Feedback about Stamdk PvP.
I feel these are the main Issues with the class:
Sustain.
Lack of Stamina Morphs
No way to cleanse ourselves of Dots/Debuffs.
Not appealing at all for any kind of group play.
Limited Kit.
Solutions:
Spiked Armor replaced by a new stamina based morph, Corrosive Shell.
Converts into a Stamina ability and deals Poison Damage. Cleanses up to 4 harmful effects from yourself. 3 seconds after the ability has been activated, you release a poison nova that deals small Poison Damage has an increased chance to apply the Poisoned status effect based on the amount of harmful effects removed. Costs 1000 Stamina.The ability sinergizes well with the passives World in Ruin and Combustion. It directly affects 3 of weaknesses the class suffers from, and i think is in line with other similiar abilities in the game. The damage nova can also be lined up for bursts.
Choking Talons reworked into a new stamina based morph.
Converts into a Stamina Ability and deals Poison Damage. Applies minor maim. Costs 3200-3400 stamina.A simple change that makes StamDKs more appealing in group play and expands our limited kit. shouldn't have any repercussion for PvE tanks.
Elder Dragon.
Now also increases Stamina and Magicka Recovery, by a smaller amount than Health Recovery. Increased range on instant melee attack component removed.The range increase component never made sense to me. Neither Magdks nor Stamdks need it, imo. The increased Recovery is badly needed for both MagDKs and StamDKs
IZZEFlameLash wrote: »Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
IZZEFlameLash wrote: »Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
Then make Minor Maim baseline in Dark Talons.
Giving a cleanse to Stamdks is not going to make if "flatout better" than Magdks. When playing MagDK i have ways of dealing with dots, without needing a cleanse skill.
I can keep up wings for extended periods of time if needed, negating a lot of incoming projectile dots/debuffs. I can't use wings more than 2-3 times as StamDK, a single use of wings will also lock me from refreshing Spiked Armor or using Igneous Shield for Major Mending
I have a resto staff. I find Healing Ward + Mutagen to be enough to negate most DoT damage, and if things get difficult i have Panacea or Ferocious Leap shield. On my StamDK i only have Vigor and Rally. A Blood Craze alone completely negates both of them. When fighting a bleed build, Rally doesn't last long enough to make the burst heal component high enough. Even if it does, I'm probably going to die shortly after. My Stam Ultimates can't do anything about it either.
I have a much higher sustained damage, resulting in opponents having to play more defensively. Fossilize Also helps me burn through their resource pools quickly, forcing them into a position where they almost can't refresh their bleeds. Against certain builds, they literally can't keep up. As Stamdk, my sustained damage is basically non-existant. I'm forced in using Dizzying Swing, an incredibly easy skill to counter. Brawler / Claws is not even close to being enough to force an opponent to play defensively. Using a DW build means i have more sustained damage, but no way to heal myself other than Vigor and DoTs can't be kited.
When playing MagDK, dots/bleeds are the least of my concerns. My sustain is what makes me worried, not the fact i don't have a way to cleanse myself.
EDIT: Forgot to add it into the post. Burning Embers + Power Lash heal is also great to negate dots
John_Falstaff wrote: »Plenty of discussions here since the time @Quantum_V dropped in by our campfire.
I'm still interested in having easier time bringing my designated group buff to the common table without gimping my own damage in the process. That would be in line with other classes (well granted, sorcs also have it bad way like DKs).[/
Haha, don’t worry. I’ve been reading this thread daily. There’s definately a lot of good discussion here. Keep it up!
Savos_Saren wrote: »Cleansing 3-4 DOTs for 1000 stamina would be ridiculously OP. And, no- mDKs don’t have it easy when dealing with DOT (considering that we have to be in melee range to use most of our self heals) I agree with your suggestions of making an armor and a talon morph poison based.
IZZEFlameLash wrote: »Feedback about Stamdk PvP.
I feel these are the main Issues with the class:
Sustain.
Lack of Stamina Morphs
No way to cleanse ourselves of Dots/Debuffs.
Not appealing at all for any kind of group play.
Limited Kit.
Solutions:
Spiked Armor replaced by a new stamina based morph, Corrosive Shell.
