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Possible DK skill changes

Nelson_Rebel
Nelson_Rebel
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**I posted this in combat and mechanics category, but I’m posting it here to get some other players feedback. Read below and comment if you have anything else to add**

I have some suggestions for the DK particular playstyle and the class that would benefit the most underperforming class spec while leaving tanking aspects and BG tanks unbuffed.

Due to the continuing changes after Morrowind that nuked sustainability, and even more uneeded nerfs to the Dk’s Battle Roar and even to their Helping hands, the Dk spec and specifically the Mag Dk has almost zero sustainable options with no passives to help other than the now-near useless battle roar.

~<Here are 3 simple changes that would help the struggling DK non-tanks without buffing the PvE meta/PvP troll tanks


1. •Reduce the Highest magicka costs ingame
of the Magic Skills in all the Dk skill lines by 5-10%. Why does the class with the worst sustainability have the highest costing skills in the first place?

2. •Allow Talons and Fossilize to not be affected by the 2H cleanse and be unpurgable/uncleansable **HERE IS WHY** Players inside talons can still; Cast skills, block, heal, even CLOAK inside talons and still attack within talons as well. In addition it has a Global cooldown on casting usage.
This skill is the only option Dk’s have to reliably proc Power Lash, which since Dk’s have NO sustainability, this was our only option to help offset our resource drain. Now since Forward Momentum (2H skill) and all purges (like templars) can simply cast this off Dk’s have no sustainable damage skills for our Magic Spec without being pulverized. And fossilize ALREADY breaks on any damage done AND with Clockwork city was ADDITIONALLY nerfed to a measly 8 meters now while sorcs have a 40 meter rune cage that does the same damn thing. lol wut?

3. •Add an actual recovery passive in some fashion to the DK’s passive skill lines. Battle roar is WAY to weak. I don’t care if it’s a weaker form of it. Just something to help us out besides waiting for an ultimate to get back a pitiful amount of resources that get burned in less than 10 seconds because our skills are the highest costing in the game.

~~Please do something to help the DK’s who don’t want to be PvE tanks or PvP troll tank builds. I understand stam dk is doing well, but none of my suggestions buff the Stam by any means. Seriously what’s the point of having an entire flame skill line if the Magick Dk is relatively dead? It’s almost impossible to open world PvP as one. In duels I can still somewhat manage to kill people but not NEARLY as effectively as any other class spec is able to duel. Let alone Battlegrounds, Trials, or Open World PvP.

~~ Let me know what else you got in comments below
Edited by Nelson_Rebel on November 23, 2017 12:18AM
  • Nelson_Rebel
    Nelson_Rebel
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    This class also has no means of mobility, escape, or means of execution without resorting to Ultimates. Which are used to keep up resources instead making using ultimates as executions relatively unfeasible without any other form of sustainability.


    Unless we specifically go stamina dk using a 2H skill for an execution. That means no magicka playstyle is allowed apparently.


    Dot’s are not an effective means of damage since shields are fed by them, and are easily cleansed off. Meaning DK’s are back at square 1: No means of sustainability, no mobility, no escape, no execution without specing for 1 specific playstyle and weapon type completely eliminating any other options like magic.
    Edited by Nelson_Rebel on November 23, 2017 12:25AM
  • Sixty5
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    You make Fossilize and Talons unremovable, you are giving the DK player the ability to stun someone for 3 seconds or immobilize them for 4 seconds with zero counterplay.

    Which is one of the worst ideas I have ever heard tbh.
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • Nelson_Rebel
    Nelson_Rebel
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    Sixty5 wrote: »
    You make Fossilize and Talons unremovable, you are giving the DK player the ability to stun someone for 3 seconds or immobilize them for 4 seconds with zero counterplay.

    Which is one of the worst ideas I have ever heard tbh.

    You must not understand how fossilize and talons work.

    What do you mean not have counterplay?

    1. Players inside talons can still; Cast skills, block, heal, even CLOAK inside talons and still attack within talons as well. In addition it has a Global cooldown on casting usage. You roll dodge and you are good. While giving Dk’s a chance to have SOME type of damage.

    That’s alot of damn counterplay other than you stand for 3 seconds or roll dodge away out of the pitiful range of talons and fossilize

    2. Again you definitely must not have read or understand how talons and fossilize work. Fossilize breaks on any damage done, and also gives the attacked player a damage shield on break. The range on fossilize is LESS than Sorcs which has a 40 meter range for their rune cage which is exactly the same as fossilize


  • Nelson_Rebel
    Nelson_Rebel
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    We also have no means of mobility and no execution.


    Only stamina dk’s using the 2h skill will have access to an execution. In which case they will not even be using talons or fossilize. Because 1 cast will empty their entire magicka
  • Nelson_Rebel
    Nelson_Rebel
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  • Skwor
    Skwor
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    These suggestions are LOL silly. So miss the lol button.
  • Nelson_Rebel
    Nelson_Rebel
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    Skwor wrote: »
    These suggestions are LOL silly. So miss the lol button.

    Yup so completely silly..

    I only gave an entire paragraphs worth of explanations and detailed reasons why.

    But surely your only response (an unimaginative “lol button”) with no retorts other than you have none are much better than my suggestions.


    Pardon me, but I’ll stand by my logical reasoning with supporting information rather than nonsensical commentary
  • NyassaV
    NyassaV
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    You make complete sense, but DK preform well enough that they often don't need these, it would be nice to have them. But for the sake of the rest of the player base, the last thing a DK needs is an execute. Constant pressure and CC is enough
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Nelson_Rebel
    Nelson_Rebel
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    Hollery wrote: »
    You make complete sense, but DK preform well enough that they often don't need these, it would be nice to have them. But for the sake of the rest of the player base, the last thing a DK needs is an execute. Constant pressure and CC is enough


    I agree, Dk’s do not have need of an execution.


    However we are in dire need of sustainability changes. Our battle-roar, only resources return on ultimate usage, was completely grounded into uselessness. It gives enough resources back for 1 roll dodge, and 1 skill cast. Every other class has 100 times more efficient sustainability in passives.

    Our only damage skill for sustainability help, the Proced power lash, is now hopelessly easy to remove. Meaning our dots and pressure rely on hoping we face incompetent people in 1v1. And we are entirely useless in open world pvp


    DD Mag dk’s were completely phased out by Stam dks. Chainers are no longer needed as a DK tank can do that job.

    Edited by Nelson_Rebel on November 23, 2017 1:18AM
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