I too am done. Even before these patch notes but after seeing them... nope. Nerflings got their way and with the huge 1h and shield nerf to the only play style I enjoyed. What’s the point of carrying a weapon when the shield can block and is now also your spammable? And of course Fury and 7th legion got nerfed. GG stamdDK, GG Zos, it was fun while it lasted.
new 7th legion can proc with Frag Shield, which also happens to proc major mending and minor savagery. and even with no heals, it has nice health regen and good wep damage for 10 sec.
ravager can easily stack 4 to get 500 wd if u use noxious breath, which, if u got Seething Fury, brings u up 1000 wep damage synchronously...
Fury now procs on EVERY damage, not just crit, so its easier to stack. even if it loses 150 wd, it's still good, and once maxed doubles the duration.
u guys need to chill and test it out in PTS before saying RIP DK.
JumpmanLane wrote: »I too am done. Even before these patch notes but after seeing them... nope. Nerflings got their way and with the huge 1h and shield nerf to the only play style I enjoyed. What’s the point of carrying a weapon when the shield can block and is now also your spammable? And of course Fury and 7th legion got nerfed. GG stamdDK, GG Zos, it was fun while it lasted.
see the good side of it now you can play as captain America xD
Omg that is HILARIOUS!
OrphanHelgen wrote: »Magic dmg dealing more dmg than any type of fire dmg on a mag dk
Entropy, elemental weapon, soul splitting more range and damage than embers, engulfing and whip. Ice comet better than shooting star. There is no fire dk anymore, it's magic dmg dk with no aoe and passives. Any class with some kind of stat passive will deal more dmg now. . World of ruin passive has zero use, not noticable at all.
SilverPaws wrote: »RiP stamina dk
what the hell are people talking about? PvE?
coz I'm laughin n rollin for PvP.
Wep skills got buffed.
Heal got buffed.
DoT got buffed.
Wep passive got buffed.
hell, even DK passive also got a tiny buff for that poison-stam-return thing.
BlackMadara wrote: »[I too am done. Even before these patch notes but after seeing them... nope. Nerflings got their way and with the huge 1h and shield nerf to the only play style I enjoyed. What’s the point of carrying a weapon when the shield can block and is now also your spammable? And of course Fury and 7th legion got nerfed. GG stamdDK, GG Zos, it was fun while it lasted.
new 7th legion can proc with Frag Shield, which also happens to proc major mending and minor savagery. and even with no heals, it has nice health regen and good wep damage for 10 sec.
ravager can easily stack 4 to get 500 wd if u use noxious breath, which, if u got Seething Fury, brings u up 1000 wep damage synchronously...
Fury now procs on EVERY damage, not just crit, so its easier to stack. even if it loses 150 wd, it's still good, and once maxed doubles the duration.
u guys need to chill and test it out in PTS before saying RIP DK.
Have you tested in game that frag shield procs 7th?
Ravager is gonna be relegated to rather niche playstyles and/or set combos. That isn't bad, and you are right that people are complaining too much about it.
Fury, as you say, is still good. 600 weapon damage that takes at least 10 seconds to stack up to and retaining for 10 seconds, which means that you have to skillfully play around the boost. This is a good way to nerf the set.
SilverPaws wrote: »RiP stamina dk
what the hell are people talking about? PvE?
coz I'm laughin n rollin for PvP.
Wep skills got buffed.
Heal got buffed.
DoT got buffed.
Wep passive got buffed.
hell, even DK passive also got a tiny buff for that poison-stam-return thing.
I could agree with you IF
Talons wasn't nerfed (EWR)
Noxious wasn't nerfed (EWR)
Cauterize providing major savagery (as almost al stam DKs agreed)
Foss wasn't nerfed
I would gladly give back the bad joke of seething fury (that was buffed to get a super overnerf) for the 4 out there.
And I've not even mentioned wings.
OrphanHelgen wrote: »Entropy vs burning embers:
Entropy more range, more dmg, heal every 2 sec, major sorcery, empower after use.
Embers less damage, less range, heal only at end, cost a bit less, burning dmg for more status effect.
