It needs tweaking, but a removal is too strong. My breath hits for 16.5k crits at 50% crit chance, and I'm on the tankier end of the spectrum. Devouring bats would be way too strong.
I think ultimately a better solution is for wrobel to sober up and tune down the damage numbers in this meta, that will reduce the dire need you likely feel for strong and immediate heals.
Also, youre exaggerating with 80 ticks.
myrrrorb14_ESO wrote: »They need to just make PvP it's own thing and stop trying to squeeze it to work in both PvE and PvP.
Make the skills operate similarly but differently in each circumstance. That should make it easier to adjust relative power and survivability.
make dragon blood good again!
imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.
If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.
imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
imapogostick wrote: »imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.
If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.
Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.
imapogostick wrote: »imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.
If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.
Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.
Well, then yeah, I think most agree GDB needs love as a solo heal. But that doesn't mean deep/draw should be disregarded, there is certainly a place for it on a DKs bars. In fact, until GDB gets the love it needs, it probably should be on a DKs bars.
imapogostick wrote: »imapogostick wrote: »Ghost-Shot wrote: »imapogostick wrote: »imapogostick wrote: »magic dk has no healing besides embers and dragon blood.
Draw essence/Deep breath?
Oops yeah forgot that one only as magic tho...and that's a garbage one anyways
That's actually your best heal in an outnumbered setting.
Yeah if it's 3 or more but we all know in pvp that= death. Cuz magic dk can't run or dodge away like a stam players can
And if your taking your time using inhale in pvp I hope you got a zerg behind you to cover you
If I have 3 or more good people on me, I'm not healing through that on my templar healer either, so that point is pretty moot. I can delay my death with LoS and mist form, but winning that kind of 1vX scenario is unlikely. What that heal does for a DK is it lets you stay up while still doing damage so a cross heal can reach you from an ally. It also allows a potential pocket healer enough of a cushion to get off a dark flare/jesus beam without you dying and therefore potentially eliminate someone you were fighting and relieve some pressure.
If you aren't using that skill at all, maybe that's one reason you're finding sustain difficult.
Yeah... templar if only we all had a templar following us... but this is about self heal not getting healed by others.
Well, then yeah, I think most agree GDB needs love as a solo heal. But that doesn't mean deep/draw should be disregarded, there is certainly a place for it on a DKs bars. In fact, until GDB gets the love it needs, it probably should be on a DKs bars.
Yolokin_Swagonborn wrote: »The whole blanket nerf to damage, heals and shields was just a bandaid fix that broke as much as it fixed.
It ensured that only the strongest healing, damage, and shielding abilities would still be used and all else would be rendered useless.
Lesser shields, like shielded assault, brawler etc are pretty useless in PvP now. Lesser damage abilities hit for next to nothing. Lesser heals like the sorc dark exchange would be awesome without the nerf.
But why use a 4k heal that is nerfed to 2k when you can use a 16k heal that is nerfed to 8K?
This pigeonholes everyone into only a few FOTM burst builds where you can really crank up your damage and kills build diversity.
The problem is that certain abilities are just completely superior to others as far as damage, healing or shielding goes. But its easier to just nerf damage instead of figuring out how to reign some of those abilities in.
Softcaps did a pretty good job of keeping things from getting ridiculous. If you don't put controls on attributes and resources, you have to put them everywhere else in the game and things just get more complicated.
Yolokin_Swagonborn wrote: »The whole blanket nerf to damage, heals and shields was just a bandaid fix that broke as much as it fixed.
It ensured that only the strongest healing, damage, and shielding abilities would still be used and all else would be rendered useless.
Lesser shields, like shielded assault, brawler etc are pretty useless in PvP now. Lesser damage abilities hit for next to nothing. Lesser heals like the sorc dark exchange would be awesome without the nerf.
But why use a 4k heal that is nerfed to 2k when you can use a 16k heal that is nerfed to 8K?
This pigeonholes everyone into only a few FOTM burst builds where you can really crank up your damage and kills build diversity.
The problem is that certain abilities are just completely superior to others as far as damage, healing or shielding goes. But its easier to just nerf damage instead of figuring out how to reign some of those abilities in.
Softcaps did a pretty good job of keeping things from getting ridiculous. If you don't put controls on attributes and resources, you have to put them everywhere else in the game and things just get more complicated.
The simple fact that we needed to reduce damage and healing by FIFTY percent shows how absurdly out of control wrobel was allowed to go both in terms of combat and itemization 'balancing'. If you need that large of an artificial dampener, maybe your numbers were broke as eff to begin with, and/or maybe your lead combat designer was broke as eff when you hired him.