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DK 1.6 Discussion

  • ItsRejectz
    ItsRejectz
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    ItsRejectz wrote: »
    Armitas wrote: »
    Source?

    Not sure which source you want, but here is my source that @ArconSeptim is more or less invincible lol... This is from about an hour ago, next time i run into him, im just going to run straight past him lol

    https://www.youtube.com/watch?v=tIGeBXj5-No

    Wait, we've about 10² threads of DKs whining about the patch, and more whining, and your Video basically shows a DK standing over 5 minutes vs. 2++ mages? :)

    Are you sure he hasn't been healed from inside the building by some Templars? :D

    It's just his build mate, has over 55k HP and perma blocks. Stamina Dk's are insane at the moment, as you can see..His damage output wasn't that high though. It was a 28k hit from Radiant Destruction that took me out.
    The fight was actually about 15 mins, after the first 10 mins is when i started fraps up.

    I dont use DK much, so i cant say how the patch has effected them. What i do know is they still have amazing tanking ability, as at one point there was about 5 of us on him
    Edited by ItsRejectz on February 18, 2015 1:12PM
    Xbox EU - GT: o69 Woody 69o

    VR16 Sorc: Vlad V Impaler
    VR16 Sorc: Yes it's Woody
    VR16 NB: Prince of Wallachia
    VR16 Templar: Sir Lancelot the Brave
    VR16 DK: I'm Better Than You


  • ItsRejectz
    ItsRejectz
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    Bashev wrote: »
    56k health stacked with shields. This is a defensive build which cannot kill a mage with 19k health. Where is the problem? You do not use the right skills to drain his stamina.

    Never once said there was a problem with it, i know it's down to his build.
    Was just showing that these DK nerfs are not as bad as people are making out.
    Plus, with his build it is almost impossible to drain all his stamina. Everyone knows there are plenty of perma blocking builds now in 1.6 because of the removal of softcaps, so magika/stamina regen can be insane.

    Just like with my character, my Magika regenerates almost faster than i can use it
    Edited by ItsRejectz on February 18, 2015 1:16PM
    Xbox EU - GT: o69 Woody 69o

    VR16 Sorc: Vlad V Impaler
    VR16 Sorc: Yes it's Woody
    VR16 NB: Prince of Wallachia
    VR16 Templar: Sir Lancelot the Brave
    VR16 DK: I'm Better Than You


  • TagaParti
    TagaParti
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    @ZOS, i am a DK user, and only a DK user. You did a good job nerfing DKs to have a balanced game, but still DKs are too OP with the unkillable build. In 1.6 it is even more imbalance. Im just telling the truth here, i just want to be honest and i can prove that DKs are OP until someone can kill me and prove me wrong. You need to take away lots of DK skills or change them to make other class come close to them. Sorry fellow DKs, but all we need are nerfs to have a balanced game, i love the game more than i love being unkillable.
    :D
    Sheliza "The Unkillable"

    Facebook Page for the Tournaments
    Elder Scrolls Online Tournaments
    Please search and hit Like to see future post and updates for the events
    youtube channel: tagaparti
  • Night-claw
    Night-claw
    ✭✭✭
    TagaParti wrote: »
    @ZOS, i am a DK user, and only a DK user. You did a good job nerfing DKs to have a balanced game, but still DKs are too OP with the unkillable build. In 1.6 it is even more imbalance. Im just telling the truth here, i just want to be honest and i can prove that DKs are OP until someone can kill me and prove me wrong. You need to take away lots of DK skills or change them to make other class come close to them. Sorry fellow DKs, but all we need are nerfs to have a balanced game, i love the game more than i love being unkillable.
    :D

    -_-" don't bring your unkillable 1v1 crap into this..
  • Francescolg
    Francescolg
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    But he's right, all major fights in PvP (which aren't fought by organised raids, that follow the rabbit like dogs on a greyhound racing) are dominated by the position of DKs spamming Burning Talons left and right. It's pretty much how every fight goes, no other strategies are possible!
    DKs and Snipers. 5 or so players per DK, not knowing what to do, and no other possible strategies. Every bigger encounter looks the same, DKs chase, spam Burning Talons and seem unkillable even with healing-debuffs, eclipse, etc. etc.

    The problem is on the strategic board: it is the same annoying situation in every single larger fight. No possibilities to break through! Then the larger team wins, or the one with more DKs in the back/frontlines.

