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What is Magicka DK's greatest weakness?

  • HoloYoitsu
    HoloYoitsu
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    I feel that removing ground oils was the biggest nerf mag DK ever got. :cry:
  • Armitas
    Armitas
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    Lack of sustain
    Everyone else has Parallel offense, survival and healing.
    mDK...Everything is perpendicular... offense, survival and healing all come at the cost of the others. In other games we called that balance. It's the way the game should be, but it isn't. At this point we just want to leave the kids table and sit with the adults.
    Edited by Armitas on September 8, 2016 10:37AM
    Retired.
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  • Derra
    Derra
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    Lack of damage for heavy armor.
    Lack of sustain for light armor combined with lack of tankyness.
    In general lack of mobility

    I would reduce the healing on flamelash, embers and inhale(singletarget) while compensating for that with a hefty buff to dragonblood (short duration hot sth like that).

    Reflect needs to go back to infinite projectiles but to compensate it should get a minimum range of 10m. Projectiles fired from close proximity ignore reflect.
    Maybe give one morph of wings a major expedition buff coupled with a cleanse for roots and snares (not immunity).

    Chains needs a cc effect of some form (short knockdown?).

    DK does not need buffs for it´s 1v1 capabilities (imo) while it definetly needs help vs multiple targets. Idk it´s the hardest class to balance imo.
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  • themdogesbite
    themdogesbite
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    Lack of healing
    Introduce dynamic ult as a class passive. DK fixed!
    :]
  • frozywozy
    frozywozy
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    Lack of healing
    Asmael wrote: »
    Lack of mobility is by design, and I'm fine with it, if I get something else in exchange.

    Damage is absolutely fine if you invest enough into it (even Maluplars die, that says a lot).

    Tankiness is absolutely fine if you invest enough into it.

    Bit different for healing: mag DKs have strong in combat healing options with Burning embers (1v1 or 1v2) and Deep Breath, but lack a strong self-healing option (hello Dragon Blood my old friend... That I'm better off not using on a 70k health build...).

    Sustain is absolutely fine if you invest enough into it.

    But what's wrong with mag DKs then?

    Simple: To get any of the above points classified "fine", you need to sacrifice something else, hence the "if you invest enough into it". I need 5 different DoTs and light armor on a 40k magicka build with Skoria if I want to break tanky builds, I still need a CC, a mitigation ability and a way to self-heal, and suddenly I'm left with very few slots... Wings? Deep Breath? Shuffle? Mutagen? Healing Ward? Fossilize? Drain? Talons? Can't have them all. I actually have to sacrifice something to be good at something else.

    What if I drop some DoTs? Well, I get some utility, but I reach a point where I simply can't kill most tanky builds, even tho I'm on light armor with a rather aggressive setup otherwise. I'm supposed to stack DoTs, where other classes don't need to. I can't kill decent players within seconds of the start of a fight without an ultimate. I can't kill some at all without drastically changing the build.

    Right off my head, I have 2 builds in mind for stam DK, one has all options except mobility, the other has everything except tankiness. Try to get 4 of these qualified as "fine" on a mag DK.

    Thus, my answer is "having to actually sacrifice something", which in my book is good design, but only shows that other classes are performing "too well".

    Also, #BuffDragonBlood

    Well done. I've also though the same for a very long time. It is impossible to slot everything you need to compete in openworld on a MagDK. Utility, Damage, Sustain, Tankyness is spread out between too many abilities making it impossible to find the perfect balance for solo / small scale openworld pvp.
    Every class should be designed like Magicka DK: build for tankiness OR build for healing OR build for sustain OR build for damage. Choose one!

    The other classes (especially Stamina) get to have tankiness AND healing AND sustain AND damage, all at once. This should not be allowed.

    Yep, indeed. Been saying that for 2years almost. Remember the triangle in the character creation process with Large, Muscular, Epic on each corner? It should be the same when choosing if you want to focus on Damage, Survivability or Sustain.
    I only put damage here because the class has zero burst and that has been the only way to kill people in PvP since 1.6

    But I think their biggest problem is they do not have a way to combine damage + healing + tankiness the way stam builds ant mag temp can.

