I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
Savos_Saren wrote: »I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
It's not just the fact that DOTs are lackluster- but they can also be cloaked through. So, our DOTs are completely mitigated while NBs use cloak. I still think that previously applied DOTs should tick on a NB without revealing them. Then the NB has to make a decision to reengage the fight (which the currently do everytime)- but at lower health OR they can completely disengage to heal up at a distance then reengage.
Savos_Saren wrote: »I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
It's not just the fact that DOTs are lackluster- but they can also be cloaked through. So, our DOTs are completely mitigated while NBs use cloak. I still think that previously applied DOTs should tick on a NB without revealing them. Then the NB has to make a decision to reengage the fight (which the currently do everytime)- but at lower health OR they can completely disengage to heal up at a distance then reengage.
Dotblade next patch is gonna be a thing. There were some interesting builds around it and now with spammable cripple is gona be even better
juhislihis19 wrote: »Savos_Saren wrote: »I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
It's not just the fact that DOTs are lackluster- but they can also be cloaked through. So, our DOTs are completely mitigated while NBs use cloak. I still think that previously applied DOTs should tick on a NB without revealing them. Then the NB has to make a decision to reengage the fight (which the currently do everytime)- but at lower health OR they can completely disengage to heal up at a distance then reengage.
Dotblade next patch is gonna be a thing. There were some interesting builds around it and now with spammable cripple is gona be even better
Waait wait. Cloaks purge DOTs?! Or that during being invisible, DOTs don't work?
Savos_Saren wrote: »I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
It's not just the fact that DOTs are lackluster- but they can also be cloaked through. So, our DOTs are completely mitigated while NBs use cloak. I still think that previously applied DOTs should tick on a NB without revealing them. Then the NB has to make a decision to reengage the fight (which the currently do everytime)- but at lower health OR they can completely disengage to heal up at a distance then reengage.
Yeah that is what I was wondering. Well that's a bit OP for cloak isn't it? why can't they continue to do damage just not uncloak them?
how does it work exactly? only got chance to try it in PvE and doesn't feel difference.Yeah that is what I was wondering. Well that's a bit OP for cloak isn't it? why can't they continue to do damage just not uncloak them?
Yea, i always thought the 100% suppression is a bit too much for cloak. A 50-75% reduction is much more appropriate but honestly, that suppression is probably there for technical difficulties with cloak breaking and is just a bandaid fix for a problem they don't know how to fix.
Just like the new leap snare on the Pts. It bugs 90% of the time and doesn't hit anything if your target moves 1m away so they bandaid fix it with a snare.
how does it work exactly? only got chance to try it in PvE and doesn't feel difference.
i am definitely not missing 90% of the time in Live server tho... PvP or PvE....
so if u leap, ur target got snared even when ur still in flight?
how does it work exactly? only got chance to try it in PvE and doesn't feel difference.
i am definitely not missing 90% of the time in Live server tho... PvP or PvE....
so if u leap, ur target got snared even when ur still in flight?
Lucky you! i stopped using Leap a while back when i started seeing that basically every leap that was not in melee range (basically on top of my target) kept not doing anything. No point in using it when DBOS is stronger (imo) and works all the time. Plus i get some weapon damage from fighter's guild line
I haven't had the chance to test it myself, but basically the target gets a pretty potent snare applied on them until you land to prevent the skill from not doing anything. It's still pretty buggy from what i've seen though.
juhislihis19 wrote: »Savos_Saren wrote: »I'd be quite happy if DK's were the DOT class. I'd happily stack some light DOT's then augment the damage with physical or staff attacks... But the DOT's are pretty lacklustre and the need to split resources really hampers them from what I've experienced so far.
I do enjoy my DK though so will keep going and trying different ways to play him.
It's not just the fact that DOTs are lackluster- but they can also be cloaked through. So, our DOTs are completely mitigated while NBs use cloak. I still think that previously applied DOTs should tick on a NB without revealing them. Then the NB has to make a decision to reengage the fight (which the currently do everytime)- but at lower health OR they can completely disengage to heal up at a distance then reengage.
Dotblade next patch is gonna be a thing. There were some interesting builds around it and now with spammable cripple is gona be even better
Waait wait. Cloaks purge DOTs?! Or that during being invisible, DOTs don't work?
Yeah that is what I was wondering. Well that's a bit OP for cloak isn't it? why can't they continue to do damage just not uncloak them?
Yea, i always thought the 100% suppression is a bit too much for cloak. A 50-75% reduction is much more appropriate but honestly, that suppression is probably there for technical difficulties with cloak breaking and is just a bandaid fix for a problem they don't know how to fix.
