scipionumatia wrote: »What is everyone gonna run on their stam dk bars? I'm scratching my head really have no clue. With shuffle gone, and switching rally to forward momentum there's no other class skills that are relevant? I guess put on FoO? Or evil hunter just to fill the space?
Seriously though what are your stam dk bars gonna look like next patch.
I've been scratching my head for the past two days and... it doesn't look good.
The problem is they are way too many snares in this game and stam classes relies way too much on Rally.
The 3 scenarios, I will test are :
1. Go Forward Momentum and slot Green Dragon Blood (Will need to rethink the whole build to have more magicka for that crapshoot heal)
2. Go Medium and keep bar as is change bars.
3. Go vamp and slot Mist Form.
Either way, it's probably going to end badly and I will probably go and play on my magblade, magsorc or switch my stamDk to magicka.
scipionumatia wrote: »I agree with nbrookus, as a stam dk i really like the reflect dragon fire scale gives, id like it buffed so its more useful but i think the snare break and immunity should be added onto either igneous, or dragons blood as a base skill effect that both morphs retain so mag and stam dk both have access too it. both igneous and (green dragons blood) at under preforming, mag dk is the only spec i don't play in this game but i have heard that the mag version of dragons blood is a pretty potent heal. thus, i think the cc break and immunity should go on igneous. a skill both mag and stam dk should be using for the major mending.
...but then I thought about how mDKs only get elusive mist. Which, as you said, gives zero regen and no healing. I thought to myself that it would be awesome if we could get a skill that would give us expedition and allow us to have regen... but that would be OP, right?
...but then I thought "Oh... that's what Warden's wings do."
scipionumatia wrote: »I agree with nbrookus, as a stam dk i really like the reflect dragon fire scale gives, id like it buffed so its more useful but i think the snare break and immunity should be added onto either igneous, or dragons blood as a base skill effect that both morphs retain so mag and stam dk both have access too it. both igneous and (green dragons blood) at under preforming, mag dk is the only spec i don't play in this game but i have heard that the mag version of dragons blood is a pretty potent heal. thus, i think the cc break and immunity should go on igneous. a skill both mag and stam dk should be using for the major mending.
CDB is pretty good. It's not Breath of Life, but it IS a functioning on demand burst heal and I'm super happy to have it. I don't think it needs to be buffed, but if it were, adding a purge to it would be my preference. Wardens get a zero cost purge and regen skill; adding a single purge to Dragon Blood would not be OP at all.
Igneous with CC break and snare immunity would be very useful to both specs, and since it's a lousy shield and the Major Mending got nerfed... well it needs a buff somewhere....but then I thought about how mDKs only get elusive mist. Which, as you said, gives zero regen and no healing. I thought to myself that it would be awesome if we could get a skill that would give us expedition and allow us to have regen... but that would be OP, right?
...but then I thought "Oh... that's what Warden's wings do."
scipionumatia wrote: »scipionumatia wrote: »What is everyone gonna run on their stam dk bars? I'm scratching my head really have no clue. With shuffle gone, and switching rally to forward momentum there's no other class skills that are relevant? I guess put on FoO? Or evil hunter just to fill the space?
Seriously though what are your stam dk bars gonna look like next patch.
I've been scratching my head for the past two days and... it doesn't look good.
The problem is they are way too many snares in this game and stam classes relies way too much on Rally.
The 3 scenarios, I will test are :
1. Go Forward Momentum and slot Green Dragon Blood (Will need to rethink the whole build to have more magicka for that crapshoot heal)
2. Go Medium and keep bar as is change bars.
3. Go vamp and slot Mist Form.
Either way, it's probably going to end badly and I will probably go and play on my magblade, magsorc or switch my stamDk to magicka.
@sluice
I tried running green dragons blood and forward momentum, keep in mind i don't use spikes i changed out for chiudon a while back because the 4k mag for wings, the 4k mag for spikes, and the mag cost on fossilize eats my mag pool already (on stam dk) even with running 14k mag on stam dk (fully golded with tri glyphs) green dragonsblood had abysmal uptime and even when it was up you couldn't tell. what i found was i was lacking healing and thus i was playing more defensive than normal which leads to less burst opportunities. i was using spell wall a lot more than i was using leap just to stay alive.
can no longer compete in battle grounds with these changes which is something i liked to do.
