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Devs - Simple solution to increase the fun and viability of the magica DK in PvP

Waylander
Waylander
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I have posted this on a few of the magica DK threads but it can get lost in the discussion.

Problem
- Magica DK's lack burst in PvP often needing to drop an ultimate ability to have enough burst/spike damage to kill an opponent.
- Magica DK's lack a reliable self heal to compliment the design of a stand your ground class with poor mobility.
- Buffing Magica DK's for PvP could impact PvE balance

For me, these are the main issues magica DK's face and they could be solved with two minor changes to abilities already in the magica Dk arsenal.

(1) Flame Lash - Slightly increase the base damage of flame lash and redesign power lash from an heal over time to an execute on targets below 25% health (scale powerlash damage by 200-300% in line with other executes).

(2) Green Dragon Blood/Coagulating Blood - in addition to the craptacular heal currently offered, apply a heal over time that heals in time with the animated heart beats. The heal over time should be the magica equivalent of vigor but could tick for 1 second less than vigor to adjust for the current initial heal.

Please discuss.
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  • Lord_Hev
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    Qaevir/Qaevira Av Morilye/Molag
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  • Draxys
    Draxys
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    Disagree about taking away the heal from power lash. It's extremely useful and appropriate for a DK, even if they make GDB better.
    (Edit- the reason I disagree is because I don't think DKs need an execute specific skill. It doesn't fit with the design of the class.)

    I saw a really great idea in another thread, can't recall who said it. Essentially they called for one of the passives of ardent flame to include an "incinerate" feature that would work similarly to sorcs disintegration. When an enemy gets to below a certain amount of health, flame damage would either do more damage, or it would have the chance to proc incinerate and do execute damage or something like that.
    Edited by Draxys on 13 July 2016 09:58
    2013

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  • Outer_Rim
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    Meh people don't want to adjust, they still want to make sword and board work for dps and burst damage, which i'd say can only be acomplished with NB due to incap strike being op. Adjust wear some robes then you will have your damage.
  • Sypher
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    Outer_Rim wrote: »
    Meh people don't want to adjust, they still want to make sword and board work for dps and burst damage, which i'd say can only be acomplished with NB due to incap strike being op. Adjust wear some robes then you will have your damage.

    Spoken like someone who has never played magicka dk or runs with so many people it doesn't even matter what build he runs.
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  • KenaPKK
    KenaPKK
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    Yay nicely written post. I am curious to see what the mDK players have to say about this one.
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  • Wollust
    Wollust
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    I like the Dragon Blood heal over time idea!
    Susano'o

    Zerg Squad
  • Draxys
    Draxys
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    Outer_Rim wrote: »
    wear some robes then you will have your damage.

    Wear some robes, he says... 2.4k spell pen and 1k crit will NOT give you enough of a damage boost.
    2013

    rip decibel
  • IxskullzxI
    IxskullzxI
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    I like both ideas. Only potential problems I see.
    1. Power lash. I don't do much pve so I don't know a whole lot about this, but can bosses be set off balance? If so maybe dks would go that route instead of molten whip for executing bosses? 200-300% might outweigh the 70 spell power for ardent flame abilities?
    2. Dragon blood hot. Might make it too good in pve? Again I don't do much pve at all. Just some thoughts.
    #HowDoYouLikeYourDK?
  • Waylander
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    I don't believe bosses can be set off balance, so no pve impact.

    If it performs the same amount of healing as vigor (but single target only) then I can't see it being any better than a stam DK tank running vigor, so it remains balanced.

    I don't mind an incinerate passive as an idea, but it isn't a viable execution of low health opponents.

    Every other magica class has a ranged magica execute. Magica DK is designed to fight in close, I don't see a problem with a close range execute which has counter-play in that you need to set it up with a cc to proc it. This to me seems in line with magica DK.
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  • Armitas
    Armitas
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    IxskullzxI wrote: »
    1. Power lash. I don't do much pve so I don't know a whole lot about this, but can bosses be set off balance?

