ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
theamazingx wrote: »
I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
I_killed_Vivec wrote: »Joy_Division wrote: »DK used to be my favorite class to play. I only use it as an occasional PvE DPS class (and even that's tough now because it's a melee class that's outclassed by stam builds). I don't find them fun to play anymore.
- I *really* dislike the changes ZoS made to Inferno way back in the 1.6 patch. I am absolutely flabbergasted how anyone though stripping away what was unique and flavorful skill and then making into a generic DoT that performs the exact same function as Mage Light was something that would make the class more appealing to play. It's been nearly three years, but I still remember watching ESO live and hearing Wrobel say they were changing the ability because it wasn't used. THAT WAS WRONG. We used it all the time, it was a mainstay of DK DPS. I know the new Inferno is a good single target DPS skill, that's not the point. It's generic, boring, and a shadow of what it once was.
- I also really dislike how Standard has become so overshadowed by the Destro ultimate. I get it, in a stationary pure DPS rotation, I know Standard is a little more efficient, but your trials have moved away from those fights and 9 times out of 10 the destro ultiamte is better because it quickly burns down adds in addition to covering a much larger area. In PvP, even inexperienced players can easily step away from it and it's once unique contribution of applying major defile is now done by a spammable Warden skill that also heals allies. I know you're trying to make Shifting more appealing, but as long as Wardens exist, DK ulti regen is halted, and it costs 250 [wow!], there are much better options. If I'm a DPS, I'm dropping a destro or Leaping. If I'm a tank, I'm using Spellwall. This ultimate is obsolete and needs a makeover.
- I feel in PvP if I don't make a perma-block whip spam build, I can't compete. Reflective Scales, Cinderstorm, and dynamic ult regen were ways DKs could defend themselves without resorting to perma-block nonsense. Now scales was overnerfed and so many things aren't reflected anymore, the defensive functions of cinderstrom has been removed, and DKs are the worst ultiamte regeners mean go farm sturdy gear and get your sword and shield because otherwise you're toast. Yes the perma-block whip in your face build is solid, but I felt very frustrated moving away from that archetype because the DKs non block oriented defensive toolkit is largely gone.
I would really like it if the DKs morphs gave DKs one of two vectors to follow: either the swift, nimble, damage route (because dragons are this too!) or the rugged, stand their ground, tough as Earth route. It would not only make for more options but get rid of a lot of the perma-block troll builds in cyrodiil.
As far as the changes for update 16, what @Glory wrote covers most of what I think needs to be said. I'll add:
- Cauterize is better, sure, but it's hard to use a precious bar slot on a heal I can't control. Make it (and the Inferno morph) AoE as it once was and I would prefer it perform a different buff than what any class can get from the Mage's Guild or a potion do DKs can be a little unique.
- Shitting is easier to use. It's still outclassed by alternative and way too expensive for what it does.
- Petrify was already a strong skill and it's better. Nothing much to add except I agree with the other posters who feel the Stonefist is a clear lesser option and ought to be reworked.
Speak for yourself! I find it easier to fight when my trousers aren't round my ankles
Had an idea for a shifting standard rework. Have the standard on the players back, like the sewer bosses do and grant a 15-20% damage reduction and minor heroism to allied players within a 10 meter circle of you. It could be like soldiers on a battlefield following a banner into battle with high morale. Could also be a good defense against destro ult groups.
Had an idea for a shifting standard rework. Have the standard on the players back, like the sewer bosses do and grant a 15-20% damage reduction and minor heroism to allied players within a 10 meter circle of you. It could be like soldiers on a battlefield following a banner into battle with high morale. Could also be a good defense against destro ult groups.
I really like this idea.
I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
- Venomous Claw - stam morph damage - slotted pve and pvp
- Noxious Breath -stam morph damage - situationally useful in pve, puncture is better in pvp
- Flames of Oblivion - stam flex morph damage - useful pve for major savagery, damage is fire so suboptimal for its damage
- Take Flight - stam ultimate damage - useless in pve, great in pvp
- Dragon Scale - magicka utility skill - pretty much useless all around
- Igneous Weapons - stam morph utility - this and molten both good
- Igenous Shield - magicka utility skill - useless all around, those who say otherwise are stuck in 2016. Better off with green dragon blood->vigor if you're using it to buff your heal
- Corrosive Armor - stam ultimate utility & damage - great for solo content like vma
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
You notice only two of those use stamina? With limited magicka pool at best one could make use of 2 magicka skills as a stam DPS, more likely just one.
