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[Class Rep] Dragonknight Feedback Thread

  • BlackMadara
    BlackMadara
    ✭✭✭✭
    [
    Davadin wrote: »
    Sleep724 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.
  • OrphanHelgen
    OrphanHelgen
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    ✭✭
    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. :D. World of ruin passive has zero use, not noticable at all.
    Edited by OrphanHelgen on July 9, 2019 1:59AM
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    StShoot wrote: »
    Sleep724 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!

    Except for the fact that Cap at least throw his shield from time to time
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    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. :D. World of ruin passive has zero use, not noticable at all.

    NBs have a extra crit dmg so...

    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Davadin wrote: »
    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.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • OrphanHelgen
    OrphanHelgen
    ✭✭✭✭✭
    ✭✭
    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.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • Davadin
    Davadin
    ✭✭✭✭✭
    [
    Davadin wrote: »
    Sleep724 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.

    download takes a long time. i fell asleep.

    also, i'm WRONG. Not frag shield, but the spikey back one that increase ur resist. sorry.

    Ravager i have the armor, but im a medium wearing guy, so i dont have the jewels/rings for it.

    Fury i got none to test, sorry, lol maybe i'll try to find a few blue/purples in guild trader and just test what procs.

    but wait, what do you mean Fury gets 600? its a bit less now? it's just easier to proc, easier than 7th at least.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Davadin
    Davadin
    ✭✭✭✭✭
    Xvorg wrote: »
    Davadin wrote: »
    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.

    Fair enough.

    I feel Nox nerf is minimum (its mostly used in Cyro for direct dmg and building up Seething Fury anyway), and Foss got nerfed hard, yes.

    But personally, Foss is on my bar only when im dueling/solo, and Cauterize is for 1vX. so they're "optional".


    and i dont use wings lol
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    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.

    The saddest part is that Entropy gives you much more than Embers just by looking at the passives in both, Mages Guild and Ardent Lame (pun intended)
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    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
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • JumpmanLane
    JumpmanLane
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    ✭✭
    Nah, I’m not commenting seriously in these here forums anymore lol. ZOS might read it and nerf stuff harder.
  • Davadin
    Davadin
    ✭✭✭✭✭
    Xvorg wrote: »
    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

    @ZOS_BrianWheeler read this while we're on feedback mode for PTS. thanks.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • phantasmalD
    phantasmalD
    ✭✭✭✭✭
    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
    IxskullzxI
    ✭✭✭✭
    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.
    #HowDoYouLikeYourDK?
  • OrphanHelgen
    OrphanHelgen
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    ✭✭
    IxskullzxI 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 :D. 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?
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • IxskullzxI
    IxskullzxI
    ✭✭✭✭
    IxskullzxI 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 :D. 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.
    #HowDoYouLikeYourDK?
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    IxskullzxI wrote: »
    IxskullzxI 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 :D. 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.

    There's a super niche build I used some months ago: the puller, in which it could help

    Basically it used blockade, fire rune, talons and unrelentig grip to bring an enemy to the trap (punt the rune, then a blockade, then the pull and got them immo with talons, to finish with leap). That build used CDB as heal. So Cinder could have it use as self heal/snare and ulti regen.

    But even with that, I don't think it's worth using and Eruption would help much much more with it's semi spammable dmg
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • TrinityBreaker
    TrinityBreaker
    ✭✭✭✭✭
    I wonder and hope that ZoS will update the Stamina Dragonknight to be physical and use the world(earth) around them in a offensive/defensive manner. Igneous shield dont count for Defense btw.
    Ebonheart for life.
    Xbox NA
    I am Dog Star.