Just like the new leap snare on the Pts. It bugs 90% of the time and doesn't hit anything if your target moves 1m away so they bandaid fix it with a snare.
how does it work exactly? only got chance to try it in PvE and doesn't feel difference.
i am definitely not missing 90% of the time in Live server tho... PvP or PvE....
so if u leap, ur target got snared even when ur still in flight?
Lucky you! i stopped using Leap a while back when i started seeing that basically every leap that was not in melee range (basically on top of my target) kept not doing anything. No point in using it when DBOS is stronger (imo) and works all the time. Plus i get some weapon damage from fighter's guild line
I haven't had the chance to test it myself, but basically the target gets a pretty potent snare applied on them until you land to prevent the skill from not doing anything. It's still pretty buggy from what i've seen though.
Not anymore, but you can still make use of that feature with some sets
In any case, NB next patch will be able to put some nasty DoTs from 28mts and with a higher crit chance
Yeah that is what I was wondering. Well that's a bit OP for cloak isn't it? why can't they continue to do damage just not uncloak them?
Yea, i always thought the 100% suppression is a bit too much for cloak. A 50-75% reduction is much more appropriate but honestly, that suppression is probably there for technical difficulties with cloak breaking and is just a bandaid fix for a problem they don't know how to fix.
Just like the new leap snare on the Pts. It bugs 90% of the time and doesn't hit anything if your target moves 1m away so they bandaid fix it with a snare.
Toc de Malsvi wrote: »I wanted to post a suggestion though. Currently the function of Inferno does not really fill the "dps" skill line role. It is cheap but its more of a heal/buff skill which actually fits the Earthen Heart skill line.
I think a good refit would be to move Inferno to the EH skill line and change the name, but keep essentially the same functionality. One morph is a heal, the other damage. This would give stam DK's a cheap magicka cost skill to take advantage of Helping Hands, but not put a spammable into the EH line. They could even use the current animations for Stone Fist.
Now the damage skill line for DK's has room for another DOT. Whip can be evenly split into stam/mag morphs without hurting mag DK too much in PVE as another powerful dot can be added here. It doesn't have to be a dot exactly, it could be an execute, or it could have some delayed damage function.
I want to reiterate that this isn't the only way something like this could be done, but I think especially the healing morph of Inferno does not fit the Ardent Flame line. It is not benefiting from any of the skill line passives.
BlackMadara wrote: »@IZZEFlameLash While engulfing is difficult to bit sometimes, the damage increase it gives is MASSIVE, even compared to the burst that Breath gives you. I've compared both side by side. While Breath is better in outnumbered fights, its cost to damage isnt really worth it until you have 3 opponents around you. Even then, the heal is pretty weak. If you get used to engulfing's hitbox, it's a great spell.
@Xvorg What is your setup? How does it compare to your set up anand performance on any other classes?
@JumpmanLane Even if talons root is disabled by the opponent, I find minor main to be amazing. And it also helps in repositioning in a 1vX. Not everybody runs root removal.
Last time I played, i used a full heavy lit staff build, oriented to oblivion dmg (torug's infused + knight slayer) and skoria proc. It's a good setup focused on doing dmg with the least resorces available wjile using the same resources for mitigation and healing (my set up had 1.2k magicka recovery). Though I think it's strong for a DK, I can see how other classes could do similar or even better:
1- Sorc: can reach similar numbers, has the option of overload, and synergyzes well with lit dmg. For mitigation they have a class shield (with DK I'm forced to go anullement). Also it reaches more spell dmg for slotting sorc skills.
2- NB: Though it doesn't have major sorc, it has minor minor berserk that not only increases it's dmg with skills, but also skoria proc AND oblivion dmg. Mitigation comes in the form of cloak. They also have a ranged execute and a skill that refunds magicka by doing dmg with heavy attacks. And they can get a much better magicka pool just by slotting siph strikes
3- Templar: Similar to DK in terms of mobility, doesn't have either major sorc neitrhe major berserk, but it do have backlash and 2 great skills to proc skoria such as vamp bane and JB. Minor sorc also helps to put moar dmg
4- Warden. Unfortunately I can't se how warden would be better than the classes above, but they do have Crystal shield (which is an amazing tool).