Chains, whip, and stonefist all are no-brainers for a stamina morph, in the sense that it "makes sense." In fact I think all class skills should have 2 magicka and 2 stam morphs.
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
I_killed_Vivec wrote: »I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
- Venomous Claw - stam morph damage - slotted pve and pvp
- Noxious Breath -stam morph damage - situationally useful in pve, puncture is better in pvp
- Flames of Oblivion - stam flex morph damage - useful pve for major savagery, damage is fire so suboptimal for its damage
- Take Flight - stam ultimate damage - useless in pve, great in pvp
- Dragon Scale - magicka utility skill - pretty much useless all around
- Igneous Weapons - stam morph utility - this and molten both good
- Igenous Shield - magicka utility skill - useless all around, those who say otherwise are stuck in 2016. Better off with green dragon blood->vigor if you're using it to buff your heal
- Corrosive Armor - stam ultimate utility & damage - great for solo content like vma
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
You notice only two of those use stamina? With limited magicka pool at best one could make use of 2 magicka skills as a stam DPS, more likely just one.
Chains, whip, and stonefist all are no-brainers for a stamina morph, in the sense that it "makes sense." In fact I think all class skills should have 2 magicka and 2 stam morphs.
Yes, it's par for the course that a non-StamDK would come here and say "look at all those great stam skills you have!", and point to 2 ultimates, 4 magica skills and only two stam skills.
Then you usually get the "but you can use wrecking blow/flurry/tornado/weapon-skill-of-the-moment" as if these are class skills and not weapons skills.
I've started experimenting with Flames of Oblivion, just to do something with the limited magica pool I have (and because Evil/Camo Hunter are rubbish now). I wanted to use the whip, but with a limited magica pool that costs too much and is so very weak.
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.I_killed_Vivec wrote: »I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
- Venomous Claw - stam morph damage - slotted pve and pvp
- Noxious Breath -stam morph damage - situationally useful in pve, puncture is better in pvp
- Flames of Oblivion - stam flex morph damage - useful pve for major savagery, damage is fire so suboptimal for its damage
- Take Flight - stam ultimate damage - useless in pve, great in pvp
- Dragon Scale - magicka utility skill - pretty much useless all around
- Igneous Weapons - stam morph utility - this and molten both good
- Igenous Shield - magicka utility skill - useless all around, those who say otherwise are stuck in 2016. Better off with green dragon blood->vigor if you're using it to buff your heal
- Corrosive Armor - stam ultimate utility & damage - great for solo content like vma
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
You notice only two of those use stamina? With limited magicka pool at best one could make use of 2 magicka skills as a stam DPS, more likely just one.
Chains, whip, and stonefist all are no-brainers for a stamina morph, in the sense that it "makes sense." In fact I think all class skills should have 2 magicka and 2 stam morphs.
Yes, it's par for the course that a non-StamDK would come here and say "look at all those great stam skills you have!", and point to 2 ultimates, 4 magica skills and only two stam skills.
Then you usually get the "but you can use wrecking blow/flurry/tornado/weapon-skill-of-the-moment" as if these are class skills and not weapons skills.
I've started experimenting with Flames of Oblivion, just to do something with the limited magica pool I have (and because Evil/Camo Hunter are rubbish now). I wanted to use the whip, but with a limited magica pool that costs too much and is so very weak.
Two of the best DoTs in the game for either stamina or magicka, probably the highest burst ultimate in the game for stamina or magicka, one of the tankiest specs for either stamina or magicka in PvE or PvP, a skill that gives Major Savagery as well as a DoT that scales off max stamina and weapon damage, good magicka dumps in your choice of Igneous/GDB/petrify/scales that not only do something beneficial but many return stamina as a byproduct, a passive that gives you Minor Brutality (which is not accessible from basically any other viable source in the game), access to decent weapon types that can supplement the DK toolkit instead of a Destro staff only which gives a laughable skillset...
But yeah, I'm just being par for the course.
Anyway, we're on the PTS forums, why don't you make suggestions of things you'd recommend. An example for you: "Stonefist is now redundant with Petrify. This is a great opportunity to make one of the morphs into stamina with a different effect."
Proposed change for cauterize and flames of oblivion.
Cauterize: aoe heal make it toggle that also applies something like major vitality
Flames of oblivion: aoe toggle tht deals oblivion dmg but applies minor defile
Proposed change for cauterize and flames of oblivion.
