Savos_Saren wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »I have only one problem with MagDK.. "No finisher"
Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target.
(Morphs)
Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)
&
Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)
(See what I did there?)
"Since when did a sharp shard of obsidian ever healed anyone?"
(Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)
Hell, you could keep both Stam and Mag happy with:
Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.
Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.
That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.
stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.
stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...
Noxious breath.. And we all know how that turned out.
True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.
Savos_Saren wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »I have only one problem with MagDK.. "No finisher"
Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target.
(Morphs)
Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)
&
Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)
(See what I did there?)
"Since when did a sharp shard of obsidian ever healed anyone?"
(Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)
Hell, you could keep both Stam and Mag happy with:
Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.
Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.
That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.
stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.
stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...
Noxious breath.. And we all know how that turned out.
True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.
Ragnarock41 wrote: »Savos_Saren wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »I have only one problem with MagDK.. "No finisher"
Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target.
(Morphs)
Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)
&
Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)
(See what I did there?)
"Since when did a sharp shard of obsidian ever healed anyone?"
(Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)
Hell, you could keep both Stam and Mag happy with:
Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.
Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.
That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.
stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.
stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...
Noxious breath.. And we all know how that turned out.
True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.
As much as I hate the new WiR change, the old one was not better by any means. It has to do with the fact that existing poison abilities in the game are bad (namely noxious breath, acid spray, trapping webs). Even the strongest one , venomous claws, struggles against free axe bleeds.
Toc de Malsvi wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »I have only one problem with MagDK.. "No finisher"
Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target.
(Morphs)
Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)
&
Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)
(See what I did there?)
"Since when did a sharp shard of obsidian ever healed anyone?"
(Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)
Hell, you could keep both Stam and Mag happy with:
Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.
Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.
That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.
stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.
stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...
Noxious breath.. And we all know how that turned out.
True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.
As much as I hate the new WiR change, the old one was not better by any means. It has to do with the fact that existing poison abilities in the game are bad (namely noxious breath, acid spray, trapping webs). Even the strongest one , venomous claws, struggles against free axe bleeds.
Well I know I am very much in the minority here, but I like the new passive. It really helped boost my DK up to the dps performance of my NB or Sorc and I can finally do decent ranged dps on the DK. However I am very aware that it disproportionately boosts my build.
I do agree though that most Poison abilities, specifically poison AOE abilities do not scale well and are difficult to use effectively. Like the synergy on Trapping Webs, make it work from any distance but only give the option to synergize if I am 15m away. Both Acid Spray and Noxious suffer from single target line of sight checks which disallow the skill cast, and both suffer from conal AOE effects missing targets right in front of them. They would perform much more reliably if moved to a frontal rectangular effect like Wall of elements.
Pain points:
1. Sustain. Can't sustain even half of 3mil dummy without heavy attack or Equilibrium. Being a vampire is almost a must.
2. Melee range of most skills. Only option for class ranged spammable is Stone Fist, that deals small damage and is almost as expensive as Eruption. It's fine as stam, but mag is vulnerable up close.
I feel that it's least versatile class in game due to skills cost. DK healer offer class skill synergies that collide with normal group play (Standart - very expensive offensive ult that does nothing to the group, Talons - root enemies interrupting tank job).
DK dd has no execute and occupy stam slot regardless if mag or stam, giving almost nothing to the group except Engulfing Flames/Noxious Breath.
Suggestions:
-Lower the cost of the abilities. Can be done either by lowering the cost itself, increase resource return of Combustion to 700-800 or ultimate generation.
-Add some buffs to the group. Stonefist could give AoE resistances/heals. Standart of might could also work for teammates standing in the field. Igneous Weapons/Molten Armaments could add fire damage to teammates attacks.
-Viable option for mag to stay at range could be nice, but not required.
Pain points:
1. Sustain. Can't sustain even half of 3mil dummy without heavy attack or Equilibrium. Being a vampire is almost a must.
2. Melee range of most skills. Only option for class ranged spammable is Stone Fist, that deals small damage and is almost as expensive as Eruption. It's fine as stam, but mag is vulnerable up close.
Integral1900 wrote: »As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.
For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?
There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!
Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!
1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.
I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).
2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.
1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.
I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).
2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.
1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.
I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).
2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.
1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.Flame_of_Hades wrote: »as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.
as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".IZZEFlameLash wrote: »Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.
I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).
2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.
Dragonnord wrote: »1 - Better class heals for stamina DK please. Green Dragon Blood is not enough. We shouldn't be dependent on 2H or DW heals.
2 - Class skills for speed and mobility. We should be able to move faster. Being a DK doesn't mean we have to be heavy and slow.
PS: If you allow me to mention a third point, I'd say class executioner skill. If not, someone else please list it.
1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.Flame_of_Hades wrote: »as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.
as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".IZZEFlameLash wrote: »Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.
I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.
DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.Flame_of_Hades wrote: »as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.
as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".IZZEFlameLash wrote: »Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.
I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.
DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.Flame_of_Hades wrote: »as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.
as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".IZZEFlameLash wrote: »Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.
I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.
DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
Under 50 lvl if you get Burning Spellweave and Impregnable you become unkillable beast doing 1mln+ damage. Almost same gear quality setup with MagPlar allows you to do 200-400k damage and 100k healing and you lack movement speed (that's very important part of most of objective-based battlegrounds) and your CC is 10x weaker than DKs. The difference is huge.
Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
Under 50 lvl if you get Burning Spellweave and Impregnable you become unkillable beast doing 1mln+ damage. Almost same gear quality setup with MagPlar allows you to do 200-400k damage and 100k healing and you lack movement speed (that's very important part of most of objective-based battlegrounds) and your CC is 10x weaker than DKs. The difference is huge.
1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.Flame_of_Hades wrote: »as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.
as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".IZZEFlameLash wrote: »Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.
I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.
DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
Dragonknight
Ardent Flame
Fiery Grip: This ability now grants Major Expedition for a maximum of 4 seconds instead of 6 seconds.
Developer Comment:
SpoilerIn regards to movement speed, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn’t include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
Well, another nerf. I think it's OK in raids but in the case of PvP it killed one of my builds that relied on Livewire proc to hit a flame lash without sending a mailman to let my enemy know it was comming. Now I will proc the lash and then? Oh, yes, "wait 3 seconds while your enemy kills you". Not to mention the skill range was reduces in 1 mt, just because wrobel hates DKsLava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
Flame Lash (morph): Removed the stun from the Power Lash special attack.
Developer Comment:
SpoilerWe want all classes to be intentional about when they land stuns on the enemy, and not have it coupled with an already highly damaging attack.
Guys, you put a *** cooldown on lash, how is that it could be used multiple times? You know that DK is the class with the worst sustain in the game and even with that you give it a cost to lash proc? I would have accepted that cost if the class was still undodgeable, but now I will use magicka on a skill that's easy to dodge? You know how much does cost to proc a lash without LA and using the tools you gave the class? Over 10K magicka and its just 2 hits. On my mageblade, using 10K magicka means I can kill even 2 guys in Live.Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
Developer Comment:
SpoilerBecause this ability could be used multiple times against off balance targets, it provided too much of a resource sustain bonus. To alleviate the issue, we set its cost to that of other proc abilities like Crystal Fragments.
World in Ruin:
This ability no longer increases the damage of Poison area of effect abilities by 3/6%. It now reduces the Stamina cost of all Poison abilities by 12/25%. The Flame bonuses of this passive remain unchanged.
Developer Comment:
SpoilerSince there are so few Poison AoE abilities, this passive didn’t feel very impactful. This change is aimed at helping Stamina Dragonknights' sustain in a unique manner..
Fixed an issue where this passive was not reducing the cost of Trapping Webs and its morphs
A somewhat, decent change. Now DKs can use carcigenous bleed build from 2 mts more than the rest of the classes. It doesn't matter that DK bleeds are way weaker than other classes builds (the dot class by the way), it doesn't matter that all other melee skills other than claw do physical dmg... It's not a bad buff, but it won't help the main issues with DKs, that are lack of dmg and lack of sustain (because, if you didn't know it, the battle roar passive gives less resources than a tripot)Draconic Power
Dragon Leap: Fixed an issue where this ability and the Take Flight morph did not improve as they ranked up.
Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
Developer Comment:
SpoilerThis change was made to help standardize the range of all DK melee attacks. It also matches the melee light attack range to the range of their abilities. This additional range helps distinguish melee DKs from other melee classes.
I'm almost reading the whine "Spike armor is too OP, it gives a shield with major ward and resolve and DKs in heavy are unkillable, please nerf"... and ZoS will do what they know better... *** DKs with the only useful change in this patch.Spiked Armor
Hardened Armor (morph): Increased the duration of the damage shield from this morph to 6 seconds from 2.5 seconds.
Earthen Heart
Ash Cloud: Increased the healing done by approximately 50%.
Cinder Storm (morph): Increased the healing done by approximately 60%.
Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
Developer Comment:
SpoilerWith these changes, Ash Cloud and its morphs will now provide a much larger impact than previously, and will be more in line with other class based area of effect duration abilities, such as Lightning Splash.Molten Weapon
Igneous Weapon (morph): Fixed an issue where this morph did not improve as it ranked up. It will now increase by 1 second per rank.
Obsidian Shield: Reduced the health scale of this ability and its morphs to 8% from 10%, and reduced the shield bonus for the caster of Igneous Shield from 200% bonus to 150% bonus.
Developer Comment:
SpoilerWith these changes, Obsidian Shield and its morphs should be roughly equivalent in power as they previously were, now that armor applies to them.Fragmented Shield (morph): Fixed an issue where recasting this morph would not fully refresh the damage shield value.
Petrify
Shattering Rocks (morph): Updated the tooltip of this morph to indicate it deals damage.
John_Falstaff wrote: »Right now, what bothers most is that ZOS have decided to go the 'forced diversity' way and buffed Minor Brutality buff for DKs to bring to the group, but did it worst possible way (well, maybe not worst, in neighboring thread sorcs complain about their own class-specific buff too, in same key). While NBs have their buff (Minor Savagery) tied to skill tree where their bread-and-butter damaging abilities lie, and doesn't even require using such ability to give that buff to the group (NB DDs just can keep doing their usual stuff - Grim Focus, Impale - and enjoy sharing their group buff), Minor Brutality is nailed to Earthen Heart tree and needs a skill to be activated. It's magicka-only skill tree, and if it can be argued that mDK DPS could possibly benefit from Eruption in their rotation, sDK has nothing to use there. It's like ZOS intentionally slaps group buffs on DK tanks rather than DPS. Wasn't the idea to diversify tanking instead?