What the f***? Why is everyone all of a sudden saying template are oober best? I mean, we don't suck. But I think templar is damn close to balanced. Other than trying a ranged magicka build...that works...although mag DKs trump almost everything I do..i can run away is best I can manage. All other classes are better than templar at their role except healing and tanking. Stamina DPS? Nightblade and DK do it better. Magicka DPS? Sorc does it better. Like I said.. We don't suck, but other classes need weakness brought up to par with their strengths
I will speak from a healing Templar point of view. Healing in this game is to strong from Wards/HoT's/Direct Heals/AoE Heals/BoL all needs to be toned down. People should die faster than they currently do. I can't ever kill people when I am in my healer build but in a 1v1 I can't die either.
I think just by adjust healing across the board it would help Mag DK's. Healing costs should be increased by 10-20% across the board its an easy adjustment and makes fights end sooner. This would effect all classes unfortunately.
I will speak from a healing Templar point of view. Healing in this game is to strong from Wards/HoT's/Direct Heals/AoE Heals/BoL all needs to be toned down. People should die faster than they currently do. I can't ever kill people when I am in my healer build but in a 1v1 I can't die either.
I think just by adjust healing across the board it would help Mag DK's. Healing costs should be increased by 10-20% across the board its an easy adjustment and makes fights end sooner. This would effect all classes unfortunately.
Sandman929 wrote: »I will speak from a healing Templar point of view. Healing in this game is to strong from Wards/HoT's/Direct Heals/AoE Heals/BoL all needs to be toned down. People should die faster than they currently do. I can't ever kill people when I am in my healer build but in a 1v1 I can't die either.
I think just by adjust healing across the board it would help Mag DK's. Healing costs should be increased by 10-20% across the board its an easy adjustment and makes fights end sooner. This would effect all classes unfortunately.
Why exactly do people need to die faster?
Sandman929 wrote: »I will speak from a healing Templar point of view. Healing in this game is to strong from Wards/HoT's/Direct Heals/AoE Heals/BoL all needs to be toned down. People should die faster than they currently do. I can't ever kill people when I am in my healer build but in a 1v1 I can't die either.
I think just by adjust healing across the board it would help Mag DK's. Healing costs should be increased by 10-20% across the board its an easy adjustment and makes fights end sooner. This would effect all classes unfortunately.
Why exactly do people need to die faster?
My personal opinion is that every single class and every single build should have exactly this.
There should be something or someone that so completely shuts down your build you can't beat them, because there is someone else they can't beat.
It's not that way right now, but I think this should be much more common
Moglijuana wrote: »My personal opinion is that every single class and every single build should have exactly this.
There should be something or someone that so completely shuts down your build you can't beat them, because there is someone else they can't beat.
It's not that way right now, but I think this should be much more common
I am actually 100% ok with this. It's a group oriented game and builds should apply to that theme. However, the current problem is that some class/builds excel at everything and some class builds are only good at only a few.
For example, a fully geared Redguard Stam NB can get to upwards of 39k stamina + 4k weap damage. Not only do they hit hard, but their vigor ticks hit for 5k ish A TICK. No glass cannon should ever be able to outheal an entire rotation of damaging abilities with one heal. Yet...I think NB's are more balanced than my MagDK lolol.
And to add insult to the injury, a stamina templar will then hit you with unblockable heavy weapons bleed DOT that ticks for over 2K damage that you have no way to rid yourself of... yea, the joys of playing a mDKMoglijuana wrote: »1. Cleanse...Magicka DK's are a DOT heavy class. I have tried burst builds, dot builds, a mix of the two etc. Either way, dots have to be used in some form on a Mag DK. One cleansing ritual, and all your potential damage/pressure is thrown out the window and you now have to kite outside of the ritual...only for another one to be thrown down.
Moglijuana wrote: »My personal opinion is that every single class and every single build should have exactly this.
There should be something or someone that so completely shuts down your build you can't beat them, because there is someone else they can't beat.
It's not that way right now, but I think this should be much more common
I am actually 100% ok with this. It's a group oriented game and builds should apply to that theme. However, the current problem is that some class/builds excel at everything and some class builds are only good at only a few.
For example, a fully geared Redguard Stam NB can get to upwards of 39k stamina + 4k weap damage. Not only do they hit hard, but their vigor ticks hit for 5k ish A TICK. No glass cannon should ever be able to outheal an entire rotation of damaging abilities with one heal. Yet...I think NB's are more balanced than my MagDK lolol.
I play a caster mDK, so I understand your pain I think more than most, I was just commenting on the concept. I think that would make the game a lot more fun and interesting if we all had counters.
Making this elder superhereos online was an odd choice
I have a good deal of success by pushing a templar to about 75%, popping a spell power pot(mostly for dat crit), dropping meteor, vamp drain(or fossilize), whip. 60% of the time it works every time.
Moglijuana wrote: »
Isnt a traditional dk build. This basically sums up how fight go with no execute.https://youtu.be/j9OPKN5cQQs
Sandman929 wrote: »I will speak from a healing Templar point of view. Healing in this game is to strong from Wards/HoT's/Direct Heals/AoE Heals/BoL all needs to be toned down. People should die faster than they currently do. I can't ever kill people when I am in my healer build but in a 1v1 I can't die either.
I think just by adjust healing across the board it would help Mag DK's. Healing costs should be increased by 10-20% across the board its an easy adjustment and makes fights end sooner. This would effect all classes unfortunately.
Why exactly do people need to die faster?
Isnt a traditional dk build. This basically sums up how fight go with no execute.https://youtu.be/j9OPKN5cQQs
use meteor as your execute
Moglijuana wrote: »@Lokey0024 lol. I was rooting for you the entire time knowing exactly what those shoes feel like. But yea, Meteor is usually my execute if needed.
Moglijuana wrote: »@Lokey0024 lol. I was rooting for you the entire time knowing exactly what those shoes feel like. But yea, Meteor is usually my execute if needed.
Thx man. MDks are the hardest class imo. Just amazed how he sat at <30% most the fight and i couldnt touch him because the undeath scaling. Would love to have Dragon blood fixed so i can ditch resto for SnB, could do some real work with that.
leepalmer95 wrote: »
leepalmer95 wrote: »
Most dk skills are 1k more cost then any other class that performs a simular function. Sucks.
Moglijuana wrote: »leepalmer95 wrote: »
Most dk skills are 1k more cost then any other class that performs a simular function. Sucks.
Correct. Mag DK skills are expensive AF. And they get cleansed/dodged half the time anyways lol.
@Ashamray Cleansing ritual makes Talons somewhat useless unfortunately . So does shuffle.