I personally don't see the dmg being fire as an upside at this point. I rather take the magic dmg, empower and the max mag passive from entropy. And if I struggle sustain, I can just take the other morph with the mag return. After 3 light attacks, the cost compared to burning embers is the same. Also the fact that entropy is 28 meter range compared to 7 meter embers.
I can also take out engulfing flames and replace with soul splitting trap.
Then I replace molten whip with elemental weapon.
All this legit no joke give me higher dps in a standard rotation.
I don't mind going back to fire dk and roleplay with grotdarr, spellweave and flame blossom (al though I rather quit the game at this point), but I just try to understand why zenimax are making the class identy less and less even though the goal was to create more identity in the first place. Is it because you are tired of people complain so you just make everything equal so they shut up? Wall of elements same as hail. Skills scale with highest stats. False god copy paste ophidian. Vigor vs rapid regen etc.
http://prntscr.com/ocsmhc Mages guild passives
http://prntscr.com/ocsmw4 Ardent lame passives
MG has a 10% skill cost reduction, a 20% extra duration, 2% extra magicka and magicka regen per skill sloted (up to 12%), and Empower
A(f)L has a very weird regen dependant on a roll dice and increased chance to apply poison o burning effect, a 3 secs snare. Increase duration to 3 skills (despite inferno has duration too) and finally increased dmg on AoE (those that were nerfed this patch)
So the question is, why should I, as a mDK, slot any of the skills in that line? Of course, whip is mandatory if I want to play Melee, but I just can go ranged and support myself through MG passives since none of the passives in the ardent lame line helps me with tha set up.
Of course, msorcs and mageblades can make a much better use of MG passive, as well as Templars to some regard. I haven't take a look at Warden/Necro passives, but last I remember is that they were pretty focused on doing dmg rather than this weird combination of rolling dice and extra duration/snare, that do not affect this, but it affects that... It barely sinergyzes with MG
Seriously, do you want DKs to keep on playing or just want us away from the game?
Ardent Lame needs a serious rework and get RID of those throwing a die mechanics
phantasmalD wrote: »Re: Cinder Storm.
You know, I just realized but the Snare effect on CS is kinda pointless. Generally you'd use snares to keep people from leaving a certain area with maximized threat level. CS doesn't really pose any threat to other people, especially when compared to the other morph, Eruption.
The other possible use of snare is to stop people from getting somewhere, slow them down in chockehold-y places. But Cinder Storm's other function (healing) is contradictory with this function, as you want to stand in your CS to get the healing, but if you stand in it than you are going to be within reach of others.
Tho it matches the design of DKs, that is that you want to stay within reach of others because then they are also within reach of you.
One fringe use of CS is in PvE dungeon trashfights where you can use it to kinda keep untaunted adds around the tank but in most cases that's a superflous action.
But even in the cases where you want to stay within your Eruption/CS you are still prob better off using Eruption + other (self-)healing skills.
There's also the problem that the covered area is really small and all it takes is like one dodgeroll to escape it.
IxskullzxI wrote: »phantasmalD wrote: »Re: Cinder Storm.
You know, I just realized but the Snare effect on CS is kinda pointless. Generally you'd use snares to keep people from leaving a certain area with maximized threat level. CS doesn't really pose any threat to other people, especially when compared to the other morph, Eruption.
The other possible use of snare is to stop people from getting somewhere, slow them down in chockehold-y places. But Cinder Storm's other function (healing) is contradictory with this function, as you want to stand in your CS to get the healing, but if you stand in it than you are going to be within reach of others.
Tho it matches the design of DKs, that is that you want to stay within reach of others because then they are also within reach of you.
One fringe use of CS is in PvE dungeon trashfights where you can use it to kinda keep untaunted adds around the tank but in most cases that's a superflous action.
But even in the cases where you want to stay within your Eruption/CS you are still prob better off using Eruption + other (self-)healing skills.
There's also the problem that the covered area is really small and all it takes is like one dodgeroll to escape it.
Agreed. I really wish they would tweak ash cloud. It's the size of a bathtub for 5k mag. I really wish they would make it a lot bigger, or my preference, make it a pbaoe.