The only reason why that set up works on DK is because of the extra dmg of molten armamaments, but the extra dmg in PvP is nerfed by BS and mitigation, so the killing is done through oblivion dmg, From that PoV, NB should be much stronger than DK, despite their HA are weaker
nihoumab14_ESO wrote: »I'm new to ESO, but leveling Dragonknight. I thought I'd be able to heal as them, but in pvp I just can't do the same kind of healing as I can on a templar. I used to think at least I had a ranged stun, but templar has that too. And I thought major mending is cool, but everyone gets that through the restoration skill line I leveled this character to 39 just to realize they can't heal well. ZOS should say that a class can't be a healer if they are just worse than everything else and don't give anything unique
JumpmanLane wrote: »MagDk heals just fine. Heals themselves anyways. And stonefist is a ranged stun (AND a heal...I think can’t recall)...though I wouldn’t slot it over Fossilize. Use a stick for range and mop fools up close. Maybe you’re playing DK wrong...
Embers heals, powerlash heals, cauterize heals, coag heals, Leap heals. If you’re running resto even more heals. But your bread and butter heals are embers and powerlash. Cauterize as your always up buff (just mind who your standing with lol) coag in a pinch or a tri pot.
It takes a bit of skill to play MagDk. You have to DO something to GET something. In this case ATTACK and get your main heals.
nihoumab14_ESO wrote: »JumpmanLane wrote: »MagDk heals just fine. Heals themselves anyways. And stonefist is a ranged stun (AND a heal...I think can’t recall)...though I wouldn’t slot it over Fossilize. Use a stick for range and mop fools up close. Maybe you’re playing DK wrong...
Embers heals, powerlash heals, cauterize heals, coag heals, Leap heals. If you’re running resto even more heals. But your bread and butter heals are embers and powerlash. Cauterize as your always up buff (just mind who your standing with lol) coag in a pinch or a tri pot.
It takes a bit of skill to play MagDk. You have to DO something to GET something. In this case ATTACK and get your main heals.
Those are all self heals, I'm talking about healing others. In PvE, I do just fine, but I have more success in PVP healing with Templar or Warden. Sure, I have resto staff on any character, but I was hoping Dragonknight would be cool as like a buffer/healer. But apparently all their cool group things arent actually cool group things. Like, when would you use Igneous Weapons? I've been told it shouldn't be used, because it doesn't bring anything new to the table. Is that true? Or is igneous weapons useful?
Toc de Malsvi wrote: »I wanted to post a suggestion though. Currently the function of Inferno does not really fill the "dps" skill line role. It is cheap but its more of a heal/buff skill which actually fits the Earthen Heart skill line.
I think a good refit would be to move Inferno to the EH skill line and change the name, but keep essentially the same functionality. One morph is a heal, the other damage. This would give stam DK's a cheap magicka cost skill to take advantage of Helping Hands, but not put a spammable into the EH line. They could even use the current animations for Stone Fist.
Now the damage skill line for DK's has room for another DOT. Whip can be evenly split into stam/mag morphs without hurting mag DK too much in PVE as another powerful dot can be added here. It doesn't have to be a dot exactly, it could be an execute, or it could have some delayed damage function.
I want to reiterate that this isn't the only way something like this could be done, but I think especially the healing morph of Inferno does not fit the Ardent Flame line. It is not benefiting from any of the skill line passives.
Ragnarock41 wrote: »Toc de Malsvi wrote: »I wanted to post a suggestion though. Currently the function of Inferno does not really fill the "dps" skill line role. It is cheap but its more of a heal/buff skill which actually fits the Earthen Heart skill line.
I think a good refit would be to move Inferno to the EH skill line and change the name, but keep essentially the same functionality. One morph is a heal, the other damage. This would give stam DK's a cheap magicka cost skill to take advantage of Helping Hands, but not put a spammable into the EH line. They could even use the current animations for Stone Fist.
Now the damage skill line for DK's has room for another DOT. Whip can be evenly split into stam/mag morphs without hurting mag DK too much in PVE as another powerful dot can be added here. It doesn't have to be a dot exactly, it could be an execute, or it could have some delayed damage function.
I want to reiterate that this isn't the only way something like this could be done, but I think especially the healing morph of Inferno does not fit the Ardent Flame line. It is not benefiting from any of the skill line passives.
That is not a bad suggestion by any means, but it might be problematic for them to move a skill from one skill line to another.
Other than they they are really trying their hardest to not give anything new to stamDk for some reason I don't get.(Then again, at least we're not stamsorcs) Currently sDk rotation is the weirdest one in ESO history I believe. Slotting molten whip and spamming noxious breath, it feels like I'm playing some sort of new beta class that is still in early design. Thats how I feel about it.
phantasmalD wrote: »Why do DKs have fire themed skills that do Magic damage?
Particularly speaking about Talons and Inhale here. The synergy for Talons is called Ignite yet it does Magic damage. And Inhale is a straight up fire explosion.
Obidian Shard is also a flaming rock which does Magic damage.