    Khajiit Stam Sorc - Ji'saad Ranajiradh AR 30
    Khajiit Mag DK - Kesjhad
    Khajiit Magblade - Ji'sava Ak'nir
    Fat Khajiit Stamplar - Dro'haniAk'nir - AR 36
    Khajiit Stam Dk - Diego Ri'jhad - AR 49
    Khajiit Magplar - Dro'nara Ak'nir
    Khajiit StamBlade - Ri'artharr Ak'nir
    Fat Khajiit Stamden - Dro'hani Warbreaker
    Argonian Stam DK - Tiberius Demetros
    Khajiit Stamplar - Diëgo Ri'jhad
    Fat Khajiit Stam DK - Drö'hani Ak'nir/Dances-With-Alkosh
    Khajiit Magden - Arctic Mayhem


  • Quasaur
    Quasaur
    ✭✭
    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.
  • Davadin
    Davadin
    ✭✭✭✭✭
    this thread is still alive? any Dev ever look at it?
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Onefrkncrzypope
    Onefrkncrzypope
    ✭✭✭✭✭
    uh no
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • JumpmanLane
    JumpmanLane
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    ✭✭
    Quasaur wrote: »
    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.

    Dude run light armor SnB wings ice staff. You can block way more. Undo back bar. 1 Chudan, defending or both. Spinner’s or like 50 or so in spell erosion. Detect pots for Turd blades.

    I’m not giving out builds but those are guideposts.
    Edited by JumpmanLane on July 25, 2019 8:53PM
  • Onefrkncrzypope
    Onefrkncrzypope
    ✭✭✭✭✭
    Yo I'm just going plop it here but there needs to be a second or two added to small buffs. Seething and the vma buff. Console has inate late that can be roughly equated to 500ms to a sec depending on fps. Not a big deal but would be nice.
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    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.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • JumpmanLane
    JumpmanLane
    ✭✭✭✭✭
    ✭✭
    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.

    I agree with everything but wings should REFLECT. But...water under the bridge. 4 seconds of major expedition wouldn’t be bad. Just that much mobility would put MagDk on par with other classes.

    I ain’t holding my breath for an execute.
    Edited by JumpmanLane on August 16, 2019 6:53PM
  • eovogtb16_ESO
    eovogtb16_ESO
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    Just wanted to say that MagDK has always been my favourite class to play. Until Scalebreaker. This class is the most boring class I have ever played, its even worse than magplar now and magplar is super boring this patch.
  • Hotdog_23
    Hotdog_23
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    ✭✭
    My thoughts on DK skills
    Ardent Flame Skills
    Dragonknight Standard – I really wish the morph of Shifting Standard would travel with you like a flag you carry on your back since it takes one GCD to recast when needed. This would make it useful in PVP. As it is now no one uses Standard in PVP.
    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.
    Searing Strike – In a good place but personally I liked it as a spammable.
    Fiery Breath – Again in a good place no changes.
    Fiery Grip – The Major Expedition on a gap closer has never made any sense to me. Plus, a little too expensive. The same as for silver shards pull should be a little cheaper as well.
    Inferno – Nice skill but I really don’t like the 5 second timer, too long. Wish they would adjust it to 3 seconds.
    {Passive Abilities}
    Combustion – Looks good on paper but can be difficult to use the stamina and magicka restore. Needs to be made so DK’s can get better sustain with it.
    Warmth – PVE side this does nothing for DK’s and on the PVP side I can’t really tell is does anything either.
    Searing Heat – Wish it applied to all our skills and not just the few in this specific skill line.
    World in Ruin – In a good place

    Draconic Power Skills
    Dragon Leap – Great PVPV skill nothing to say. Wish Ferocious Leap would keep the 28-meter range instead of 20 meters.
    Spiked Armor – Does not make sense that it uses magic damage, physical damage makes more sense. The Volatile Armor morph needs a bigger radius since it only fires the spikes once. Either make it pulse spikes or double its range.
    Dark Talons – Again with the magic damage, make one morph fire and one physical damage. Plus needs to be buffed to 8 meters from 6 to meet melee standards for a DK better.
    Dragon Blood – Wished the heal would be 33% of your health and not 33% of your missing health.
    Reflective Scales – Not going to say much because lord knows there has been a lot said already about this skill and the way it has been changed. Would just like to add that here is the place DK’s Major Expedition should be. This way we could use it without a target plus wings and faster movement just makes better sense than a chain giving me more speed. I would think that chains should slow down our target and not speed us up.
    Inhale – Again with the magic damage. Air moving just sounds physical rather than magic. I just don’t see a lot of DK’s using this skill. To expensive and odd time at 2.5 seconds. Needs to be cheaper and 2 second timer. Wish one morph was for stamina.
    {Passive Abilities}
    Iron Skin – Great tank passive but not much for dps or healing. Maybe add some physical resistance to it.
    Burning Heart – again a good tanking passive but nothing else.
    Elder Dragon – Health recovery is useless. Needs to be either stamina or magicka recovery. Which every is your highest. The Increase range of your instant melee attacks is unique and nice. Wish it could be increased to 3 meters at level II.
    Scaled Armor – Maybe add the physical resistant here instead of Iron skin. Make it physical and spell resistance.