OrphanHelgen wrote: »IxskullzxI wrote: »phantasmalD wrote: »Re: Cinder Storm.
You know, I just realized but the Snare effect on CS is kinda pointless. Generally you'd use snares to keep people from leaving a certain area with maximized threat level. CS doesn't really pose any threat to other people, especially when compared to the other morph, Eruption.
The other possible use of snare is to stop people from getting somewhere, slow them down in chockehold-y places. But Cinder Storm's other function (healing) is contradictory with this function, as you want to stand in your CS to get the healing, but if you stand in it than you are going to be within reach of others.
Tho it matches the design of DKs, that is that you want to stay within reach of others because then they are also within reach of you.
One fringe use of CS is in PvE dungeon trashfights where you can use it to kinda keep untaunted adds around the tank but in most cases that's a superflous action.
But even in the cases where you want to stay within your Eruption/CS you are still prob better off using Eruption + other (self-)healing skills.
There's also the problem that the covered area is really small and all it takes is like one dodgeroll to escape it.
Agreed. I really wish they would tweak ash cloud. It's the size of a bathtub for 5k mag. I really wish they would make it a lot bigger, or my preference, make it a pbaoe.
The skill wasn't good enough and it got nerfed . Same with whip. Wasn't good enough and got nerfed. It's like they don't know what to do with it so they just nerf it so we wont use it.
Only time I ever heard of ash cloud being used, is in pve for the dmg. Idk, maybe the healing morph could be useful on a DK healer in pve now as springs got changed and you cannot spam them anymore so you need more healing per second, but that's all I can think of. Never thought about the snare as a reason to use it. Maybe someone else have different experience with it?
IxskullzxI wrote: »OrphanHelgen wrote: »IxskullzxI wrote: »phantasmalD wrote: »Re: Cinder Storm.
You know, I just realized but the Snare effect on CS is kinda pointless. Generally you'd use snares to keep people from leaving a certain area with maximized threat level. CS doesn't really pose any threat to other people, especially when compared to the other morph, Eruption.
The other possible use of snare is to stop people from getting somewhere, slow them down in chockehold-y places. But Cinder Storm's other function (healing) is contradictory with this function, as you want to stand in your CS to get the healing, but if you stand in it than you are going to be within reach of others.
Tho it matches the design of DKs, that is that you want to stay within reach of others because then they are also within reach of you.
One fringe use of CS is in PvE dungeon trashfights where you can use it to kinda keep untaunted adds around the tank but in most cases that's a superflous action.
But even in the cases where you want to stay within your Eruption/CS you are still prob better off using Eruption + other (self-)healing skills.
There's also the problem that the covered area is really small and all it takes is like one dodgeroll to escape it.
Agreed. I really wish they would tweak ash cloud. It's the size of a bathtub for 5k mag. I really wish they would make it a lot bigger, or my preference, make it a pbaoe.
The skill wasn't good enough and it got nerfed . Same with whip. Wasn't good enough and got nerfed. It's like they don't know what to do with it so they just nerf it so we wont use it.
Only time I ever heard of ash cloud being used, is in pve for the dmg. Idk, maybe the healing morph could be useful on a DK healer in pve now as springs got changed and you cannot spam them anymore so you need more healing per second, but that's all I can think of. Never thought about the snare as a reason to use it. Maybe someone else have different experience with it?
I've tried to make it work, but it's just bad. One roll dodge and you're out of it. It's not worth the cost at all. I really have no idea why they thought it needed a cost increase. It's like they just picked a few random skills to increase cost because they buffed the combustion passive a bit. This whole class just seems like a mess to me right now.
My PVP feedback after some time in Elsweyr:
Heavy armour does not work well on my MagDK, I cannot produce enough damage while wearing it. It is useful only in a zerg for me.
Light armour leaves my MagDK very vulnerable without old Reflective Plate or any good defenses. I stopped slotting Dragon Fire Scale and wings in general as is it too expensive for too little gain. It doesn't do enough to protect against the massive damage other players are capable of or any of the little extras that come with ranged attacks like the defiles from poison or the stuns. Harness magicka isn't doing enough to protect me from more than a single hit from a stam character. I've been relying on blocking as often as possible and trying to unleash all my weak DoTs in hopes one of them will break the camel's back and have me survive yet another battle. I feel like I'm going glass cannon without the cannon part.
