luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Breton Magicka Sorcerer, Breton Magicka Templar, Dunmer Magicka DK, Bosmer Stamina NB, Nord Stamina Warden, Redguard Stamina Necro
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka NB, Breton Magicka Sorcerer, Orc Stamina Warden
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka Sorcerer
3K Magica for;
A skill which complete negates all ranged attacks, which means some compete builds
A spammable soft CC/Immobolize air entire groups with a synergy.
Come one man
Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
leepalmer95 wrote: »3K Magica for;
A skill which complete negates all ranged attacks, which means some compete builds
A spammable soft CC/Immobolize air entire groups with a synergy.
Come one man
It doesn't completely negate all ranged attacks though:
Radiant restruction
Sorc curse
Endless fury
Heavy resto
Heavy lightning
Meteor
Soul assault
Templar shards
It counters projectiles for 4s, there are plenty of things in this game that are not projectiles but are ranged.Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
Yeah..
Everyone has reduction but mag dk
Everyone has an execute but mag dk
They base mag dk as a melee magicka class and then give it the worst and most broken gap closer in the game. Also a very expensive one as well.
Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
leepalmer95 wrote: »I'm running a 5 light build at the moment, just waiting until cyrodiil fills up again so i can test it open world, i'm probably going to get slapped though
Anyway even with 5 light and 75 in reduce magicka cost my wings and talons are still 3k, whip is around 2k which isn't bad...
But really 3k for wings for 4s?
Inhale is a similar price..
Inferno - I know
Fossilize etc...
Why on a light build is all this stuff still so expensive, i go on any stamina build and everything in under 2k?
Can we get some type of cost reduction for the stupid cost of skills.
This is in light as well, most mag dk agree light in open world is suicide. If you go heavy i can't imagine the cost....
Then in order to sustain while in heavy you have to give up more dmg on sets or such to sustain, this is without including the dmg loss off going from light to heavy in the first place..
They you get to a point where you can barely sustain your magicka and stamina and then realise your skills aren't hitting for anything, any stamina heavy user has more burst, healing, mobility, survivability, dps and burst dmg..
Come on zos ...
leepalmer95 wrote: »Drummerx04 wrote: »I'm getting a little tired of dks complaining about wing duration and even comparing them to sorc shields... they REFLECT projectiles at something like 30% increased damage. Wings are an active counter offensive skill for any ranged dps, and there's nothing quite like fighting a DK and having your own 13k crystal frag on your death recap.
And magicka skills costing more is generally attributed to the fact that we don't block, dodgeroll, or sprint with magicka.
Wings counter projectiles, lasts 4s
Mines counter all melee last 30s.
I can use skills such as channels, curse, etc.. to get around wings, what does someone do to a sorc camping mines?
Also you should learn how reflect works, yeah it 30% 'increased dmg' but that dmg also gets mitigated by the dk's resistance ( easily 20k - 33k on any mag dk build) and by the dk's elemental defender cp and then it gets mitigated again by the sorc's resistance and cp before it hits, if it hits.
So you throw a 14k tooltip frag at me, i have 25k spell resistances which is easy to get on a s&b dk in light armor that is 37.5% reduction, then include the 15% reduction from cp:
14000 x 0.85 = 11900
11900 x 0.625 = 7437.5.
So before battle spirit and the sorcs own armor that frag is down to 7.4k dmg. Likely to around 4-5k when the sorc mitigation comes in.
Then half it and time by 1.3 for the OP (30% increased dmg).
in terms of the wings reflect, im pretty sure the dmg gets 2xbattle spirit debuffs. It takes off 50% for your calc and then 50% for the person who initially threw the projectile. Wings is really a wasted slot
Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
It's been pretty clear since the beginning of the game that ZoS hates magDKs. It's as if they want the class to be limited to tanking.
leepalmer95 wrote: »Drummerx04 wrote: »I'm getting a little tired of dks complaining about wing duration and even comparing them to sorc shields... they REFLECT projectiles at something like 30% increased damage. Wings are an active counter offensive skill for any ranged dps, and there's nothing quite like fighting a DK and having your own 13k crystal frag on your death recap.
And magicka skills costing more is generally attributed to the fact that we don't block, dodgeroll, or sprint with magicka.
Wings counter projectiles, lasts 4s
Mines counter all melee last 30s.
I can use skills such as channels, curse, etc.. to get around wings, what does someone do to a sorc camping mines?
Also you should learn how reflect works, yeah it 30% 'increased dmg' but that dmg also gets mitigated by the dk's resistance ( easily 20k - 33k on any mag dk build) and by the dk's elemental defender cp and then it gets mitigated again by the sorc's resistance and cp before it hits, if it hits.
So you throw a 14k tooltip frag at me, i have 25k spell resistances which is easy to get on a s&b dk in light armor that is 37.5% reduction, then include the 15% reduction from cp:
14000 x 0.85 = 11900
11900 x 0.625 = 7437.5.
So before battle spirit and the sorcs own armor that frag is down to 7.4k dmg. Likely to around 4-5k when the sorc mitigation comes in.
Then half it and time by 1.3 for the OP (30% increased dmg).
leepalmer95 wrote: »
Yeah mag dk really did just die off in 1.7, there are some hardcore players but every mag dk there is always another class that does it better and easier.
mDK is very interresting in trial for group utility, as dps and of course and as tank. mDK is not dead for PvE, at least, but it has not the best numbers... but who cares, If you can support very well your group ?
For PvP, it is very interesting gameplay but as you said, regen magicka issue and ranged skills
pjwb16_ESO wrote: »No one here cares or talks about the pve aspects...
Carbonised wrote: »luen79rwb17_ESO wrote: »DKs resource management is centered around using your ultimates as a source of gaining magicka back.
I agree magicka DK should be looked at and revised but don't agree with a flat cost reduce like other classes. Don't make them all the same, keep their identity please.
Yes, like 3 classes out of 4 can have cost reduction, but not the DK
Just like 3 classes out of 4 can have an execute (even several weapon skill lines), but by god, let's not give one to the DK. Nor the destro staff (weapon of choice for most magDKs).
To paraphrase Calvin, yes it's obvious that all classes shouldn't be the same, but why is it always the magDK that is being given the short stick.
It's been pretty clear since the beginning of the game that ZoS hates magDKs. It's as if they want the class to be limited to tanking.
WTF? Mana-DK was the highest DPS in 1.5 and 1.6 and is now again one of the best DPS-speccs atm. They are also great for duells. They are also the best tanks for trials.
Anti_Virus wrote: »pjwb16_ESO wrote: »No one here cares or talks about the pve aspects...
But you have to take pve into consideration for mDK changes.
Changes made in pvp effect pve.