I Highlander l wrote: »MaxwellCrystal wrote: »@ZOS_GinaBruno
Can Flames of Oblivion go back to an AoE DoT that deals poison damage? (It'll be awesome if it slows enemies in it's AoE too.
Dont change this, just change the cauterize morph to poison, the healing/no dmg from it is absolutely pointless and of no use to both magicka or stamina.
Damn no! You absolutely have no clue what you are talking about since that heal is one of the strongest a DK-Heal can get. Never change that! Just because YOU don't need doesn't mean nobody else could need it.
Joy_Division wrote: »Regarding Dragon's Blood, it is impossible for me to believe that anyone on ZoS's combat team plays a magicka DK in PvP and cares about winning and losing.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Dragonknight for the Dark Brotherhood update. Please let us know how you feel about the changes we made to this class, if you ran into any bugs, and any other feedback you'd like to give.
slumber_sandb16_ESO wrote: »So uh.. are DK's gonna get green fire skill effects on poison morphs too? Cause you know.. that would be awesome and more fitting than normal fire effects.
It really does look like vomitting around when you use nixious breath. Don't get me wrong i appreciate that you give stamina some love and i wouldn't mind doing poison damage as DK. But spitting poison in front of you (i feel like one of those zombies when they do their vomitting skill) really looks awful. I don't feel like I'll use that skill as it looks now.
runkorkoeb17_ESO wrote: »Thank you for making my DUNMER dk useless. Breton give more resist to fire than dunmer + he give magica resist overal, lower cost and max magic... And now you change ardent FLAME to poison (but didnt change name) making my fire dmg increase racial wortless. And on top of all this you increase the stam cost on roll and block and literaly kill our last chanse to hold our ground (as magica dk`s). So, answer me mr @Wrobel @ZOS_GinaBruno WHAT is the reason to do all this ?
If you are a mag dk the poison change dosent affect you.... It's only for stam morph.... Read the notes properly please.
Several of us have Dunmer DKs, because magicka or stamina we had access and fully used the 7% extra damage with fire class and weapon wise.
With more and more stress being placed on tanks to go full out stamina, i myself changed my dunmer from magicka to stamina and was doing exceptionally well in pve due to the racial passives.
Now i have to revert back to magicka and sacrific a huge amount of potential tanking.
Since IC stamina was introduced to classes (back in August 2015 i believe) so im sure many many players have a stam dunmer dk for this reason, if they chance a very big deal in terms of effect (from fire to poison), then they should also at least add 7% poison damage to dunmer racials.
We ALL know it, dunmers are the DKs of the game, magicka or stamina. It makes no sense to change one morph to poison and force dunmers to go ONLY magicka.
Ardent flame passives changed for fire and poison damage, the same should be applied to dunmers, we do not have the stam regen or max stamina or max helth, melee dmg or crit like other stamina builds. 6% max stamina is the ONLY bonus a stamina dunmer has, it should be compensated by 7% flame and poison damage.It just makes sense to keep the topr ace for magicka dk the same as stamina as it always was the case.
I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
Not much new for mag DKs.
Igneous shield duration makes no difference at all, shield just got destroyed in 2-3 seconds anyway.
Dragon blood is still bad. No, it's even worse when you compare it to the new Drain essence. Let's see the differences shall we?
- Drain essence stuns
- Drain essence deals damage
- Drain essence gives ultimate
- Drain essence costs almost nothing
- Drain essence gets you 2 ticks easily, outhealing Dragon blood very easily
The only things that DB got is a bonus to %healing received and it doesn't require a target, which can already be gained thru Volatile/Hardened armor.
The fix to Burning Embers is welcome (insane heals) is welcomed on my side, it was just silly to see 100k heals at times in PvE, usually 20k in PvP.
Stamina morphs changed to poison, that makes my stamina DK much happier I guess, but the change to Poison only proves how bad it is to have %elemental based damage increases in the champion system. In PvE, stam DKs are already on top of the food chain when compared to other stamina builds, and they just received a pretty massive buff. This isn't relevant to stam DKs only, it's a more general issue with CPs.
Not sure about those changes to poison at all, when stam DKs are already the best stamina spec for PvE, and still very strong in PvP.