The ideas I have seen that I like the most for snare removal would be:
Cauterize: removes snares each time it heals as well.
Reflective Plate: Instead of granting minor ward it removes snares and grants immunity for the duration of the skill.
For fixing green dragon blood I would do this:
When this ability ends heal yourself for an additional X, this heal is increased in proportion to the amount of damage taken while this ability is active up to a max of X%. Remove major endurance and make it cost stam, if it costed mag it would be too powerful for perma blockers and also not a good alternative for rally.
@Biro123 wasn’t saying Sorcs need a 6th slot because we have so many great skills. The issue rather is Sorcs are so streamlined now that you need some skills absolutely and don’t find the bar space for the new Rune prison because you have to give up an important skill to do so. You either drop a damage skill, a defensive skill or a sustain skill. Overload isn’t a solution. It’s clunky as hell and the 3rd bar bugs out so often.
Anyway, didn’t want to hijack. Sorry for that.
KaiserKnight wrote: »@ZOS_Wrobel
Many of these suggestions on the forum would make for some very balanced and interesting changes to Magicka DK. It is disheartening to see so many great suggestions ignored, only to destroy a class that is beloved by many players. We have 2 weeks of PTS until Clockwork City release I hope that some changes can be made before release to improve dragonknight. By improve, I mean balance in favor of the class, not against it as it is already one of the least used classes in PVE and PVP.
Personal Suggestions:
1***) Increase the range of petrify from 8 m to 11-13 m. 12 m would be a great sweet spot. Yes, magicka sorcs get a much larger range unblockable/undodgeable stun but Dragonknights need a good stun, that they can use to stop enemies who are fast or can bolt away. This is a REQUIREMENT for our class to function in open world against highly mobile classes, if we can not catch our enemy we will never kill them. Talons are easy to avoid now, because root immunity has been implemented into the game, and it will not keep our enemies close enough. Unfortunately stonefist will not do that job, and nerfing petrify does not make it more appealing. Petrify should be our main stun, end of story.
2) Turn stonefist into a projectile spammable.
*Increase the damage of of stonefist significantly.
* Give the magicka morph a 60% movement snare, not stun, and applies a fire dot.
* Make a stamina morph that stuns and does burst poison damage.
3**) Reflective scale cost way too much, to justify it's use. Wardens get a much cheaper version of deflect which gives them magic back. I do not call for a cost reduction but adding another function of wings would be great.
* Reflective scale still reflects 4 projectiles
* Make Reflective Plate an absorb, it would absorb up to 6 projectiles for 6 seconds, each projectile you absorb
heals you. It also grants major mending for 2.5 seconds. This change places two vital buffs into one to increase
functionality of Dragonknight, which will make it a much more efficient "stand your ground class". It also justifies
the high cost of the ability.
* Make Dragon Fire Scale reflect 4 projectiles and also increase reflected projectile damage by 20%. It also grants
major mending for 2.5 seconds.
4**) Change the functionality of Obsidian Shield. Decrease the cost by 33%.
* Make Obsidian Shield grant a damage shield, and remove all snares
* Make Igneous Shield grant a damage shield, removes all snares, & grants minor protection for 8 seconds
* Make Fragmented Shield grant a damage shield, and remove all snares from you and your allies instantly.
- It does NOT remove "ALL" negative effects which makes it different from cleanse.
5) Change the Elder Dragon Passive and make it a Dragonknight version of Sorcerers Implosion Passive.
* I know we may never have an actual magic execute, but maybe we can have an RNG execute? Elder Dragon is
perhaps the worse passive in the game, and does not provide much utility, this would be a great change.
- Make have it a 15% chance to cause an eruption when an enemy takes flame or poison damage. Dealing "X" amount
of damage when an enemy is below 18% health.
KaiserKnight wrote: »@ZOS_Wrobel
Many of these suggestions on the forum would make for some very balanced and interesting changes to Magicka DK. It is disheartening to see so many great suggestions ignored, only to destroy a class that is beloved by many players. We have 2 weeks of PTS until Clockwork City release I hope that some changes can be made before release to improve dragonknight. By improve, I mean balance in favor of the class, not against it as it is already one of the least used classes in PVE and PVP.