Are Nightblades meant to be the hard counter to MagDK? I try to walk away from this particular class, running would waste stamina. They can choose to attack me at their leisure, wearing me down, and I can't get away or kill them fast enough before they disappear. I made the mistake once of trying to locate a Nightblade by spamming my AoEs on a character that relies on potions and ultimates to regain resources. Did you know Nightblades can move very, very fast when cloaked, all those DoTs you placed on them have NO effect when they disappear, they notice you wasted all your resources trying to find them, and they know to take advantage of a character that has nothing left to fight back with? Nightblades should get to keep Cloak as it is since enough skills have been nerfed, but I wish my wings would let me Streak away.
Bleeds rip right through me. I suppose it'll be better next patch. I keep Efficient Purge slotted because of these.
A magical, melee, dragon-themed class is a refreshing idea and visually fun to play, but maybe it's time that all the MagDK skills become 28m in range for a class that has limited defences.
brandoncoffmannub18_ESO wrote: »MagDK Perspective for end game PvE and PvP, compilation of my feelings towards the skills and what I think of them
Molten Weapons is a useless buff, bring back fire damage on light attacks or something useful
Need a passive execute, in execute I feel like a gimp class and my dps goes down 5% compared to other classes, meanwhile necro gets free mechanical acuity in execute, you say DK is attrition, so how about a DoT increase in execute?
Searing heat : A passive that puts 4 seconds and 10% damage done for ardent flame abilities is just buffing skills, those skills should have those for their base, meanwhile other classes get increased damage for x or magicka if skill is slotted, ardent flame passive should have a passive as well that extends FARTHER than the class abilities such as increased flame damage ( shock and physical for sorc as an example, I could go into more details but you get the point )
Corrosive armour should scale highest stat, flame damage and spell pen if magicka is higher, onslaught is stupid for mag, I don't want to slot a stam.
Scalding rune ( I know not directly DK, but is part of my identity now ) should give minor force
Eruption cost too much in a realistic context, in vCR I can't sustain it even with false god so it's off my bar; to make it worth it, it should cost less or like blockade have increased damage if a target is burning, also the radius is 5m, that's pretty low but I can get over that if the damage is increased or cost is reduced or both.
Cinder storm is boring that it just heals more, DK healers aren't really a thing for a reason, perhaps give this morph a synergy for alkosh?
Coagulating blood passively gives health recovery major buff, potions in pvp already give me this and as a vampire, it's pretty useless; class doesn't have a purge, why not on activate give me a purge because I can't afford purge in support skill line and people be stacking 200000 dots.
Volatile armour should be fire damage
Fossilize should be fire damage
Talons should be fire damage
Stonefist should be fire damage however; Stonefist is useless in end game and PvP for anything that's not gimmicky
Flames of oblivion buff is appreciated but range should be 28m as magDK has no ranged options in class.
Obsidian Shield should have a mag morph
Fire talons should be a longer dot than 4s, it's useless except in niche situations in PvP as it costs so magicka to sustain a 4s upkeep on a DoT, where does that fit in your standard?
Reflective Plate could provide major evasion since this melee class doesn't have any options to it, or major expedition, Idc which.
I know not everyone might agree, and I'm not here to argue, but am open to debate.
These are my feelings on all these skills that affect me and ones I see as useless and will never be viable for my bar or have a place and are just lacking making me feel less important than other classes for the DPS role that I have to put in so much effort to obtain, which I am fine with effort, but some abilities and passives are left over from a long time ago and need to be revaluated as they don't fit in the context of end game any longer of an optimized build.
My thoughts on DK skills
Ardent Flame Skills
Lava whip – Seen the request for stamina poison whip to many times to not say people want it. I remember reading once someone gave a reason for no stamina whip and at that time I thought they had a good case for no stamina whip but for the life I cannot remember their reasoning.