    They can can get each of these things, but not in a package deal.

    Why is burst the only option to kill people? Because Purge is available to any class. Because if you have someone using purge in your group, you're fine. Unlike in World of Warcraft, where only a few classes have the ability to remove poisons/curses, etc. That's balance. It makes dot classes much more reliable against certain setups.
    Edited by frozywozy on September 8, 2016 1:35PM
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  • blabafat
    blabafat
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    Lack of healing
    I think healing and tankiness go together.

    IT doesn't need mobility, and I hope it never gets it. Magicka DK just needs more survivability for light armor users. Currently, you can be very tanky in heavy (somewhat in light, but not comparable). We have to build for tankiness, which drops our damage. The damage fine, though. It doesn't need a buff. Dragonblood needs a buff, and that health recovery passive needs to be changed to magicka sustain(Magicka sustain is also an issue). There is the earthen heart passive that returns 5% stamina on earthen heart ability use, but there is no passive for magicka sustain.
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  • Xvorg
    Xvorg
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    Lack of mobility
    Mobility IMHO, but as somebody pointed out above it is more about what you give away to cover what you lack.

    If you want mobility, you have to give away dmg, or sustain, or tankiness/healing... and 99% of the times you will prefer to give away mobility instead of loosing any of the other features.
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  • Ghost-Shot
    Ghost-Shot
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    Lack of damage
    I have the scariest 4k whips you've ever seen!
  • Rylana
    Rylana
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    Lack of damage
    Double the base damage of flame lash and this class is back on par with everything else.
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  • zyk
    zyk
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    Lack of mobility
    Rylana wrote: »
    Double the base damage of flame lash and this class is back on par with everything else.

    That would make it the best spammable DD in the game. It already has a high coefficient. Glass cannon builds would destroy opponents.
  • HoloYoitsu
    HoloYoitsu
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    Ghost-Shot wrote: »
    I have the scariest 4k whips you've ever seen!
    You fail at making damages because you're a zergling, you don't hate guild enough. Have Dan kick you now and maybe you can git gud.
  • RinaldoGandolphi
    RinaldoGandolphi
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    Lack of healing
    I'll say Healing and Tankiness

    However there is a caveat which is tankiness
    To Smith with Dragon Claws

    (Battle Chant of the Intrepid Two Hundred)
    We are dragon knights. We are dragons.
    If you attack us, you will meet talons.
    If you strike us, you will eat spikes.
    If you injure us, our wounds will close.
    If you anger us, you will burn.
    If you run from us, we will pounce upon you.
    You cannot win. We cannot lose.
    We are dragon knights. We are dragons.

    From the in-game book, Simply put "We are Dragons!" Gosh darn it we don't need to be able to run!...what we need is more tankiness, better sustain, and better heals so we can STAND OUR GROUND against inumerable opponents and fight to the end taking many down with us if its a zerg.
    • If you attack us, you will meet talons. - Bring back the range Talons used to have
    • If you strike us, you will eat spikes. Up the Damage Return on Volatile Armor
    • If you injure us, our wounds will close. - Buff the healing on Dragonblood to scale with magicka
    • If you anger us, you will burn. - Increase the damage of our Ardent Flame abilities, whip in particular.

    We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.

    Period! Never forget it! Let us be dragons ZOS instead of being Puff the wimpy Dragon...let us stretch our wings and roar!!!!

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  • Lord_Hev
    Lord_Hev
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    Lack of healing
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  • Ghost-Shot
    Ghost-Shot
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    Lack of damage
    HoloYoitsu wrote: »
    Ghost-Shot wrote: »
    I have the scariest 4k whips you've ever seen!
    You fail at making damages because you're a zergling, you don't hate guild enough. Have Dan kick you now and maybe you can git gud.