Personal Suggestions:
1***) Increase the range of petrify from 8 m to 11-13 m. 12 m would be a great sweet spot. Yes, magicka sorcs get a much larger range unblockable/undodgeable stun but Dragonknights need a good stun, that they can use to stop enemies who are fast or can bolt away. This is a REQUIREMENT for our class to function in open world against highly mobile classes, if we can not catch our enemy we will never kill them. Talons are easy to avoid now, because root immunity has been implemented into the game, and it will not keep our enemies close enough. Unfortunately stonefist will not do that job, and nerfing petrify does not make it more appealing. Petrify should be our main stun, end of story.
2) Turn stonefist into a projectile spammable.
*Increase the damage of of stonefist significantly.
* Give the magicka morph a 60% movement snare, not stun, and applies a fire dot.
* Make a stamina morph that stuns and does burst poison damage.
3**) Reflective scale cost way too much, to justify it's use. Wardens get a much cheaper version of deflect which gives them magic back. I do not call for a cost reduction but adding another function of wings would be great.
* Reflective scale still reflects 4 projectiles
* Make Reflective Plate an absorb, it would absorb up to 6 projectiles for 6 seconds, each projectile you absorb
heals you. It also grants major mending for 2.5 seconds. This change places two vital buffs into one to increase
functionality of Dragonknight, which will make it a much more efficient "stand your ground class". It also justifies
the high cost of the ability.
* Make Dragon Fire Scale reflect 4 projectiles and also increase reflected projectile damage by 20%. It also grants
major mending for 2.5 seconds.
4**) Change the functionality of Obsidian Shield. Decrease the cost by 33%.
* Make Obsidian Shield grant a damage shield, and remove all snares
* Make Igneous Shield grant a damage shield, removes all snares, & grants minor protection for 8 seconds
* Make Fragmented Shield grant a damage shield, and remove all snares from you and your allies instantly.
- It does NOT remove "ALL" negative effects which makes it different from cleanse.
5) Change the Elder Dragon Passive and make it a Dragonknight version of Sorcerers Implosion Passive.
* I know we may never have an actual magic execute, but maybe we can have an RNG execute? Elder Dragon is
perhaps the worse passive in the game, and does not provide much utility, this would be a great change.
- Make have it a 15% chance to cause an eruption when an enemy takes flame or poison damage. Dealing "X" amount
of damage when an enemy is below 18% health.
@Biro123 wasn’t saying Sorcs need a 6th slot because we have so many great skills. The issue rather is Sorcs are so streamlined now that you need some skills absolutely and don’t find the bar space for the new Rune prison because you have to give up an important skill to do so. You either drop a damage skill, a defensive skill or a sustain skill. Overload isn’t a solution. It’s clunky as hell and the 3rd bar bugs out so often.
Anyway, didn’t want to hijack. Sorry for that.
We seriously need a better rework of a speed buff. My mDK gets left behind in AVA and Battlegrounds. Every time we start to sprint somewhere- my stamina is instantly burned out. I try to use earthen heart abilities to restore stamina and it burns off my magicka while trying to replenish my stamina.
So, now I'm mostly out of stamina and magicka by the time I get to a fight. Great way to start off a fight, right?
..and sure I could use Elusive Mist and suffer from all the debuffs of vampirism AND no magicka regen/healing while I'm in that form. Fantastic.
ZOS_GinaBruno wrote: »
Dragonknight
- Draconic Power
- Reflective Scale: Increased the duration of this ability and it morphs to 6 seconds from 4 seconds.
Developer Comments:This new duration is consistent with similar abilities, such as Crystallized Shield or damage shields, and allows Dragonknights to maintain better uptime with less resources spent and global cooldowns used.
We seriously need a better rework of a speed buff. My mDK gets left behind in AVA and Battlegrounds. Every time we start to sprint somewhere- my stamina is instantly burned out. I try to use earthen heart abilities to restore stamina and it burns off my magicka while trying to replenish my stamina.
So, now I'm mostly out of stamina and magicka by the time I get to a fight. Great way to start off a fight, right?
..and sure I could use Elusive Mist and suffer from all the debuffs of vampirism AND no magicka regen/healing while I'm in that form. Fantastic.