    Technically yes, bosses can be set of balance but if you try to do this yourself you lose dps because its a complicated procedure. The only way power lash works as a pve dps increase is in a trial with the right group make up specifically trying to set the boss off balance. I have tried to mention this to my own trial group but I just get ignored so I don't think people are going to take the steps necessary to make ot work and it takes a lot of assistance and morph swapping to set up anyway.

    Tldr technically yes effectivley not really.
    Edited by Armitas on 13 July 2016 16:51
    Retired.
    Nord mDK
  • Ghostbane
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    1) No. Flame Lash should not have execute tendencies more than it already is. The only thing wrong with the skill at the moment, is that the internal damage curve is too steep, and needs adjusted.

    2) I like this, but then the cost would need to go up, or for it to scale from magicka. As that could be another ridiculous OP option for stam DKs (on top) of vigor.
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  • IxskullzxI
    IxskullzxI
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    Ghostbane wrote: »
    2) I like this, but then the cost would need to go up, or for it to scale from magicka. As that could be another ridiculous OP option for stam DKs (on top) of vigor.

    What if cauterize was changed to only target yourself instead of allies? Every 5 seconds it shoots a fireball that heals you for "x" for 15 seconds? And still gives major sorcery while slotted. Maybe does aoe damage when the fireball hits to anyone within 3-5m? Thoughts?
    Edited by IxskullzxI on 13 July 2016 16:36
    #HowDoYouLikeYourDK?
  • Ishammael
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    Don't agree with flame Lash buff. The dmg coef is fine... mDKs are just forced to sacrifice a lot of offense for defense because they have no mobility or escape.

    Fix dragon Blood, add a gap closer: poof! Flame Lash is fine.
  • Ghost-Shot
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    I think whips damage is fine tbh, I wouldn't complain about a buff to it but I don't think its the real problem. The main problem that needs to be addressed immediately is Dragon's Blood, exempt it from battle spirit or redesign the skill entirely to be a more effective heal for magicka DK's while most importantly NOT being effective for a stam DK, that would give everyone cancer.

    The second problem is stamina management, now I understand to extent for me its an L2P issue as there are guys who manage it a lot better than I do but the fact of the matter is on a class with no escape and lack luster healing, you have to block, a lot. the lack of stamina regen while blocking is still in my opinion the second biggest nerf the DK ever got, right after dynamic ult removal. I don't want to see a return to perma blocking because that was honestly pretty dumb but we need some sort of significant reduction to block cost or partial stamina regen while blocking. I know block cost reduction glyphs are a thing but in order to run those you are forced to sacrifice too much damage and with the current iteration of battle spirit you are not going to kill any decent players with that little damage.

    While were at it Reflective Scales needs to be addressed. First thing is this has to be one of the least reliable skills in the game, the number of times of have died in an outnumbered fight because I put my wings up expecting to reflect that Crystal Frag only to be knocked down with full damage anyway is truly infuriating. The second thing is the limit of 4 projectiles, this really needs to be raised to 6-8 projectiles in my opinion.

    And finally getting back to damage, dots need to be more useful. I honestly have no idea how to accomplish this but the fact that outside of group play I don't even think about slotting purge, and if I ever did it would be for the extra regen, should tell you enough. After battle spirit dot damage is pitiful but dots are the whole reason why whip does so much less damage than something like concealed weapon ( I can't remember for sure which morph is the magicka one, nightblades feel free to correct me there) but the only reason I use burning embers is for a nice little burst heal. I think that battle spirit needs to be made a little smarter and rather than be a global 50% reduction it needs to address different types of abilities differently. Looking back to 1.6 with the old battle spirit, I don't remember anyone ever saying "*** me that buring embers was ticking so hard!".

    Edit: Just read @Ishammael 's post and I agree, a stun needs to be added to empowering chains to make it basically a magicka version of invasion to make it a viable gap closer, I would be totally fine with losing the empower if both made it too strong. It would also be nice if chains worked more reliably.
    Edited by Ghost-Shot on 13 July 2016 18:35
  • Waylander
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    Ghostbane wrote: »
    1) No. Flame Lash should not have execute tendencies more than it already is. The only thing wrong with the skill at the moment, is that the internal damage curve is too steep, and needs adjusted.