Cauterize: aoe heal make it toggle that also applies something like major vitality
Flames of oblivion: aoe toggle tht deals oblivion dmg but applies minor defile
Also have both morphs while slotted give major prophecy and savagery
My thoughts regarding the Clockwork changes, and the current state of DK skills. I like a lot of the balance changes, particularly to Petrify!
Cauterize/Flames of Oblivion:I agree with the above, I think a HoT that is reliable is important. A HoT/DoT for Cauterize/FoO every 1-2 seconds for your group within a radius (although I believe that the radius should be more around 8-10m if it is a smaller HoT) would improve the skill significantly. It is frustrating to use a skill that you literally have no control of after you activate it, and knowing that something consistent will happen instead of a weird mechanic would be great.
Solution: Make Cauterize an AoE HoT that procs on nearby allies and yourself (5-8m) every second for 15 seconds. Cap it at 3-6 targets. I guarantee you this ability will start seeing use in both PvE and PvP. If someone's low on health, I can move my DK butt next to them and provide some cover healing. That would be cool. That feels like what a DK would bring to the table.
Petrify/Stonefist:I generally agree that both skills are redundant. I prefer the Clockwork City updated version of Petrify over Stonefist (live Petrify is annoying often because it's free CC immunity). I think reworking the skill would be a great option. I don't think anyone uses the heal version due to its lack of reliability.The main issue here isn't just that these two abilities are redundant with each other (two ranged CC's, woo!), it's that one ability (Petrify) is strictly superior to the other (Stonefist). Neither ability will ever be used in competitive PvE except perhaps for learning in VMA, so I'm focusing on the PvP aspect. In PvP, when it comes to CCs, reliability is key--that's why Petrify has been king for so long. As long as my target doesn't have CC immunity and is in range, Petrify will land. Stonefist, on the other hand, sacrifices that clutch reliability for some extra damage. Damage that, honestly, I don't really need from my CC. I need my CC to CC. Stonefist just isn't worth the magicka costs against someone who dodges frequently or uses Miat's or permablocks. So why would I ever slot Stonefist? The few people that do are zerg surfers who spam it simply because it's the longest-ranged DK ability.
The Developers seem to think that there is some situation in which Stonefist is advantageous--there isn't. There's no need to "further differentiate" these abilities; one is good and the other is worse. No good PvPer will use Stonefist over Petrify.
Solution: Rework Stonefist. Petrify is in a good place and is the only ranged single-target CC that DK needs. There are so many defensive buffs in game that DK could really use right now (Major Evasion, Protection, Vitality, etc.), consider changing Stonefist to be a defensive/utility buff so DK can get some active defense back.
My concise thoughts would be: great change to Petrify! Now make Stone Fist something different, DKs would love access to one of the Buffs Kilandros mentions above, and possibly enjoy an entirely new rework of the skill itself (Stone Giant as a ground pound?!).
Shifting Standard:Solution: Reduce the cost back down to 200 Ultimate. The loss of uptime is a good tradeoff for being able to re-position this multiple times.At this point in the meta I don't see there even being a place for this skill. Not preferred in PvE, in PvP it now costs more for the benefit of having to use a GCD to change the place of it.
Shifting Standard: My favorite change of this morph, beside from the infinite shifting time, is how the skill now last for 25 freaking seconds. That's 10 more seconds. But here's the kicker. For PvE, Standard of Might will still be a better morph, since 12% more overall damage is a lot better than 10 seconds of standard. Also, you don't really need to re-locate your standard in PvE, since most bosses don't move that much. So Shifting Standard by default is for PvP. And for PvP, 250 is quite for this kind of ultimate. Another downside is that you don't gain ultimate while this skill is active, so that means 25 seconds without any ultimate regen, that's a dead flag for DK, which depends a lot on ultimate to survive.
Here is an overall analysis/comparison:I think Shifting Standard needs a significant rework. I would say something appropriate would be putting the stand on your back (PBAoE) for the duration of SoM and significantly increasing the damage (less than EoTS but more closely matched to Sleet). Then people may benefit from using it. May.
- It does awful damage. Eye of the Storm is significantly better in dealing damage.
- It costs 250 ultimate for a ground placed AoE ultimate. Compare this to Sleet Storm: player casted, 200 cost, also gives Major Protection for all your allies. (Could also compare to EoTS).
- It's main benefit over other ultimates in the Major Defile AoE that can be dropped on the ground. You know what also does that? A skill on Warden that also heals your allies.
- As Pr0Skygon mentioned, you don't generate ultimate for this duration. What?
Following are things I think should be looked into.
Other Skills
Dragon ScaleAlso, a little off topic, but please god damn fix the dragon scale. It's utterly worthless now. At least Warden's Shimmering Shield gives them Major Heroism, Dragon Scale on the other hand gives Minor Ward, which is too situational at best, and totally non existent at worst.
Agree with the above. Warden's Shimmering Shield is an example of how Dragon Scale should be. The cost of Dragon Scale is atrocious compared to the Warden's shield, not even considering the Magicka return on getting hit.
Analysis:
I'm not going to ask for Major Heroism or something on Dragon Scale, etc. I just want everyone to acknowledge the fact that Dragon Scale cost is significantly worse than Crystallized Shield. Not even considering duration, access to Major Heroism, etc..
I'd propose any combination of: decreasing cost, increasing duration, adding more potent secondary effects, etc.
Ash Cloud
No major data to support this opinion, but I rarely see this skill being used outside of PvE DPS (Eruption). I would suggest giving something slightly more potent to Cinder Storm. Perhaps a significantly larger AoE or something? Just a thought!
Cheers.
I_killed_Vivec wrote: »I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
- Venomous Claw - stam morph damage - slotted pve and pvp
- Noxious Breath -stam morph damage - situationally useful in pve, puncture is better in pvp
- Flames of Oblivion - stam flex morph damage - useful pve for major savagery, damage is fire so suboptimal for its damage
- Take Flight - stam ultimate damage - useless in pve, great in pvp
- Dragon Scale - magicka utility skill - pretty much useless all around
- Igneous Weapons - stam morph utility - this and molten both good
- Igenous Shield - magicka utility skill - useless all around, those who say otherwise are stuck in 2016. Better off with green dragon blood->vigor if you're using it to buff your heal
- Corrosive Armor - stam ultimate utility & damage - great for solo content like vma
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
You notice only two of those use stamina? With limited magicka pool at best one could make use of 2 magicka skills as a stam DPS, more likely just one.
Chains, whip, and stonefist all are no-brainers for a stamina morph, in the sense that it "makes sense." In fact I think all class skills should have 2 magicka and 2 stam morphs.
Yes, it's par for the course that a non-StamDK would come here and say "look at all those great stam skills you have!", and point to 2 ultimates, 4 magica skills and only two stam skills.
Then you usually get the "but you can use wrecking blow/flurry/tornado/weapon-skill-of-the-moment" as if these are class skills and not weapons skills.
I've started experimenting with Flames of Oblivion, just to do something with the limited magica pool I have (and because Evil/Camo Hunter are rubbish now). I wanted to use the whip, but with a limited magica pool that costs too much and is so very weak.
I_killed_Vivec wrote: »Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.I_killed_Vivec wrote: »I'll just put my feedback like this: as a stamDK damage dealer, at most I ever have 4 class skills slotted across my 2 skill bars. 4 skills out of 12 possible. The CWC update won't change this. If that is the game design vision for this class than so be it, but I would personally like to be able to use more class skills and rely less on weapon skill lines.
Interesting. Stam DK has potentially 8 useful skills that could be used:
- Venomous Claw - stam morph damage
- Noxious Breath -stam morph damage
- Flames of Oblivion - stam flex morph damage
- Take Flight - stam ultimate damage
- Dragon Scale - magicka utility skill
- Igneous Weapons - stam morph utility
- Igenous Shield - magicka utility skill
- Corrosive Armor - stam ultimate utility & damage
Not counting other things such as petrify (which I've seen stam DK's use), that's more stamina potential options than many other classes. With 3 damage oriented stamina morphs, a stamina based ultimate that is very strong, and several utility options as either magicka dumps or stamina sustain.
What are you looking for exactly? A spammable stamina morph? That has been a request from many classes (see stamina sorcerer, magicka sorcerer, etc.).
- Venomous Claw - stam morph damage - slotted pve and pvp
- Noxious Breath -stam morph damage - situationally useful in pve, puncture is better in pvp
- Flames of Oblivion - stam flex morph damage - useful pve for major savagery, damage is fire so suboptimal for its damage
- Take Flight - stam ultimate damage - useless in pve, great in pvp
- Dragon Scale - magicka utility skill - pretty much useless all around
- Igneous Weapons - stam morph utility - this and molten both good
- Igenous Shield - magicka utility skill - useless all around, those who say otherwise are stuck in 2016. Better off with green dragon blood->vigor if you're using it to buff your heal
- Corrosive Armor - stam ultimate utility & damage - great for solo content like vma
Gee, thanks for listing all class skills a stamdk can use. I made my notes inline and perhaps you can figure out from there which 4 I would slot in pve group, pve solo and PvP.