Fossilize nerf makes very little difference. Pass.
TL;DR:
- If you're a PvE stam DK, you'll be very happy
- If you're a PvE mag DK, there's no difference at all
- If you're a PvP stam DK, you'll be very happy (except if you just used to spam WB, but whatever)
- If you're a PvP mag DK, you can play mini mag sorc with the changes to Annulment, nothing else has changed
What are you on about, do you read passives and connect them to your class skills?runkorkoeb17_ESO wrote: »Thank you for making my DUNMER dk useless. Breton give more resist to fire than dunmer + he give magica resist overal, lower cost and max magic... And now you change ardent FLAME to poison (but didnt change name) making my fire dmg increase racial wortless. And on top of all this you increase the stam cost on roll and block and literaly kill our last chanse to hold our ground (as magica dk`s). So, answer me mr @Wrobel @ZOS_GinaBruno WHAT is the reason to do all this ?
If you are a mag dk the poison change dosent affect you.... It's only for stam morph.... Read the notes properly please.
Several of us have Dunmer DKs, because magicka or stamina we had access and fully used the 7% extra damage with fire class and weapon wise.
With more and more stress being placed on tanks to go full out stamina, i myself changed my dunmer from magicka to stamina and was doing exceptionally well in pve due to the racial passives.
Now i have to revert back to magicka and sacrific a huge amount of potential tanking.
Since IC stamina was introduced to classes (back in August 2015 i believe) so im sure many many players have a stam dunmer dk for this reason, if they chance a very big deal in terms of effect (from fire to poison), then they should also at least add 7% poison damage to dunmer racials.
We ALL know it, dunmers are the DKs of the game, magicka or stamina. It makes no sense to change one morph to poison and force dunmers to go ONLY magicka.
Ardent flame passives changed for fire and poison damage, the same should be applied to dunmers, we do not have the stam regen or max stamina or max helth, melee dmg or crit like other stamina builds. 6% max stamina is the ONLY bonus a stamina dunmer has, it should be compensated by 7% flame and poison damage.It just makes sense to keep the topr ace for magicka dk the same as stamina as it always was the case.
I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
Toc de Malsvi wrote: »Igneous Weapons: while great for utility for a party, the reality is no self respecting player is going to rely on someone else for Major Brutality/Sorcery. Sure they may not bother putting it up themselves, but they will have access to it so that if you are dead or out of range they can still buff themselves. Something needs to be done to bring this in line with Molten Armaments.
Toc de Malsvi wrote: »I like the poison changes from the perspective of how they synergize with stamina builds. That said I have a few thoughts:
Flames of Oblivion: gives you major savagery but does fire damage? Why would this not do poison damage now? The changes to Expert Hunter and fighters guild passives virtually negate any chance of stamina users using this ability so why would you need or want weapon crit on it?
Dragon Blood: this ability and its morphs are still not very good for most circumstances which means they are pretty much ignored by most DK's why has there been no look into changing/improving it?
Obsidian Shield: this ability is already extremely expensive for a relatively small shield, I don't know anyone who uses this for the shield rather than the morph that gives Major Mending. Can't Magicka DK's get some love in the shield dept?
Stonefist: why didn't this ability get a stamina morph? In its previous form one of the morphs did physical damage, it would be the right skill for an execute and would be perfect for having stamina/magicka morphs. This would bring some more balance towards the stamina vs magicka as well as the execute disparity as well as range vs melee, this is where you could balance the class why wont you?
Spiked Armor: this is the staple of DK tanks and what originally made DK's great tanks, why are the morphs so wimpy? Neither morph has really any great attraction or really any noticeable difference in output based on choice.
Dragon Knight Standard: this ability should have a greater slow than the 30% from the passive, it is far to easy to avoid and does DOT damage. Something like 70% for 3 seconds would bring it back in line and make it more of an option.
Igneous Weapons: while great for utility for a party, the reality is no self respecting player is going to rely on someone else for Major Brutality/Sorcery. Sure they may not bother putting it up themselves, but they will have access to it so that if you are dead or out of range they can still buff themselves. Something needs to be done to bring this in line with Molten Armaments.