    2) I like this, but then the cost would need to go up, or for it to scale from magicka. As that could be another ridiculous OP option for stam DKs (on top) of vigor.

    Thanks for the responses so far guys.

    Interesting to read those who feel flame lash is performing ok as our bread and butter spam damage. I feel like its a bit of a wet noodle.

    1) Whip feels like it hits like a wet noodle due in part to the two factors below:
    - We have no access to major breach unless running pierce armour or weakness to elements. I have tried running pierce armour for the debuff and it is very difficult to make it work on a mDK.
    - We have no major defile unless running reverb bash (stamina hog on a magica blocking build) or trying to use standard as our burst ultimate. I have tried running reverb bash and again it is difficult to make it work.

    Adding an execute to the powerlash, even if it only applied below 20% health, gives mDK enough burst to finish a fight without having to drop an ultimate for burst. It's no fun fighting someone and having to wait 45 seconds plus to build up the ultimate to try to bring their health bar low enough so that your cumulative dots and whip tickles can kill them to death. It is not difficult for many classes to heal through mDK pressure. Vigor and Rally can manage it for any stamina user and magica users with harness/healing ward also make it very difficult to secure the kill.

    I could settle for lash applying either major breach or major defile in lieu of an execute as they would both serve the purpose of increasing the effective damage of flame lash (and our dots). As stated, the current h.o.t. from flame lash can be safely moved to GDB/Coagulating to make that skill useful once again.

    2) The GDB/Coagulating HOT would scale on magica and spell power, useless for stamina users.

    Keep the idea's coming, hopefully ZOS can address the weaknesses in the mDK so that it can be viable again.
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  • Ishammael
    Ishammael
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    Waylander wrote: »
    Ghostbane wrote: »
    1) No. Flame Lash should not have execute tendencies more than it already is. The only thing wrong with the skill at the moment, is that the internal damage curve is too steep, and needs adjusted.

    2) I like this, but then the cost would need to go up, or for it to scale from magicka. As that could be another ridiculous OP option for stam DKs (on top) of vigor.

    Thanks for the responses so far guys.

    Interesting to read those who feel flame lash is performing ok as our bread and butter spam damage. I feel like its a bit of a wet noodle.

    1) Whip feels like it hits like a wet noodle due in part to the two factors below:
    - We have no access to major breach unless running pierce armour or weakness to elements. I have tried running pierce armour for the debuff and it is very difficult to make it work on a mDK.
    - We have no major defile unless running reverb bash (stamina hog on a magica blocking build) or trying to use standard as our burst ultimate. I have tried running reverb bash and again it is difficult to make it work.

    Adding an execute to the powerlash, even if it only applied below 20% health, gives mDK enough burst to finish a fight without having to drop an ultimate for burst. It's no fun fighting someone and having to wait 45 seconds plus to build up the ultimate to try to bring their health bar low enough so that your cumulative dots and whip tickles can kill them to death. It is not difficult for many classes to heal through mDK pressure. Vigor and Rally can manage it for any stamina user and magica users with harness/healing ward also make it very difficult to secure the kill.

    I could settle for lash applying either major breach or major defile in lieu of an execute as they would both serve the purpose of increasing the effective damage of flame lash (and our dots). As stated, the current h.o.t. from flame lash can be safely moved to GDB/Coagulating to make that skill useful once again.

    2) The GDB/Coagulating HOT would scale on magica and spell power, useless for stamina users.

    Keep the idea's coming, hopefully ZOS can address the weaknesses in the mDK so that it can be viable again.

    1). Whip hits "like a noodle" b/c DK sacrifices dmg for defense when gearing. The dmg coefficient on whip is basically the same as Concealed. In fact, the follow-up attack (power lash) is higher. Yes, major breach makes a huge (8%) difference. But I'll still stand by my stance of no execute or dmg buff for whip.

    I like the suggestion of "Burning Light" or "Implosion" style passive for DK DoTs. That would also have the nice side effect of making the Elf Bane set more interesting.

    2). Yes, Dragon blood needs to become useful. Pretty sure everyone can agree on that.
  • Waylander
    Waylander
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    Ishammael wrote: »

    1). Whip hits "like a noodle" b/c DK sacrifices dmg for defense when gearing. The dmg coefficient on whip is basically the same as Concealed. In fact, the follow-up attack (power lash) is higher. Yes, major breach makes a huge (8%) difference. But I'll still stand by my stance of no execute or dmg buff for whip.

    I like the suggestion of "Burning Light" or "Implosion" style passive for DK DoTs. That would also have the nice side effect of making the Elf Bane set more interesting.

    2). Yes, Dragon blood needs to become useful. Pretty sure everyone can agree on that.

    I like the idea of a burning light / implosion style passives, but I don't think any DK passives are actually bad enough to warrant a revamp. It would probably replace combustion which may make PvE dmg higher for stam and magica dk's (which is already in a very good place). I think DK of all classes has the best synergy between actives and passives (which is why it's hard working out even which active abilities to use).

    I have not seen anyone successfully build mDK for damage (in the last few patches) and have the build playable in open world due to the nature of the dk's core damage skills being predominantly melee range with no inherent escape, speed or high burst combinations outside of a 200 cost ultimate. So there doesn't seem to be a choice to sacrifice offense for defense if you want to live long enough to get a kill. Magica nb, templar and sorc all have a ranged execute. All stam classes have access to an execute.

    On the topic of gap closers I agree chains are crap. I switched from using a gap closer to using fossilize in 1.5 and don't find the lack of a gap closer to be a huge problem (even with the lack of speed). We still have access to shielded assault/invasion (granted a steep stamina cost which reduces our block/break free/dodge roll utility) or the (still) craptacular chains. Gap closers are now all zos balanced with the templars gap closer (ie they are all performing dreadfully). Heavens forbid you want to use one on a slight slope or if the ground has pebbles on it.
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  • Waylander
    Waylander
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    Ishammael wrote: »

    1). Whip hits "like a noodle" b/c DK sacrifices dmg for defense when gearing. The dmg coefficient on whip is basically the same as Concealed. In fact, the follow-up attack (power lash) is higher. Yes, major breach makes a huge (8%) difference. But I'll still stand by my stance of no execute or dmg buff for whip.

    I like the suggestion of "Burning Light" or "Implosion" style passive for DK DoTs. That would also have the nice side effect of making the Elf Bane set more interesting.

    2). Yes, Dragon blood needs to become useful. Pretty sure everyone can agree on that.

    I like the idea of a burning light / implosion style passives, but I don't think any DK passives are actually bad enough to warrant a revamp. It would probably replace combustion which may make PvE dmg higher for stam and magica dk's (which is already in a very good place). I think DK of all classes has the best synergy between actives and passives (which is why it's hard working out even which active abilities to use).

    I have not seen anyone successfully build mDK for damage (in the last few patches) and have the build playable in open world due to the nature of the dk's core damage skills being predominantly melee range with no inherent escape, speed or high burst combinations outside of a 200 cost ultimate. So there doesn't seem to be a choice to sacrifice offense for defense if you want to live long enough to get a kill. Magica nb, templar and sorc all have a ranged execute. All stam classes have access to an execute.

    On the topic of gap closers I agree chains are crap. I switched from using a gap closer to using fossilize in 1.5 and don't find the lack of a gap closer to be a huge problem (even with the lack of speed). We still have access to shielded assault/invasion (granted a steep stamina cost which reduces our block/break free/dodge roll utility) or the (still) craptacular chains. Gap closers are now all zos balanced with the templars gap closer (ie they are all performing dreadfully). Heavens forbid you want to use one on a slight slope or if the ground has pebbles on it.
    Nocturnal - AD Oceanic PvP Guild
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  • Ishammael
    Ishammael
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    Waylander wrote: »
    I like the idea of a burning light / implosion style passives, but I don't think any DK passives are actually bad enough to warrant a revamp. It would probably replace combustion which may make PvE dmg higher for stam and magica dk's (which is already in a very good place). I think DK of all classes has the best synergy between actives and passives (which is why it's hard working out even which active abilities to use).

    The DK passives used to be great. They were changed during the 1.5 - 1.6 and then again 1.6 - 1.7 transitions into a shadow of their former self. @Armitas made a thread about a while ago.