Converts into a Stamina ability and deals Poison Damage. Cleanses up to 4 harmful effects from yourself. 3 seconds after the ability has been activated, you release a poison nova that deals small Poison Damage has an increased chance to apply the Poisoned status effect based on the amount of harmful effects removed. Costs 1000 Stamina.The ability sinergizes well with the passives World in Ruin and Combustion. It directly affects 3 of weaknesses the class suffers from, and i think is in line with other similiar abilities in the game. The damage nova can also be lined up for bursts.
Choking Talons reworked into a new stamina based morph.
Converts into a Stamina Ability and deals Poison Damage. Applies minor maim. Costs 3200-3400 stamina.A simple change that makes StamDKs more appealing in group play and expands our limited kit. shouldn't have any repercussion for PvE tanks.
Elder Dragon.
Now also increases Stamina and Magicka Recovery, by a smaller amount than Health Recovery. Increased range on instant melee attack component removed.The range increase component never made sense to me. Neither Magdks nor Stamdks need it, imo. The increased Recovery is badly needed for both MagDKs and StamDKs
Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
Ragnarock41 wrote: »IZZEFlameLash wrote: »Feedback about Stamdk PvP.
I feel these are the main Issues with the class:
Sustain.
Lack of Stamina Morphs
No way to cleanse ourselves of Dots/Debuffs.
Not appealing at all for any kind of group play.
Limited Kit.
Solutions:
Spiked Armor replaced by a new stamina based morph, Corrosive Shell.
Converts into a Stamina ability and deals Poison Damage. Cleanses up to 4 harmful effects from yourself. 3 seconds after the ability has been activated, you release a poison nova that deals small Poison Damage has an increased chance to apply the Poisoned status effect based on the amount of harmful effects removed. Costs 1000 Stamina.The ability sinergizes well with the passives World in Ruin and Combustion. It directly affects 3 of weaknesses the class suffers from, and i think is in line with other similiar abilities in the game. The damage nova can also be lined up for bursts.
Choking Talons reworked into a new stamina based morph.
Converts into a Stamina Ability and deals Poison Damage. Applies minor maim. Costs 3200-3400 stamina.A simple change that makes StamDKs more appealing in group play and expands our limited kit. shouldn't have any repercussion for PvE tanks.
Elder Dragon.
Now also increases Stamina and Magicka Recovery, by a smaller amount than Health Recovery. Increased range on instant melee attack component removed.The range increase component never made sense to me. Neither Magdks nor Stamdks need it, imo. The increased Recovery is badly needed for both MagDKs and StamDKs
Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
Magicka Dk has:
2 morphs of talons,
2 morphs of whip,
2 morphs of inhale,
many class based heals,(embers, cauterize,
2 morphs of spiked armor(again , no poison spikes cause ''muh benefits''? ),
two morphs of ground aoes,
two morphs of dragon blood.....
???
Profit.
I can't see the ''both specs benefit'' part yet? care to show me?
Oh wait, right... flames of oblivion. Shifting standart.
magic damage on a stamina character. Very, very beneficial and totally not magicka biased.
Edit: seriously though, will we ever get poison damage on some of those stuff?
IZZEFlameLash wrote: »Ragnarock41 wrote: »IZZEFlameLash wrote: »Feedback about Stamdk PvP.
I feel these are the main Issues with the class:
Sustain.
Lack of Stamina Morphs
No way to cleanse ourselves of Dots/Debuffs.
Not appealing at all for any kind of group play.
Limited Kit.
Solutions:
Spiked Armor replaced by a new stamina based morph, Corrosive Shell.
Converts into a Stamina ability and deals Poison Damage. Cleanses up to 4 harmful effects from yourself. 3 seconds after the ability has been activated, you release a poison nova that deals small Poison Damage has an increased chance to apply the Poisoned status effect based on the amount of harmful effects removed. Costs 1000 Stamina.The ability sinergizes well with the passives World in Ruin and Combustion. It directly affects 3 of weaknesses the class suffers from, and i think is in line with other similiar abilities in the game. The damage nova can also be lined up for bursts.
Choking Talons reworked into a new stamina based morph.