You notice only two of those use stamina? With limited magicka pool at best one could make use of 2 magicka skills as a stam DPS, more likely just one.
Chains, whip, and stonefist all are no-brainers for a stamina morph, in the sense that it "makes sense." In fact I think all class skills should have 2 magicka and 2 stam morphs.
Yes, it's par for the course that a non-StamDK would come here and say "look at all those great stam skills you have!", and point to 2 ultimates, 4 magica skills and only two stam skills.
Then you usually get the "but you can use wrecking blow/flurry/tornado/weapon-skill-of-the-moment" as if these are class skills and not weapons skills.
I've started experimenting with Flames of Oblivion, just to do something with the limited magica pool I have (and because Evil/Camo Hunter are rubbish now). I wanted to use the whip, but with a limited magica pool that costs too much and is so very weak.
Two of the best DoTs in the game for either stamina or magicka, probably the highest burst ultimate in the game for stamina or magicka, one of the tankiest specs for either stamina or magicka in PvE or PvP, a skill that gives Major Savagery as well as a DoT that scales off max stamina and weapon damage, good magicka dumps in your choice of Igneous/GDB/petrify/scales that not only do something beneficial but many return stamina as a byproduct, a passive that gives you Minor Brutality (which is not accessible from basically any other viable source in the game), access to decent weapon types that can supplement the DK toolkit instead of a Destro staff only which gives a laughable skillset...
But yeah, I'm just being par for the course.
Anyway, we're on the PTS forums, why don't you make suggestions of things you'd recommend. An example for you: "Stonefist is now redundant with Petrify. This is a great opportunity to make one of the morphs into stamina with a different effect."
But you are still missing the point!
You list two stam skills available for DK.
It doesn't matter if they are good, that isn't the argument. Don't bring ultimates or magica skills into the equations (and scales?) - those are horribly expensive for any DK, but particularly for a StamDK.
And don't mention weapon skills because they are available to all classes.
The point is that there are two stam skills, and it would be nice if there were more to give the StamDK more of a unique flavour.
Why does DK need 2 ranged single-target CCs? @ZOS_GinaBruno
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Elsterchen wrote: »Why does DK need 2 ranged single-target CCs? @ZOS_GinaBruno
Please send one of those over to us templars!
@ZOS_GinaBruno ... they don't need it !
lucky_Sage wrote: »change the dks the elder dragon passive to reduce cost by 3% for all dk abilities per draconic power sloted
stone first changed to
earthen charge charges to enemy and dealing x physical dmg
morph 1 now magma trail now cost magicka and deals flame dmg and causes target to take flame dmg over time for 5 sec
morph 2 shockwave now causes the charge to stun the target for 2 seconds
MagDK doesn't need a gap closer. MagDK needs utility and an execute. It needs an execute because unlike a spammable or a cc it can't be gained anywhere else. (I vote give DK implosion and replace sorcs with a dot+chance to stun, cripple/paralysis) would give sorcs pressure, and maintain DPS. Whilst giving DKs more use from dots to burn down and save resources vs the usual spam whip at low health to stop out healing.
I personally think that stonefist pull and chains changed completely to utility.
(Idea: Magma walk, leave a trail of magma where ever you walk which deals damage when stood on and snares enemies 70%)
The more I think about Shifting Standard being a PBAoE that you wear on your back, the more I really like the idea. Sure you can replace Shifting an unlimited number of times now, but doing so uses a GCD. If we could just shed the unnecessary re-placement in favor of just having it move with you, I could definitely see DKs becoming valuable in PvP groups again.
To expand: If I'm in a movement-heavy fight (the majority of PvP) and I drop Shifting, by the time the animation finishes I'm already outside of its radius. This means that in a fight with a lot of movement, you're basically just moving with your group pressing R over and over at the expense of using other abilities. That's very inefficient. Instead, let's just cut out the gimmick of being able to reposition this an unlimited number of times. If this ultimate simply moved with the DK, DKs could carve out a really nice group role for themselves which they haven't had since IC came out. It would give DK access to a mobile sustained DPS ultimate which also debuffs. Would be a nice change of pace in the ubiquitous Destro ult meta.