die in 2 seconds, even with 10ish players. Maybe if they're afk with no buffs up.
If he is holding block he isn't doing anythign else. Not really a threat.
As for the ttk, of course the DK can turtle up and self heal. Still he is going to die after a few seconds.
Are you playing the same game? Of course you can hold block and do pretty much EVERYTHING else. To me a few seconds means 3 seconds. If few means 15-30 seconds, I might agree.
JosephChip wrote: »
Are you playing the same game? Of course you can hold block and do pretty much EVERYTHING else. To me a few seconds means 3 seconds. If few means 15-30 seconds, I might agree.
As far as I know, using any ability while blocking will suspend the block for the duration of the cast animation. Even when blocking and using talons I take full damage from NPCs if they hit me during the short animation.
Also I don't understand what your point here is. DKs are op because they can live a few seconds more than NBs or Sorcs (not even templars) if they turtle and stay permanently on the defensive? So?
JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
JoseDelgadoCub17_ESO wrote: »JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Not to mention DK as a class has no mobility.
JoseDelgadoCub17_ESO wrote: »JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Not to mention DK as a class has no mobility.
thestonyb16_ESO wrote: »1dk who is equally skilled than 6 random opponents has absolutely no chance vs them if they aren't just rolling their head on the keyboard, even if the dk has his ulti rdy and none of the 6 have. apparently, alot of people are just rolling their heads on the keyboard most of the time and hope to achieve something with that.
I didn't know those were class abilities #themoreyouknowJoseDelgadoCub17_ESO wrote: »JosephChip wrote: »The problem is that a DK when used properly can charge in, stop 6 people from moving, deal enough AoE damage to kill them, but even if they know how to deal with that.
The DK can then use massive heals, and has the survivability of a normal tank + healer.
Those people can roll out of talons. A single roll is usually enough to put enough distance between them and the dk that he won't be in range for a second talon. This just to put talons in perspective.
Anything else is obvious ***. 6 people can nuke a DK in a matter of a couple of seconds.
Not to mention DK as a class has no mobility.
Cough shield charge/critical charge/rapid maneuvers.
popatiberiuoneb18_ESO wrote: »thestonyb16_ESO wrote: »1dk who is equally skilled than 6 random opponents has absolutely no chance vs them if they aren't just rolling their head on the keyboard, even if the dk has his ulti rdy and none of the 6 have. apparently, alot of people are just rolling their heads on the keyboard most of the time and hope to achieve something with that.
You know DK is threading on the edge of immortality when you get a dk charge in the middle of your guild premade of 8+ people and pop his skills/ultimates and your group (that knows how to deal with him and reacts fast enought o roll out of the banner, nullify it, etc) has problems melting that DK while he simply ignores everyone hitting and keeps pounding on his preffered target.
One person alone should not be able to hold its ground versus 8+ people for more then 2-3 seconds, not 10+ as many DKs with a clue will, withouth much trouble.
Yes, the DK will die in the end if stupid enough to attempt killing an organized group but it keeps alot of people engaged during a long period of time, no other class is even close to doing that.
Just had to say this since you were defending the DK so hard :P
And yes, there are plenty of counters involving groups, against a solo DK and arguably solo counters (altough you will never be able to kill a dk with a non-dk) but in best scenario you just end up pounding on a crazy hard to kill tank that hits like a truck.
EDIT: The 1 vs 6 win vs the randoms should be less and less common with time, natural selection
Ohh, and i also disagree with having talon as hard cc. It's a soft CC and should stay this way. They need to rethink some immunity timer in there but thats a general change, not just for talons.