    What is most annoying is that there are no more other starting strategies in fights, no diversity! It's always the same constellation: 3-xx DKs in the frontlines again and again. This has been going on for months.
    Edited by Francescolg on February 18, 2015 1:53PM
  • Armitas
    Armitas
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    ✭✭✭✭
    TagaParti wrote: »
    @ZOS, i am a DK user, and only a DK user. You did a good job nerfing DKs to have a balanced game, but still DKs are too OP with the unkillable build. In 1.6 it is even more imbalance. Im just telling the truth here, i just want to be honest and i can prove that DKs are OP until someone can kill me and prove me wrong. You need to take away lots of DK skills or change them to make other class come close to them. Sorry fellow DKs, but all we need are nerfs to have a balanced game, i love the game more than i love being unkillable.
    :D

    Anyone can make an "unkillable build", they just don't go about advertising it wherever they can to try and make money from it. Please do us all a favor and stop selling your merchandise all over the forums. It needs to stop. If you have specific nerfs that we need then address them individually but to agree to any nerf that occurs just because it is a nerf is nonsense.
    Edited by Armitas on February 18, 2015 2:07PM
    Retired.
    Nord mDK
  • Leonis
    Leonis
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    Edit : Erf Nothing to say :expressionless:
    Edited by Leonis on February 18, 2015 2:28PM
  • Rydik
    Rydik
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    Tested Mountain Blessing today, second level of it gives 3 ulti once in 6 seconds, if ulti generation already started.
    Edited by Rydik on February 19, 2015 2:05AM
  • Armitas
    Armitas
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    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • Spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher when drawing from a higher pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there (if I can find a way to predict it's duration, or FTC picks it up) for the weave and momentum for more weave damage. At the very least I think momentum will work because it has such a long duration.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Edited by Armitas on February 23, 2015 10:23PM
    Retired.
    Nord mDK
  • Panda244
    Panda244
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    Armitas wrote: »
    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.

    However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though? :open_mouth:
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    Panda244 wrote: »
    Armitas wrote: »
    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.

    However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though? :open_mouth:

    I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers. This leaves me with 1 more skill to finish the main bar and I can't decide. It will either be engulfing flames or igneous weapons, i'd have to test it. It has a lot of dot maintenance already but I'd like to get momentum in there somehow. Yeah it's for PvE.

    With 2 handers reaping more spell damage it's just all so confusing right now. A torug pact S/B reaps a higher molten whip than a 2 hander, so I figure a 2hander with torugs pact would reap a lot more.
    Edited by Armitas on February 23, 2015 10:44PM
    Retired.
    Nord mDK
  • Panda244
    Panda244
    ✭✭✭✭✭
    Armitas wrote: »
    Panda244 wrote: »
    Armitas wrote: »
    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.

    However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though? :open_mouth:

    I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers. This leaves me with 1 more skill to finish the main bar and I can't decide. It will either be engulfing flames or igneous weapons, i'd have to test it. It has a lot of dot maintenance already but I'd like to get momentum in there somehow. Yeah it's for PvE.

    With 2 handers reaping more spell damage it's just all so confusing right now. A torug pact S/B reaps a higher molten whip than a 2 hander, so I figure a 2hander with torugs pact would reap a lot more.

    Engulfing Flames, put Igneous on your offbar if you need to... But definitely engulfing flames, engulfing flames OP :mrgreen:
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Mantic0r3
    Mantic0r3
    ✭✭✭
    Armitas wrote: »
    Panda244 wrote: »
    Armitas wrote: »
    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.

    However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though? :open_mouth:

    I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers.

    You better start posting that molten whip buff is bugged then , I stated that allready a couple of times but hey nobody seems to care.
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    Panda244 wrote: »
    Armitas wrote: »
    Panda244 wrote: »
    Armitas wrote: »
    I'm thinking of doing the following for 1.6 dps as a magicka build and would appreciate some quick feed back.
    Head - Valkyn Skoria
    Shoulders - Valkyn Skoria
    Gloves - Arch Mage
    Legs - Arch Mage
    Chest -Arch Mage
    Belt - Arch Mage
    Boots - Torugs Pact

    Weapon 2 hander -Torugs pact
    Necklace - Arch Mage
    Rings - Band of Cyrodiils light 2x.

    Set bonuses will be
    Archmage
    • Magicka recovery
    • spell damage
    • Max magicka
    • 8% reduced spell cost.
    • All infused and should be V14
    Torugs pact
    • spell damage
    Cyrodiils Light
    • Spell damage

    Going to use weapon pots and flawless dawnbreaker for the 2handed weave. 2hander gives better spell damage than a destro staff and major sorcery, such as from entropy will go higher with a better pool. Weapon pots, because spell pots are useless. I have not done any rotation testing yet but I'm thinking of having igneous weapons in there for the weave and momentum for more weave damage.

