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Ok I'll bite....how to adjust build after patch 33

DigiAngel
DigiAngel
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Been following this pretty much:

https://alcasthq.com/eso-stamina-dragonknight-build-pve/

per the patch notes:
Player abilities that scale with your offensive stats, such as Weapon Damage and Max Stamina, will now dynamically scale with the highest of your offensive stats.

and:
Ardent Flame
Fiery Breath
Engulfing Flames (morph): This morph’s bonus damage taken now scales with a mixture of your Weapon and Spell Damage, rather than Spell Damage and Max Magicka. The cap is reached when your combined Weapon and Spell Damage is over 9000!

Searing Strike
Burning Embers (morph):
This ability now heals for up to 100% of the damage done any time it deals damage, rather than up to 75% of the total damage done when the effect ends.
Fixed an issue where this morph's heal could critically strike, despite being based off of damage that could already critically strike.

That's it. That seems like all that applies to the DK build. So....what, if any, adjustments do I need to look at? Is the tl;dr of patch 33 "if you're stamina, use more magicka, if you're magicka, use more stamina skills?"

Kinda mystified at this point. Thanks for any insights.
  • Jestir
    Jestir
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    In trials a magdk, general the one already losing personal dps running zens, can now be using stone giant as a semi spammable to maintain stagger instead of the tank being forced to
    (this technically no longer locks in DKs as tanks, groups may only need dks for dps at this point, although it still is the most natural and easiest tank class)

  • Vevvev
    Vevvev
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    Abilities scale off your highest damage pool and your highest resource pool.

    If max Magicka is greater than max Stamina it'll use Magicka.

    If your weapon damage is higher than your spell damage on the same build it'll use weapon damage.

    This means as a Magicka Dragonknight this patch I'm building into max Magicka and Weapon damage because DKs have minor brutality thanks to the Earthen Heart passive that has it.

    So I changed all my jewelry glyphs to weapon damage and went Warrior stone over Apprentice and got a damage boost out of it. Templar's would do the opposite because they have minor Sorcery.

    And you can do this without changing abilities out because any ability that grants major Sorcery or Brutality now grants them both.
    Edited by Vevvev on 16 March 2022 14:28
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • kringled_1
    kringled_1
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    Ability but not consumable. So if you relied on potions for sorcery or brutality, it's harder to change because there's no combination of stamina and sorcery in a potion, or magicka and brutality.
  • MudcrabAttack
    MudcrabAttack
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    Eruption is a nice addition for the back bar, and perhaps scalding rune since extra flame status is a big deal for a DK, doesn’t matter if max stamina or magicka based, poison is also good to have so may as well keep the poison skills, there just aren’t that many poison skills outside of the class, except for bow skills

    That Alcast build has lava whip in the back from combustion, I prefer it in the front because it’s really a strong spam ability. There’s a charged weapon on the front bar, which means at least half the time whip would get used it returns a free 1000magic back while piling on more burning status damage
    Edited by MudcrabAttack on 16 March 2022 19:03
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