Converts into a Stamina Ability and deals Poison Damage. Applies minor maim. Costs 3200-3400 stamina.A simple change that makes StamDKs more appealing in group play and expands our limited kit. shouldn't have any repercussion for PvE tanks.
Elder Dragon.
Now also increases Stamina and Magicka Recovery, by a smaller amount than Health Recovery. Increased range on instant melee attack component removed.The range increase component never made sense to me. Neither Magdks nor Stamdks need it, imo. The increased Recovery is badly needed for both MagDKs and StamDKs
Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
Magicka Dk has:
2 morphs of talons,
2 morphs of whip,
2 morphs of inhale,
many class based heals,(embers, cauterize,
2 morphs of spiked armor(again , no poison spikes cause ''muh benefits''? ),
two morphs of ground aoes,
two morphs of dragon blood.....
???
Profit.
I can't see the ''both specs benefit'' part yet? care to show me?
Oh wait, right... flames of oblivion. Shifting standart.
magic damage on a stamina character. Very, very beneficial and totally not magicka biased.
Edit: seriously though, will we ever get poison damage on some of those stuff?
Magicka DK has
No access to Minor Heroism + Minor Maim. It has no Minor Maim source other than Talons.
Only 2 big heals in the arsenal and they require enemy to be hit and and one also require it not cleansed off.
Skill costs far exceeding that of StamDK.
Dragonblood that heals for almost nothing when defiled and is a waste of magicka.
But then, why are you trying to attack me again? All I am literally saying is that DK changes should carry both specs in mind instead of heavily making one spec of class overpowered by giving everything a DK of both specs need. I never understood your combative tone. I understand StamDKs could use more morphs but robbing one spec from already struggling class is not the way to go. That is why changes need to be accounted for both specs.
1. We need to be able to execute.
So my solution/idea will be not to give us an execute ability per se but reward us by giving certain abilities the ability to execute. So for example if I manage to get your health down to execute range decrease the cost of certain abilities and or increase it's damage so I can finish off the opponent. And Or increase my ult generation or the damage my ult does the longer I stay alive in a fight. Therefore we get rewarded for doing things right and still keep the DK identity. It's way too hard to finish off a player as a mag dk you whether die fast or die after a 10 min fight, finishing is too tough. Look at all the assist a mag dk gets bg's that says it all.
2. Sustaining magic and health is tough.
I think we can improve sustaining on a dk by improving certain passives and that way we still keep our identity . Dk passives just don't reward us enough for the hard work to stay alive or finish the fight.
IZZEFlameLash wrote: »Magicka DK has
No access to Minor Heroism + Minor Maim. It has no Minor Maim source other than Talons.
Only 2 big heals in the arsenal and they require enemy to be hit and and one also require it not cleansed off.
Skill costs far exceeding that of StamDK.
Dragonblood that heals for almost nothing when defiled and is a waste of magicka.
IZZEFlameLash wrote: »All I am literally saying is that DK changes should carry both specs in mind instead of heavily making one spec of class overpowered by giving everything a DK of both specs need. I never understood your combative tone. I understand StamDKs could use more morphs but robbing one spec from already struggling class is not the way to go. That is why changes need to be accounted for both specs.
Ragnarock41 wrote: »IZZEFlameLash wrote: »Feedback about Stamdk PvP.
I feel these are the main Issues with the class:
Sustain.
Lack of Stamina Morphs
No way to cleanse ourselves of Dots/Debuffs.
Not appealing at all for any kind of group play.
Limited Kit.
Solutions:
Spiked Armor replaced by a new stamina based morph, Corrosive Shell.
Converts into a Stamina ability and deals Poison Damage. Cleanses up to 4 harmful effects from yourself. 3 seconds after the ability has been activated, you release a poison nova that deals small Poison Damage has an increased chance to apply the Poisoned status effect based on the amount of harmful effects removed. Costs 1000 Stamina.The ability sinergizes well with the passives World in Ruin and Combustion. It directly affects 3 of weaknesses the class suffers from, and i think is in line with other similiar abilities in the game. The damage nova can also be lined up for bursts.
Choking Talons reworked into a new stamina based morph.
Converts into a Stamina Ability and deals Poison Damage. Applies minor maim. Costs 3200-3400 stamina.A simple change that makes StamDKs more appealing in group play and expands our limited kit. shouldn't have any repercussion for PvE tanks.
Elder Dragon.
Now also increases Stamina and Magicka Recovery, by a smaller amount than Health Recovery. Increased range on instant melee attack component removed.The range increase component never made sense to me. Neither Magdks nor Stamdks need it, imo. The increased Recovery is badly needed for both MagDKs and StamDKs
Your suggested change will take away the only source of Minor Maim for mDK and flatout a lot better than mDK with that cleanse suggestion. DK changes should be a general change so that both specs can benefit from them. Real problem with sDK is that it is stuck doing tank/spank more or less and tanking part has gotten progressively harder. Which is a general DK problem when it comes to PvP.
Magicka Dk has:
2 morphs of talons,
2 morphs of whip,
2 morphs of inhale,
many class based heals,(embers, cauterize, etc)
2 morphs of spiked armor(again , no poison spikes cause ''muh benefits''? ),
two morphs of ground aoes,
two morphs of dragon blood.....
???
Profit.
I can't see the ''both specs benefit'' part yet? care to show me?
Oh wait, right... flames of oblivion. Shifting standart.
magic damage on a stamina character. Very, very beneficial and totally not magicka biased.
Edit: seriously though, will we ever get poison damage on some of those stuff?
IZZEFlameLash wrote: »Magicka DK has
No access to Minor Heroism + Minor Maim. It has no Minor Maim source other than Talons.
Only 2 big heals in the arsenal and they require enemy to be hit and and one also require it not cleansed off.
Skill costs far exceeding that of StamDK.
Dragonblood that heals for almost nothing when defiled and is a waste of magicka.
StamDKs do not have access to Minor Heroism or Minor Heroism+Minor Maim unless they slot in Carve or Heroic Slash.
Carve is garbage in most cases. High stamina cost, low instant damage, low dot damage. Brawler is a much better morph 99% of the time.
Most Stamdks do not slot in Heroic Slash because they use DW-2h bleed builds. or DW-bow bleed builds. It's the only way to make a Stamdk barely viable. Sure, you can use a 2h - SnB or DW - SnB build...but what is the point? That build is subpar when used on a Stamdk compared to any other class in the game. Just roll a Stamwarden if you want to use that build
MagDKs have access to Talons for Minor Maim, an excellent skill for ALL kinds of content in the game. From PvE Tanking to Cyrodil, to Battlegrounds. It's one of the most versatile skills in the entire game, across all classes.
Stamina skills have always costed less than Magicka abilities, since you also need it to roll, break free, block and sprint.
The entire point of Defile is to reduce healing. Every healing skill in the game heals for basically nothing or is greatly reduced when you have a Major Defile on you. It's not something special to MagDKs. Besides that, not every build can have access to Defile.IZZEFlameLash wrote: »All I am literally saying is that DK changes should carry both specs in mind instead of heavily making one spec of class overpowered by giving everything a DK of both specs need. I never understood your combative tone. I understand StamDKs could use more morphs but robbing one spec from already struggling class is not the way to go. That is why changes need to be accounted for both specs.
You say that changes should carry both specs in mind (BTW, the change to Elder Dragon in my earlier post touches directly on what i feel is Magdk main problem, Stam and Magicka recovery) Yet out of 30 morphs in the entire class, only 2 are Stamina morphs. One of which is bugged/clunky.
If you think MagDKs are a struggling class...Then you REALLY underestimate the strenght of Fossilize and Talons. Those 2 can negate multiple opponents almost entirely.
Nothing is being taken away from MagDKs. The class will still be able to perform their role perfectly fine (Even better with the change to Elder Dragon) without one Talon Morph and 1 Armor morph. On the other hand, StamDKs will get 2 morphs that lift the class from joke status to decent/good status.
IZZEFlameLash wrote: »Did I not make myself clear that it sucks to have 3 morphs only or so when I said 'I understand that it needs more morphs'? It sucks but your suggestion DOES take the only reliable source of Minor Maim for mDKs when mDK is basically funneled into using LA. MDK IS struggling. You know why? Because it is a DK. DK has been struggling for a while except for Stam for few patches before (mostly due to broken sets). This is precisely why we should be fighting for general DK changes.
