Nah. Shouldn't be fast, should have snare immunity. I wouldn't even give dk a gapcloser
No, DK is powerful enough I don't need them sprinting at me. If gap closers had a increased range I'd be happy. That way chains could be used more often and easier
Savos_Saren wrote: »
Savos_Saren wrote: »
Aye all those templar heals with major expedition.
Savos_Saren wrote: »Savos_Saren wrote: »
Aye all those templar heals with major expedition.
Templars are getting expedition in the next update. Apparently ZOS realizes that the healer needs to be able to keep up with the group, too.
When you advocate for you class- try not to limit your imagination to your own playstyle. I see that your signature says Blocktanking... but a healer nor DPS does that.
Abysswarrior45 wrote: »Mag dk is in a perfectly reasonable spot currently if they removed befoul, Zaan, and the *** tank meta. In fact, mag dk is in a better spot than stam dk on its own. The only way for stam dk to be remotely competitive is to run a heal debuff aids build with SnB or a dot build similar to what you see in dueling, but both of those limit a dks Xing potential since shields are immune to status effects like pen crit and defile and dots aren't exactly bursty in a 1vX. This is coming from someone who played both classes since launch. Buff stam dk, leave mag dk alone, balance the damn game ifs, ZOS.
Savos_Saren wrote: »Savos_Saren wrote: »
Aye all those templar heals with major expedition.
Templars are getting expedition in the next update. Apparently ZOS realizes that the healer needs to be able to keep up with the group, too.
When you advocate for you class- try not to limit your imagination to your own playstyle. I see that your signature says Blocktanking... but a healer nor DPS does that.
DKs get that spell too. But both classes suffer from limited bar setups, so it will be hard to gain that ability.
I already had been trying to think of ways to fit it, but it requires dropping a crit/power buff from an ability and place it to a pot.
Therefore if DJs get a major expedition on a self buff in their kit, I want Templars to receive the same
Oreyn_Bearclaw wrote: »Major expedition makes absolutely ZERO sense on chains. "GET OVER HERE" runs away...
It makes sense in one of two places, Spiked armor or Wings, in my opinion. I dont think a super long major expedition buff makes sense on a DK, but a short duration buff does make sense. Since they are adding some sort of snare removal to wings, I would probably like a few seconds of ME included with it. I dont think it would be OP in any way.
If you compare the two, Spiked armor is more of a long duration buff that you cast on cooldown and wings is more of a reactive skill you cast as the situation arises. I would probably prefer the speed buff on the later.
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.
Savos_Saren wrote: »Oreyn_Bearclaw wrote: »Major expedition makes absolutely ZERO sense on chains. "GET OVER HERE" runs away...
It makes sense in one of two places, Spiked armor or Wings, in my opinion. I dont think a super long major expedition buff makes sense on a DK, but a short duration buff does make sense. Since they are adding some sort of snare removal to wings, I would probably like a few seconds of ME included with it. I dont think it would be OP in any way.
If you compare the two, Spiked armor is more of a long duration buff that you cast on cooldown and wings is more of a reactive skill you cast as the situation arises. I would probably prefer the speed buff on the later.
My thoughts exactly, Oreyn. It doesn't need to last the full duration of the skill it's attached to.... just maybe a few seconds. I chose Spiked Armor because it's a pretty universal skill amongst DKs and putting it on Wings would be a little too similar to Warden. Thanks for your input.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Savos_Saren wrote: »Abysswarrior45 wrote: »Mag dk is in a perfectly reasonable spot currently if they removed befoul, Zaan, and the *** tank meta. In fact, mag dk is in a better spot than stam dk on its own. The only way for stam dk to be remotely competitive is to run a heal debuff aids build with SnB or a dot build similar to what you see in dueling, but both of those limit a dks Xing potential since shields are immune to status effects like pen crit and defile and dots aren't exactly bursty in a 1vX. This is coming from someone who played both classes since launch. Buff stam dk, leave mag dk alone, balance the damn game ifs, ZOS.
I'm trying to figure out what your rant about buffing stamDKs has anything to do with moving expedition around. Perhaps you should make your own post and advocate for buffs?
@Savos_Saren
No, hell no!
Sorry but this class is a stand your ground class albeit standing on quick sand but nonetheless. If you wanna have mobility then go play a sorcerer or a nightblade or better yet a warden since they're pretty much a DK/templar mix with mobility of a sorcerer.
Major expedition in general should never have been apart of our classes make-up in the first place which is why I advocated for the change to chains to only offer minor breech/minor fracture,etc.