    Agreed, however that DK has the best "synergy" between actives and passives. In fact, as I have said many times before, DK was the best designed class at release. It made the most internal sense; the skill complemented each other. While there have been many nerfs to the skills themselves, the major gameplay mechanic changes (loss of dynamic ult, no softcaps, no stam regen while blocking, reduced healing) are more responsible than anything else for the non-viability of mDK.
    Waylander wrote: »
    I have not seen anyone successfully build mDK for damage (in the last few patches) and have the build playable in open world due to the nature of the dk's core damage skills being predominantly melee range with no inherent escape, speed or high burst combinations outside of a 200 cost ultimate. So there doesn't seem to be a choice to sacrifice offense for defense if you want to live long enough to get a kill. Magica nb, templar and sorc all have a ranged execute. All stam classes have access to an execute.

    Yes, exactly. Because the game has changed so much, emphasis is now on mobility, burst, and escape. Non of which mDK has.
    Waylander wrote: »
    On the topic of gap closers I agree chains are crap. I switched from using a gap closer to using fossilize in 1.5 and don't find the lack of a gap closer to be a huge problem (even with the lack of speed). We still have access to shielded assault/invasion (granted a steep stamina cost which reduces our block/break free/dodge roll utility) or the (still) craptacular chains. Gap closers are now all zos balanced with the templars gap closer (ie they are all performing dreadfully). Heavens forbid you want to use one on a slight slope or if the ground has pebbles on it.

    I have also been using Fossilize since 1.5. However, access to a magicka-based gap closer like invasion would really, really help in many situations. For example, it would have enable/maintain DoT pressure, keep your character "in their face" (which really causes many people to panic).
  • themdogesbite
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    I'd still prefer to get the Burst instant heal from whip then the HoT, id also like to se a slight increase on the base damage of whip.

    Oh! Unstable flame, give it back to me as a magica morph please.
    :]
  • Stapes
    Stapes
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    A great thread guys, keep up the excellent work. Here are a couple of my own observations and ideas on this topic:

    Flame lash: I see someone has compared this to concealed weapon on the nightblade. I find this to be an unfair comparison largely due to the cast time involved the major issue. As previously discussed in this thread, a nightblade still has plenty of magicka mobility which allows it to be a more lethal damage dealer where as the Dk lacks all of this so it needs to stand there and take the damage forcing players to build for tanking. Because of this, even against not so good players, it can be a struggle for any magicka dk to finish them off without an ultimate burst attack from a skill outside of the dk's. I agree with the OP's suggestion about this an think it would bring magicka dks some much needed balance. I think Sypher's recent magicka dragon knight videos display the execute/finishing struggle really well.

    Dragons blood: I like this as well and it seems unanimous that this skill be fixed and this seems like the best way to do so. I had initially thought to suggest a change to the Equilibrium skill from the mages guild allowing all magicka classes access to it like stamina classes have access to vigor. I don't think I've ever heard of anyone actually using that skill. That would be a buff to all magicka builds although nothing more than vigor was to stamina.

    Gap closer: I actually had this idea a while back but never really got the chance to post it but this seems like the place to do it. Whether or not this replaces chains or not is another story because I do believe chains have their place with the magicka dk especially in PvE content. Now I'm not sure if many of you have played star wars: the old republic but there is a gap closer in there for the sith warrior/jedi knight class that might just fit the dragon knight. It would be similar to toppling charge and dragon leap in appearance where the player would leap onto the target, knocking them down while driving a flaming sword into/shield onto the target. Damage and knockdown effects would be inline with other gap closers in the current game such as invasion, crit charge etc

    One morph could increase damage of next attack (granting empower maybe?) or potentially base it on distance traveled (sword leap animation morph)

    The other morph might increase knockdown time, provide a damage shield, apply cc immunity to the player, or even apply major breech or defile (shield knockdown animation morph).

    Below is a link to a video showing off one of these morphs from sw:tor.

    https://youtu.be/J63KvkdoK2A

    any further thoughts and suggestions on these?
    Nocturnal
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