    F U I HATE GUILD
  • Luigi_Vampa
    Luigi_Vampa
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    Lack of healing
    I'll say Healing and Tankiness

    However there is a caveat which is tankiness
    To Smith with Dragon Claws

    (Battle Chant of the Intrepid Two Hundred)
    We are dragon knights. We are dragons.
    If you attack us, you will meet talons.
    If you strike us, you will eat spikes.
    If you injure us, our wounds will close.
    If you anger us, you will burn.
    If you run from us, we will pounce upon you.
    You cannot win. We cannot lose.
    We are dragon knights. We are dragons.

    From the in-game book, Simply put "We are Dragons!" Gosh darn it we don't need to be able to run!...what we need is more tankiness, better sustain, and better heals so we can STAND OUR GROUND against inumerable opponents and fight to the end taking many down with us if its a zerg.
    • If you attack us, you will meet talons. - Bring back the range Talons used to have
    • If you strike us, you will eat spikes. Up the Damage Return on Volatile Armor
    • If you injure us, our wounds will close. - Buff the healing on Dragonblood to scale with magicka
    • If you anger us, you will burn. - Increase the damage of our Ardent Flame abilities, whip in particular.

    We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.We are dragon knights. We are dragons.

    Period! Never forget it! Let us be dragons ZOS instead of being Puff the wimpy Dragon...let us stretch our wings and roar!!!!

    3199993-1329668486.jpg

    You forgot,

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  • vortexman11
    vortexman11
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    Lack of healing
    Any class without decent mobility should not be forced to use a Restoration Staff to achieve decent healing. Now some people would say that DKs then need mobility, but the class was designed to stand its ground like a Templar, not streak or cloak around. If DKs just had ONE good heal that did not require a target it would help the class tremendously. It would remove the need for mobility, help with their sustain, and open up more room to do damage as it would remove constant worry to keep their health topped off.

    Sadly I don't see us getting a heal like this in the foreseeable future. ZOS keeps buffing mDKs other less reliable sources of healing, Burning Embers, Stonefist, Deep Breath, that they'd need to revert/nerf those if they're going to buff Dragonblood.

    I mean ffs....as a double sword and board DK fall damage is one of the scariest things I encounter in PvP because I have no way to heal back up to full -_- whenever Im with two or three people and they want to do an epic jump off a bridge or something into a stack... Im always like "Hold on, let me take the stairs"
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  • Amdar_Godkiller
    Amdar_Godkiller
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    Lack of sustain
    I put sustain as the biggest issue, because with better cost reduction/recovery/resource management passives, MDKs would be drastically improved.

    But the real issue with DKs is the fact that, while many of their class skills are enhanced by destro staff abilities in PVE, the DK skill lines and Destruction Staff skill line are completely redundant in PVP. A class that lacks a decent heal, a decent gap-closer, and a decent execute seems to be specifically designed to complement the Two-handed skill line, which has an awesome heal, an awesome gap closer, and an awesome execute; however, ironically, only Stam DKs are able to use this skill line effectively, while the class skills that would most greatly complement a two-handed weapon are primarily only usable by Magicka dks.

    In short, the class was broken by the stamina/magicka divide.

    Fixing the class would require, a magicka equivalent to the 2H skill line: a magic-based melee weapon.
  • Ryuuhime
    Ryuuhime
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    I think it's a lack of balance between... well, everything. Not enough damage if you want some sustain, not enough sustain if you want some damage... Pretty much being forced into a resto staff for PvP because Dragon Blood is still crap, and a 1h/s if you want a gap closer (unless you use that other morph of chains that makes it useless for PvE).

    I stopped PvPing with magicka DK many months ago, but from what I see from other people and forums, not much has changed. :cry:
    Edited by Ryuuhime on September 8, 2016 9:03PM
  • GorraShatan
    GorraShatan
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    Lack of damage
    IMHO damage is the biggest issue, though not the only issue. Even if you spec 100% into a glass canon build, you're still only putting out only mediocre DPS. If you do that though, your self heal goes to crap. You can actually make pretty good tanky/sustain builds, but then you have basically 0 damage. Sucks.
  • EdTerra
    EdTerra
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    I really prefer fighting against a 1.5 magDk than Dk right now

    Mg DK before didn't have infinite ressources, no tanky as hell and they were coming at me instead of just holding me at the same place (petrify/talons) until I die or using shadow.

    Duel a mg dk now is just a way to lose 20 min for nothing, no damage if non-vamp and they all runs tanky build, they need to be tanky if they want to survive between 2 ultimate regen on 1vx.

    now it's an issue for all magicka build but especially dk cauz no escape

    and with the current state of this game I can't see why dynamic ulti isn't already back.....


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  • dantator
    dantator
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    Lack of damage
    If they just increase the damage on whip and the heal on GDB, I'd be happy. Dk's aoe damage is really good but when it comes down to whipping people down you will waste time and resources just to whip one person down. There are too many heavy armor and impen users for the whip damage to be considered reasonable.
    Edited by dantator on September 8, 2016 11:41PM
    +Divine Force+

    +Divines+
  • Valencer
    Valencer
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    Lack of healing
    Magicka DKs just don't have a place in the current meta anymore.

    Yes, they can be tanky, but magplars are more versatile as far as tanky magicka builds and a lot easier and more rewarding to play.
    Yes, they can do damage, but theyll have absolutely no defense and get popped in seconds by any high burst build. How are you going to recover from a 13k incap strike? Dragon Blood? :D

    Oh, and even if you've got a build going with decent damage good luck actually being able to dish that damage out properly because your damage is all melee-ranged and your mobility is almost zero while most of your opponents except for magplars will be far more mobile than you could ever hope to be. Actually, magplars at least have a proper magicka gap closer with a built-in CC so nevermind that.

    Add on top of that that DKs simply have no really good way to really reliably finish off a player who's losing a fight at a particular moment. No execute, no really good hard CC. Vamp drain is OK when cancelled but it has its' limits. On my stam DK I can put a hard CC of 3.5 seconds on people with my main damage ability and I can even stun whole groups for 2.5 seconds with my Dawnbreaker ulti, imagine that. :)
    Edited by Valencer on September 9, 2016 1:30AM
  • zyk
    zyk
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    Lack of mobility
    Valencer wrote: »
    Magicka DKs just don't have a place in the current meta anymore.
    I disagree. I think this is kind of where the buff mDK narrative goes off the rails. They are still viable, a lot of fun to play, and add a lot to a group.
    Yes, they can do damage, but theyll have absolutely no defense and get popped in seconds by any high burst build. How are you going to recover from a 13k incap strike? Dragon Blood? :D
    No defense? Untrue. Reflective Scales may have some bugs, but it's still pretty awesome. DKs have a blocking mitigation bonus, strong healing passives, passives that allow for Stamina to be regained while blocking, and excellent CCs. These things can all be leveraged when playing a high damage build.

    Healing is a challenge for any non-Templar Magicka build that chooses to run without a resto staff, but less healing is required when blocking, reflects and healing passives are properly utilized. With a dual 1HS build, I get by solo healing with potions, deep breath, battle roar, power lash and sometimes burning embers. Though it seems blasphemous to some, I also enjoy playing a more relaxed style with 1HS+Resto.

    In 5 heavy, I did not have problems surviving against burst. At all. LA is a problem for everyone.
    Oh, and even if you've got a build going with decent damage good luck actually being able to dish that damage out properly because your damage is all melee-ranged and your mobility is almost zero while most of your opponents except for magplars will be far more mobile than you could ever hope to be. Actually, magplars at least have a proper magicka gap closer with a built-in CC so nevermind that.

    Add on top of that that DKs simply have no really good way to really reliably finish off a player who's losing a fight at a particular moment. No execute, no really good hard CC. Vamp drain is OK when cancelled but it has its' limits. On my stam DK I can put a hard CC of 3.5 seconds on people with my main damage ability and I can even stun whole groups for 2.5 seconds with my Dawnbreaker ulti, imagine that. :)

    When experimenting over the summer, I played a variety of mDK configs. Some were glass cannon builds. I have a lot of experience playing my mNB without an execute, so I didn't find it bad with a DK. Using a LA Alchemist build, Proxy + Deep Breath + meteor followed by a Power Lash = ouch. Reflects can also contribute nicely to burst. Petrify is my favorite single target CC in the game. Empowering Chains isn't as bad as some say it is. I have used it very effectively.

    I see where you are coming from though, but I think it has less to do with mDK shortcomings and more to do with Stam and Templars being OP.
    Edited by zyk on September 9, 2016 3:01AM
  • DKsUnite
    DKsUnite
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    Lack of sustain
    i would love a passive that performs like the syrabane set. Each time you block something (whether its everything or just spells) you gain X magicka.

    Or everytime you block, you have a X% chance to restore Y amount of stamina BUT the amount of stamina scales with max magicka so stamina DKs get nothing.
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
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  • Calboy
    Calboy
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    Lack of mobility
    I have levelled one of every class and have played each one specced as either magicka of stamina. MDK is the only class build where I struggle to slot skills and gear without hugely sacrificing something else. The class skills are fantastic and I love the variety but there is just too much there that a mDK relies on and there are only so many slots.

    If I want to survive more than 5 seconds I need to build myself tanky because I have NO escape or mobility. But once I start slotting tanky gear and skills which enhance my survivability then my damage disappears. There is no burst and we rely on cleansable dots, which by the way arn't any better than dots found in other classes ontop of their burst and executes. Talons, embers, breath and whip is 4 slots... there do I put my defensive abilites? Deep breath, wings, heals, igneous shield, fossilize, shard, major sorcery buff, spiked armor, gap closer, mist form etc. So many options with so little space.

    Also the fact that a class exists that relies on being up close and personal with zero mobility yet is almost forced into using a resto staff, which kills survivability and I mean come on we are called Dragon KNIGHTS not Dragon Pussys with Staves, is either bad design or good design and the other classes need adjustment to allow for more sacrifices to be made in their builds.
    Edited by Calboy on September 9, 2016 3:53AM
  • Xsorus
    Xsorus
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    The damage is mainly lacking with the setup; they lost a lot of burst with the prox and dawnbreaker changes. Before that it was losing things like miss chance from cinder and the blocking nerf.

    They need to change inferno to some kind of burst move and give dragons blood a hot and give cinder storm dodge chance

    In fact I can come up with an inferno change right now.

    Make inferno ignite all your current dots on the target to do damage per each one and removes those dots. So basically dot up and when they're about to end you burst them.

    You can make a morph say a defensive one where you burst dots on you instead of your dots to do pbae damage or something or convert them into a hot.

    Multiple ways you could go with that ability
    Edited by Xsorus on September 9, 2016 4:19AM
  • Joy_Division
    Joy_Division
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    Lack of damage
    frozywozy wrote: »
    Asmael wrote: »
    Lack of mobility is by design, and I'm fine with it, if I get something else in exchange.

    Damage is absolutely fine if you invest enough into it (even Maluplars die, that says a lot).

    Tankiness is absolutely fine if you invest enough into it.

    Bit different for healing: mag DKs have strong in combat healing options with Burning embers (1v1 or 1v2) and Deep Breath, but lack a strong self-healing option (hello Dragon Blood my old friend... That I'm better off not using on a 70k health build...).

    Sustain is absolutely fine if you invest enough into it.

    But what's wrong with mag DKs then?

    Simple: To get any of the above points classified "fine", you need to sacrifice something else, hence the "if you invest enough into it". I need 5 different DoTs and light armor on a 40k magicka build with Skoria if I want to break tanky builds, I still need a CC, a mitigation ability and a way to self-heal, and suddenly I'm left with very few slots... Wings? Deep Breath? Shuffle? Mutagen? Healing Ward? Fossilize? Drain? Talons? Can't have them all. I actually have to sacrifice something to be good at something else.

    What if I drop some DoTs? Well, I get some utility, but I reach a point where I simply can't kill most tanky builds, even tho I'm on light armor with a rather aggressive setup otherwise. I'm supposed to stack DoTs, where other classes don't need to. I can't kill decent players within seconds of the start of a fight without an ultimate. I can't kill some at all without drastically changing the build.

