If you are solo or small group, heavy builds tend to work better because you are stacked with heals and AOE caps, and being able to tank some damage is fairly essential on a low mobility build. It's the same reason many magplars wear heavy.
That said, both are viable at the moment. I'm running light this patch for the crit and cost reduction, and the extra damage you get in light is very nice. The margin of error is certainly smaller though. If you are new to mDK PvP, I'd recommend starting with heavy.
I would not use Grothdarr in PvP on a mag DK. Skoria and Bloodspawn are better choices, IMO. mDK largely lacks burst damage as a class and burst is king, plus we don't have an execute. Skoria provides random burst damage via proc; Bloodspawn provides burst by generating more ultimate which you can use to time your burst, and our ultimates are usually what we have to use to execute as well.
The stam regen, extra tankiness and additional resources (via Battle Roar) of Bloodspawn are also important to mDK, hence it's perennial popularity with DKs in general
If you are solo or small group, heavy builds tend to work better because you are stacked with heals and AOE caps, and being able to tank some damage is fairly essential on a low mobility build. It's the same reason many magplars wear heavy.
That said, both are viable at the moment. I'm running light this patch for the crit and cost reduction, and the extra damage you get in light is very nice. The margin of error is certainly smaller though. If you are new to mDK PvP, I'd recommend starting with heavy.
I would not use Grothdarr in PvP on a mag DK. Skoria and Bloodspawn are better choices, IMO. mDK largely lacks burst damage as a class and burst is king, plus we don't have an execute. Skoria provides random burst damage via proc; Bloodspawn provides burst by generating more ultimate which you can use to time your burst, and our ultimates are usually what we have to use to execute as well.
The stam regen, extra tankiness and additional resources (via Battle Roar) of Bloodspawn are also important to mDK, hence it's perennial popularity with DKs in general
Thanks for your input, I run grothdarr because I just prefer the way it looks over skoria, that's just my personal preference, but I will be getting blood spawn.
But I feel with wearing 5 light instead of 5 heavy, there should be a lot more damage output but I've seen some mDK's with heavy have more damage than when wearing light.
mDK is a good class imo, I just find they are quite reliant on whip to get the nice healing... unless I'm doing something wrong.
If you are solo or small group, heavy builds tend to work better because you are stacked with heals and AOE caps, and being able to tank some damage is fairly essential on a low mobility build. It's the same reason many magplars wear heavy.
That said, both are viable at the moment. I'm running light this patch for the crit and cost reduction, and the extra damage you get in light is very nice. The margin of error is certainly smaller though. If you are new to mDK PvP, I'd recommend starting with heavy.
I would not use Grothdarr in PvP on a mag DK. Skoria and Bloodspawn are better choices, IMO. mDK largely lacks burst damage as a class and burst is king, plus we don't have an execute. Skoria provides random burst damage via proc; Bloodspawn provides burst by generating more ultimate which you can use to time your burst, and our ultimates are usually what we have to use to execute as well.
The stam regen, extra tankiness and additional resources (via Battle Roar) of Bloodspawn are also important to mDK, hence it's perennial popularity with DKs in general
Thanks for your input, I run grothdarr because I just prefer the way it looks over skoria, that's just my personal preference, but I will be getting blood spawn.
But I feel with wearing 5 light instead of 5 heavy, there should be a lot more damage output but I've seen some mDK's with heavy have more damage than when wearing light.
mDK is a good class imo, I just find they are quite reliant on whip to get the nice healing... unless I'm doing something wrong.
Coagulating Dragonblood is a good heal. It deserves a spot on the bar.
If you are solo or small group, heavy builds tend to work better because you are stacked with heals and AOE caps, and being able to tank some damage is fairly essential on a low mobility build. It's the same reason many magplars wear heavy.
That said, both are viable at the moment. I'm running light this patch for the crit and cost reduction, and the extra damage you get in light is very nice. The margin of error is certainly smaller though. If you are new to mDK PvP, I'd recommend starting with heavy.
I would not use Grothdarr in PvP on a mag DK. Skoria and Bloodspawn are better choices, IMO. mDK largely lacks burst damage as a class and burst is king, plus we don't have an execute. Skoria provides random burst damage via proc; Bloodspawn provides burst by generating more ultimate which you can use to time your burst, and our ultimates are usually what we have to use to execute as well.
The stam regen, extra tankiness and additional resources (via Battle Roar) of Bloodspawn are also important to mDK, hence it's perennial popularity with DKs in general
Thanks for your input, I run grothdarr because I just prefer the way it looks over skoria, that's just my personal preference, but I will be getting blood spawn.
But I feel with wearing 5 light instead of 5 heavy, there should be a lot more damage output but I've seen some mDK's with heavy have more damage than when wearing light.
mDK is a good class imo, I just find they are quite reliant on whip to get the nice healing... unless I'm doing something wrong.
Desert Rose is one of, if not THE best regen sets in the game, so hang on to it.
@Mattoxx96 hasn't told us what kind of playstyle he's looking for, so either could work for him/her.