    Earthen Heart Skills
    Magma Armor – Nice skill that recently went thru some changes. Magma Shell, what is its range? Make it 28 meters and make it 200% of ally’s health to make it comparable to barrier without the healing attached to it. Something a DK healer might actually slot and use at specific times.
    Stonefist - Obsidian Shard morph, get rid of the stun and damage but instead allow it to be used without a target needed. Something like slamming a healing shard down on the ground breaking it and healing yourself or an ally. I guess you would also have to give the same 180 degree heal radius as BOL even though the sorc animal healing doesn’t. Which is unfair btw. Plus, with the loss of the stun the skill needs to be cheaper.
    Molten Weapons - Molten Armaments morph, get rid of the heavy attack damage and give it a purge instead. Give Igneous Weapons stamina steal to make it unique and help stamDK with sustain. We need a reason to slot this skill now. Or you could just add back the execute with heavy attacks under 25%.
    Obsidian Shield needs a bigger shield overall, say 50-100% larger to its base. Igneous Shield increased shield amp to 200% but decrease range to 3-5 meters so it is more tank focused. Fragmented Shield increase range to 28 meters to be more healer focused. Decrease time to 12 seconds from 15. Let the larger shield overwrite the smaller shield but not the smaller to overwrite the larger one. This would prevent the healing DK to overwrite the DK tank on shield.
    Petrify – PVP skill only not used in PVE. To expensive for stamina players.
    Ash cloud - needs a bigger radius not smaller, lol. Plus, better animation so you can see it during a fight easier. Yes, a synergy would be nice to have. Also, way to expensive.

    {Passive Abilities}
    Eternal Mountain – get rid of the percent and make it 2 and 4 second increase.
    Battle Roar – increase you restore 25/50 Health, 25/50 Magicka, and 25/50 Stamina for each point of the Ultimate's cost.
    Mountain's Blessing – change to 12-24 seconds or 6-12 seconds to make it fit rotations better.
    Helping Hands – Change to 500 and 1000 stamina or magicka whichever is higher resource.
  • FoulSnowpaw
    FoulSnowpaw
    ✭✭✭
    1. Dragonknight is an attrition playstyle class. Remove Weapon and Spell Damage ramping perk from whips and make it a real damage passive to replace the fake passive that "increases the damage of Ardent Flame abilities by 10%", when that 10% should be the base of the ability. The old heavy armor perk where every time one took damage, their Weapon and Spell Damage is increased by 20 for 8 seconds, stacking up to 20 times. Gives enough time to make the kill and makes up for the weak sustain aspects of DK since it is an attrition style class that relies heavily on damage over time.

    2. Dragonknight abilities are primarily melee range so the class itself should maintain a higher standard of tankiness by base. Health Recovery Passive Elder Dragon is too weak for the amount of opportunity cost it offsets. Either increase maximum health or make it a lesser base value with the requirement of slotting only one ability. NEED a magicka based melee weapon as using a ranged staff with melee abilities is quite awkward.
  • Somber97866
    Somber97866
    ✭✭✭✭✭
    Magdk not viable ( on console ) endgame bc the Stam version hits harder and both are considered a melee DPS. So magdk takes up a Stam spot but doesn't hit as hard. Rarely do they get invited to endgame bc of this.
    Magdk were used in vmol as DPS bc they had chains to help tanks but now everyone can chain so now they are just battle ground gods
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Hotdog_23 wrote: »
    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.



    Poison whip would just mirror mDK playing style having access to at least 9 melee skills available (weapon skills), leaving mDK with just one melee morph available, lash. That makes no sense.

    It could be an option IF some of the S/B morphs is turned to magicka

    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
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