Then make Minor Maim baseline in Dark Talons.
I will not talk about magicka DK (directly), because last time I played magicka was in 2014. In my opinion Stamina DK has access to:
*One of the best single target CC = Fossilize.
*Ultimate, which can counter every Heavy Armor build = Corrosive Armor.
*Great and cheap burst ultimate (with long animation tho) = Take Flight.
*Awesome anti-range ability with snare removal = Reflective Plate.
*Poisonus DoTs = Noxious Breath/Venomous Claw.
The major problem with the DK is, that this class is built around Battle Roar, to get your ultimate as soon as possible and use it to get your resources back. After the nerf it's pretty hard to compete with other classes, but with properly set up DK it still is a beast (Master DW + DKs DoTs)!
What could be done to make DK better again:
*Make stamina morph of Whip for better builds diversity.
*Flames of Oblivion should deal Poisonus Damage.
*Ash Cloud should be reworked, because it's rarely used in any content.
I really enjoy playing as DK and I never moved away from this class. The problem is that after the nerf it's hard to buff DK properly. Every major change could get DK above other classes like it was before. Let's be honest – this class was the beast DPS before the nerf. Awesome sustain with terrifying damage.
I would like to see the magic return on burning status increased or the cooldown decreased. It is not giving very much magicka and Magicka DK sustain in PVE is still terrible.
SaintSubwayy wrote: »I would like to see the magic return on burning status increased or the cooldown decreased. It is not giving very much magicka and Magicka DK sustain in PVE is still terrible.
No its not.
If you cannot sustain a magfk in pve then youre doing something wrong
FYI:
3mio dummy is doable with 5-6k magicka left
6mio dummy cant be sustained by any magicka class
If you cant sustain your mgdk is a raid well thats a problem of your groupsetup then (no worm, not enough synergies or bad eledrain uptime)
If you cant sustain solo, (no insult) you just dont deal enough dmg...srsly addgroups ndarly instarip if you throw blockade + eruption on them.
I think the only thing magdk need for PVE do deal more dmg to bring it in line with stam. Since ot uses a meele spot.
Kow magdk is arround 10k ST dmg behind stam, this gap needs to be closed.
Just tey a magsorc for once....then you wil see what bad sustain really is.
Not beeing able to kill a 3mio summy without HA and absorb enchat...well thats terrible
DK class became pretty hard to play after Battle Roar/Major Mendin nerf. In the old days DK was godly in PvP, because of classes’ easy access to almost permanent Major Mending buff and insane amounts of sustain from Battle Roar using Max Stats builds. Right now it's much harder to play DK then before, but I think that people are crying too much about that. I was always trying to avoid the official forum because most of you prefer CP campaigns which, for me, are way to easy and effortless. Sustain with proper CP distribution is insane and playing 1vX is soo childish. You SHOULD die when you're facing 2 good players, and you're solo... Taking gear into consideration I can add, that there is much more diversity in nonCP campaigns.
I will not talk about magicka DK (directly), because last time I played magicka was in 2014. In my opinion Stamina DK has access to:
*One of the best single target CC = Fossilize.
*Ultimate, which can counter every Heavy Armor build = Corrosive Armor.
*Great and cheap burst ultimate (with long animation tho) = Take Flight.
*Awesome anti-range ability with snare removal = Reflective Plate.
*Poisonus DoTs = Noxious Breath/Venomous Claw.
The major problem with the DK is, that this class is built around Battle Roar, to get your ultimate as soon as possible and use it to get your resources back. After the nerf it's pretty hard to compete with other classes, but with properly set up DK it still is a beast (Master DW + DKs DoTs)!
What could be done to make DK better again:
*Make stamina morph of Whip for better builds diversity.
*Flames of Oblivion should deal Poisonus Damage.
*Ash Cloud should be reworked, because it's rarely used in any content.
I really enjoy playing as DK and I never moved away from this class. The problem is that after the nerf it's hard to buff DK properly. Every major change could get DK above other classes like it was before. Let's be honest – this class was the beast DPS before the nerf. Awesome sustain with terrifying damage.