This one is a nope. That skill is used for PVE tanking as a self heal a lot more now since vigor got gutted and the stam stacking for PVE tanks stopped being as viable. My tool tip on echoing vigor is like 5600 over 5 seconds. And at that cost it's not worth using. I can currently hit one or 2 GDBs and get back most if not all of my health. With igneous shields taking a nose dive, this has created options for tanking high damage situations that I really don't think should be discounted. For instances on vHRC HM, the warrior's channeled swipes are doing around 14k after damage reductions, through block. Igneous shield and GDB cost roughly the same, so having a 10k shield or a big heal between hits are both viable options, with GDB giving the additional benefit of minor vitality. With how much PVE tanking has been gutted because of people butt hurt over PVP permablocking, we really do not need another kick to the shin. Warden is getting dangerously close to pushing DKs out in arena as well, so we've got to be real careful with any suggestions that buff one side while handicapping the other.
Oh and have you Tanked Ozara adds on vSO after the update where they are stuck in the room? DK tanks NEED GDB for that self sustain on there, or wardens with mushrooms/vines will take easily take that role. And if people have to bench their DK tanks for that one fight, and roll a warden, why should they bench it for others and stick with the warden?
Anti_Virus wrote: »1. Make Green Dragons Blood a stamina morph,
For PvP this frees up the need for 2h in every DK build
For PVE this saves magicka for to keep molten
up/Talons and volitile armor
2. Change reflective scales into "Deflective" scales now projectiles are Deflected they Do NOT return to the attacker instead fly off in another direction this checks ranged builds while not punishing them for dealing their damage and negating them completely. If you see a deflective scales up you can waste resources trying to pressure dmg or wait the 4 secs to attack without self damage.
3. Stone fist should be changed, No longer stuns and when activated grants allies minor protection and you minor resolve/ward. Now this skill falls inline with earthen heart skill line being supportive and buffing allies.
4. A poison whip, or Allow SnB to restore both magicka and stam on heavy attacks, really frustrating when trying to play a magicka DK and my build is SnB/Resto staff SnB is a stam weapon with stam passives which is anti synergy with mDK since they use magicka forcing use of rest staff heavies and stam DK has no class spammables which is annoying as I hate spamming Dizzingy swing.
ZOS_GinaBruno wrote: »
Dragonknight
- Draconic Power
- Reflective Scale: Increased the duration of this ability and it morphs to 6 seconds from 4 seconds.
Developer Comments:This new duration is consistent with similar abilities, such as Crystallized Shield or damage shields, and allows Dragonknights to maintain better uptime with less resources spent and global cooldowns used.
Thats cool but the problem with wings is that is does not function in the first place. Status effects ignore wings. We need a purge on every status effect applied from projectiles while wings is up to fix this.
Projectiles that REFLECT and affect the Wings caster (these bounce off the DK but still apply all debuffs/status effects)
[*] Poison injection (both morphs apply DoT)
[*] Sun Fire (both morphs apply DoT)
[*] Dark Flare (applies major defile)
[*] Merciless Resolve (applies a 40% snare)
[*] Hidden Blade (both morphs apply a 50% snare)
[*] Destructive Reach (Can root, DoT or stun)
We seriously need a better rework of a speed buff. My mDK gets left behind in AVA and Battlegrounds. Every time we start to sprint somewhere- my stamina is instantly burned out. I try to use earthen heart abilities to restore stamina and it burns off my magicka while trying to replenish my stamina.
So, now I'm mostly out of stamina and magicka by the time I get to a fight. Great way to start off a fight, right?
..and sure I could use Elusive Mist and suffer from all the debuffs of vampirism AND no magicka regen/healing while I'm in that form. Fantastic.
ZOS_GinaBruno wrote: »
Dragonknight
- Draconic Power
- Reflective Scale: Increased the duration of this ability and it morphs to 6 seconds from 4 seconds.
Developer Comments:This new duration is consistent with similar abilities, such as Crystallized Shield or damage shields, and allows Dragonknights to maintain better uptime with less resources spent and global cooldowns used.
Thats cool but the problem with wings is that is does not function in the first place. Status effects ignore wings. We need a purge on every status effect applied from projectiles while wings is up to fix this.
Projectiles that REFLECT and affect the Wings caster (these bounce off the DK but still apply all debuffs/status effects)
[*] Poison injection (both morphs apply DoT)
[*] Sun Fire (both morphs apply DoT)
[*] Dark Flare (applies major defile)
[*] Merciless Resolve (applies a 40% snare)
[*] Hidden Blade (both morphs apply a 50% snare)
[*] Destructive Reach (Can root, DoT or stun)
Status effects also ignore warden crystal slab/shield
Dead class played by those of us who are already dead inside.