This change is only beneficial to PvP and geared towards a Mag DK and with that said... Mag DKs preform considerably good in PvP and next patch with 2h weapons counting as two sets, they'll now be able to preform less 1h/shield and up their damage through increased penetration when using a destro wep. You want Mag DKs who currently CC both soft/hard while block casting to now be even more difficult to escape from when met with those CC bombards?
Stam DK can get mobility from a dodge roll and I play my Stam DK the most and I will say that no we don't need a major expedition skill, that is the last thing we'd ever need but we actually need are stamina/physical damaging skills instead of mainly relying on weapon skills to do our damage in PvP.
Savos_Saren wrote: »@Savos_Saren
No, hell no!
Sorry but this class is a stand your ground class albeit standing on quick sand but nonetheless. If you wanna have mobility then go play a sorcerer or a nightblade or better yet a warden since they're pretty much a DK/templar mix with mobility of a sorcerer.
Major expedition in general should never have been apart of our classes make-up in the first place which is why I advocated for the change to chains to only offer minor breech/minor fracture,etc.
This change is only beneficial to PvP and geared towards a Mag DK and with that said... Mag DKs preform considerably good in PvP and next patch with 2h weapons counting as two sets, they'll now be able to preform less 1h/shield and up their damage through increased penetration when using a destro wep. You want Mag DKs who currently CC both soft/hard while block casting to now be even more difficult to escape from when met with those CC bombards?
Stam DK can get mobility from a dodge roll and I play my Stam DK the most and I will say that no we don't need a major expedition skill, that is the last thing we'd ever need but we actually need are stamina/physical damaging skills instead of mainly relying on weapon skills to do our damage in PvP.
@MaxwellC
The game has evolved from DKs being solely the arch-type of stand-your-ground games style. Every class can now tank, heal, and deal damage as their primary role. DKs, initially, were meant to be the main tanks... however, now we have healers and DPS. There is no need to limit ourselves to standing in one spot.
Here's the question: If Wardens are considered really good tanks... why do they benefit from having Major Expedition? Also, with your mentality- you're saying that other classes who have certain arch-typical roles shouldn't have assets that are conducive to other playstyles? Templars should only heal and not have DPS roles? If a templar is supposed to be the healer- why do they have an execute? Sorcs and NBs should only DPS and not be tanky or be able to act as healers? Why does a Nightblade have the ability to heal in groups?
StamSorcs and Wardens make pretty good tanky builds in PVP... should their expedition be removed?
Abysswarrior45 wrote: »Savos_Saren wrote: »@Savos_Saren
No, hell no!
Sorry but this class is a stand your ground class albeit standing on quick sand but nonetheless. If you wanna have mobility then go play a sorcerer or a nightblade or better yet a warden since they're pretty much a DK/templar mix with mobility of a sorcerer.
Major expedition in general should never have been apart of our classes make-up in the first place which is why I advocated for the change to chains to only offer minor breech/minor fracture,etc.
This change is only beneficial to PvP and geared towards a Mag DK and with that said... Mag DKs preform considerably good in PvP and next patch with 2h weapons counting as two sets, they'll now be able to preform less 1h/shield and up their damage through increased penetration when using a destro wep. You want Mag DKs who currently CC both soft/hard while block casting to now be even more difficult to escape from when met with those CC bombards?
Stam DK can get mobility from a dodge roll and I play my Stam DK the most and I will say that no we don't need a major expedition skill, that is the last thing we'd ever need but we actually need are stamina/physical damaging skills instead of mainly relying on weapon skills to do our damage in PvP.
@MaxwellC
The game has evolved from DKs being solely the arch-type of stand-your-ground games style. Every class can now tank, heal, and deal damage as their primary role. DKs, initially, were meant to be the main tanks... however, now we have healers and DPS. There is no need to limit ourselves to standing in one spot.
Here's the question: If Wardens are considered really good tanks... why do they benefit from having Major Expedition? Also, with your mentality- you're saying that other classes who have certain arch-typical roles shouldn't have assets that are conducive to other playstyles? Templars should only heal and not have DPS roles? If a templar is supposed to be the healer- why do they have an execute? Sorcs and NBs should only DPS and not be tanky or be able to act as healers? Why does a Nightblade have the ability to heal in groups?
StamSorcs and Wardens make pretty good tanky builds in PVP... should their expedition be removed?
Why advocate to homogenize every class though? Why no ask for dk identity back and limit which roles a class can perform best?
Never seen a dragon slow like a turtle... This game design is strange....
Stupid concepts like that make me drop the game for others... Played dks since the launch, got 5 stars and alot of achievements on it and rarely my char felt like I think it should...
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell