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.
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?
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.
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.
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.
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.