    Right off my head, I have 2 builds in mind for stam DK, one has all options except mobility, the other has everything except tankiness. Try to get 4 of these qualified as "fine" on a mag DK.

    Thus, my answer is "having to actually sacrifice something", which in my book is good design, but only shows that other classes are performing "too well".

    Also, #BuffDragonBlood

    Well done. I've also though the same for a very long time. It is impossible to slot everything you need to compete in openworld on a MagDK. Utility, Damage, Sustain, Tankyness is spread out between too many abilities making it impossible to find the perfect balance for solo / small scale openworld pvp.
    Every class should be designed like Magicka DK: build for tankiness OR build for healing OR build for sustain OR build for damage. Choose one!

    The other classes (especially Stamina) get to have tankiness AND healing AND sustain AND damage, all at once. This should not be allowed.

    Yep, indeed. Been saying that for 2years almost. Remember the triangle in the character creation process with Large, Muscular, Epic on each corner? It should be the same when choosing if you want to focus on Damage, Survivability or Sustain.
    I only put damage here because the class has zero burst and that has been the only way to kill people in PvP since 1.6

    But I think their biggest problem is they do not have a way to combine damage + healing + tankiness the way stam builds ant mag temp can.

    They can can get each of these things, but not in a package deal.

    Why is burst the only option to kill people?

    Because people dont run out of resources and Rally/Vigor or Purify/Breath will outheal any steady DPS a DK can put out. Throw it vitality/mending for lols.
  • Ghost-Shot
    Ghost-Shot
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    Lack of damage
    Xsorus wrote: »
    The damage is mainly lacking with the setup; they lost a lot of burst with the prox and dawnbreaker changes. Before that it was losing things like miss chance from cinder and the blocking nerf.

    They need to change inferno to some kind of burst move and give dragons blood a hot and give cinder storm dodge chance

    In fact I can come up with an inferno change right now.

    Make inferno ignite all your current dots on the target to do damage per each one and removes those dots. So basically dot up and when they're about to end you burst them.

    You can make a morph say a defensive one where you burst dots on you instead of your dots to do pbae damage or something or convert them into a hot.

    Multiple ways you could go with that ability

    So like the fire mage combustion from wow?
  • Sharee
    Sharee
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    Lack of mobility
    Xsorus wrote: »
    The damage is mainly lacking with the setup; they lost a lot of burst with the prox and dawnbreaker changes. Before that it was losing things like miss chance from cinder and the blocking nerf.

    They need to change inferno to some kind of burst move and give dragons blood a hot and give cinder storm dodge chance

    In fact I can come up with an inferno change right now.

    Make inferno ignite all your current dots on the target to do damage per each one and removes those dots. So basically dot up and when they're about to end you burst them.

    You can make a morph say a defensive one where you burst dots on you instead of your dots to do pbae damage or something or convert them into a hot.

    Multiple ways you could go with that ability

    That's a good idea, i just doubt that ZOS would give DK's this since they specifically mentioned they do not want people to fear being executed as their HP gets low when they are fighting a DK. I know what you propose technically isn't an execute, but it would fill that role.

    ZOS might be more willing to listen if we proposed something that would make DK's perform better in the role they want them to have - constant pressure with steady damage without spikes. Currently DK DOTs get cleansed or just plain outhealed. If this can be remedied, DK's will be in a good position. Their DOT's need to be made into a serious threat. Uncleansable, with gradually increased ticks with time(or strengthening each other when multiple are applied). Or maybe a very small, but infinitely stacking healing debuff everytime a DK DOT ticks.

    The idea is that when you start a fight with a DK, you do not have to fear getting killed in a few seconds, but you also know that if you allow the fight to go on for a while, you will eventually lose.
  • DKsUnite
    DKsUnite
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    Lack of sustain
    Sharee wrote: »
    [
    The idea is that when you start a fight with a DK, you do not have to fear getting killed in a few seconds, but you also know that if you allow the fight to go on for a while, you will eventually lose.

    the dots have to drain resources in order for that to happen otherwise the vigor rally roll spam will prevail

    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
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