    There is no crit on here but I will have my base crit, crit trait, and inferno for that and weapon crit from weapon pots. I went with 8% spell cost reduction because I don't have a staff to draw Magicka from heavy attacks.

    Anyone see any glaring flaws here, or know of something much better?
    Don't use Valkyn in PvP.. I hate to break it to you, but it isn't as effective as you'd think, it can be, because it procs off everything from caltrops to siege weapons. But you can block it, dodge it, reflect it, absorb it with the Sword/Board ability and if someone hits you with Eclipse and it procs... Pain for you. Lots of pain.

    However if it's a PvE build, looks fine, Archmage has spell damage which is nice, it's better than Seducer in every way, except looks. What would you use for abilities though? :open_mouth:

    I'm thinking inferno/magelight depending on what my magicka sustain is like, molten whip, structured entropy, and burning embers. This leaves me with 1 more skill to finish the main bar and I can't decide. It will either be engulfing flames or igneous weapons, i'd have to test it. It has a lot of dot maintenance already but I'd like to get momentum in there somehow. Yeah it's for PvE.

    With 2 handers reaping more spell damage it's just all so confusing right now. A torug pact S/B reaps a higher molten whip than a 2 hander, so I figure a 2hander with torugs pact would reap a lot more.

    Engulfing Flames, put Igneous on your offbar if you need to... But definitely engulfing flames, engulfing flames OP :mrgreen:

    Yeah I probably should quit trying to get more out of that two hander and just focus on magicka stuff.
    Retired.
    Nord mDK
  • Vanzen
    Vanzen
    ✭✭✭✭✭
    When people understand what the removal of softacps really means, they will realise that mag DK wil rule like never before in pvp.
    Trying many combinations and many sets, I stumbled onto something....
    With 70cp, it took 2 3600 cp, 3 minutes to take me down. One of them was a DK stam ... And I was just experimenting with a build and not comfortable with ...
  • Armitas
    Armitas
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    ✭✭✭✭
    Vanzen wrote: »
    When people understand what the removal of softacps really means, they will realise that mag DK wil rule like never before in pvp.
    Trying many combinations and many sets, I stumbled onto something....
    With 70cp, it took 2 3600 cp, 3 minutes to take me down. One of them was a DK stam ... And I was just experimenting with a build and not comfortable with ...

    What weapon type were you using?
    Retired.
    Nord mDK
  • Vanzen
    Vanzen
    ✭✭✭✭✭
    1/S
    Destro
  • Sphinx2318
    Sphinx2318
    ✭✭✭✭
    i wish ZOS would implement some sort of escape for DK's. once we are in a fight we either have to kill everything or die. with some of the nerfs in 1.6 (light armor) DK survivability is significantly decreased. (which would be fine if we had some sort of escape)
    a suggestion might be that maybe we could have some sort of immunity while we cannot do damage for a period of time. anything to give us some small amount of escape time to regen our resources like the other classes have. anything even if small would help.
  • Panda244
    Panda244
    ✭✭✭✭✭
    Sphinx2318 wrote: »
    i wish ZOS would implement some sort of escape for DK's. once we are in a fight we either have to kill everything or die. with some of the nerfs in 1.6 (light armor) DK survivability is significantly decreased. (which would be fine if we had some sort of escape)
    a suggestion might be that maybe we could have some sort of immunity while we cannot do damage for a period of time. anything to give us some small amount of escape time to regen our resources like the other classes have. anything even if small would help.

    @Sphinx2318 It's called Magma Shell, pop it and run like hell :tongue:

    Seriously though, someone suggested making all the "Charge" abilities, active abilities, so you don't need a target, if you don't have one then you just charge the full range and it takes the same amount of resources, I'd be up for this, even though it'd look stupid.
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Sphinx2318
    Sphinx2318
    ✭✭✭✭
    Panda244 wrote: »
    Sphinx2318 wrote: »
    i wish ZOS would implement some sort of escape for DK's. once we are in a fight we either have to kill everything or die. with some of the nerfs in 1.6 (light armor) DK survivability is significantly decreased. (which would be fine if we had some sort of escape)
    a suggestion might be that maybe we could have some sort of immunity while we cannot do damage for a period of time. anything to give us some small amount of escape time to regen our resources like the other classes have. anything even if small would help.

    @Sphinx2318 It's called Magma Shell, pop it and run like hell :tongue:

    Seriously though, someone suggested making all the "Charge" abilities, active abilities, so you don't need a target, if you don't have one then you just charge the full range and it takes the same amount of resources, I'd be up for this, even though it'd look stupid.

    I would take that
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