MartiniDaniels wrote: »To summarize - wings nerfed, leap nerfed, off-balance nerfed = dizzy nerfed
MartiniDaniels wrote: »To summarize - wings nerfed, leap nerfed, off-balance nerfed = dizzy nerfed
Leap nerfed? How?
Savos_Saren wrote: »From today's patchnotes:
Stonefist: Updated this ability to improve its visual storytelling and per-cast impact; Stonefist is now a two-part ability instead of a singular instant mid-ranged attack.
Activating this ability will now stomp the earth, causing you to deal damage in an area around you after a short cast time, and generating 3 charges of the ability.
Activating the ability again allows you to lob one of the earthen spheres around you to an enemy from up to 28 meters away to damage them.
The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.
Stone Giant (morph):
This morph retains stagger in the form of causing the targets affected by the ranged attack to take additional damage.
Increased the damage taken per stack to 65 at rank IV, up from 45.
So Stonefist can lob up to 28 meters away? Hopefully, that includes Obsidian Shard. Waiting on the PTS to finish downloading.
Ragnarock41 wrote: »Savos_Saren wrote: »From today's patchnotes:
Stonefist: Updated this ability to improve its visual storytelling and per-cast impact; Stonefist is now a two-part ability instead of a singular instant mid-ranged attack.
Activating this ability will now stomp the earth, causing you to deal damage in an area around you after a short cast time, and generating 3 charges of the ability.
Activating the ability again allows you to lob one of the earthen spheres around you to an enemy from up to 28 meters away to damage them.
The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.
Stone Giant (morph):
This morph retains stagger in the form of causing the targets affected by the ranged attack to take additional damage.
Increased the damage taken per stack to 65 at rank IV, up from 45.
So Stonefist can lob up to 28 meters away? Hopefully, that includes Obsidian Shard. Waiting on the PTS to finish downloading.
I need to try it out but seems like an improvement to me.
Is this Thread still postable?
If so, my one pain point is:
The biggest problem for me: Obsidian Shield.
This ability holds back literally every single DK build of mine. I think the damage shields should scale off of your maximum resource instead of just health. It is very discouraging for anyone else than tank builds to use this when any form of build can easily benefit from this ability. Especially as a shield ability, this change can bring other ways of supporting survivability other than healing or increasing resistance.
(I really want a shielding build (focused on shielding allies not just yourself) but you can only do it with tanks because there arent any shielding abilities that scale off Magicka other than Steadfast Ward or Stamina which literally has no shielding abilities.)
ArcVelarian wrote: »The Cast-Time on Stone Fist absolutely needs to go.
JasonWangTaiwan wrote: »ArcVelarian wrote: »The Cast-Time on Stone Fist absolutely needs to go.
And make it a melee spam skill if there will be no stam whip, stam dk really lack of spamable options,
cast time is conflicting "fluid" combat in practical gameplay since latency still exist in reality and is already hard to pull off decent dps with latency when its difficulty to do stable skill rotation.
Since this threat shoes up in recent again, i have a question.
How can it be, that while Stonegiant and Fragmented Shield share the same casting animation (stomping on the ground, errupting orbiting scatters), for Frag Shield you can block right after the activation, where as Stone Giant gets canceled completely when blocking too early?
As a tank this is extremely anoying.
LightYagami wrote: »Magdks are generally too weak in PvP. Just see how rarely they appear on death recaps.
ZOS, I guess you have the official statistics and can know easily in an objective way how Magdks are performing in PvP.
The Magdk have all rounded weak spots in PvP. The combined effect makes the class not so favourite by most PvPers:
1. Lack of range
3. Lack of burst
5. No execution at all
6. It's a DoT class and most DoTs can be cleansed easily.
7. Their DoTs are too slow in PvP. Say 8,000 damage in 10 seconds means nothing compared with one burst of 6,000. By the way the class is DoT focusing but the universal DoT damage buff is given to necromancers.
8. Slow movement. As a melee class, being slow is a huge disadvantage.
9. Most Popular PvP builds are always something with elf bane with grothdarr... Because they have no enough good skills for a larger variety of builds.
10. Nerfs nerfs nerfs: wings, spikes, leap, stun, wide range skill cost increment, universal DoT nerf, etc.
I guess when developers nerd the class ( especially the Magicka side), they didn't consider the impacts on PvP...
ZOS, before further nerfing Magdks in PvP, please look at your offical statics.
i don't know what you all on about, but magdk is a living god when played properly
no burst? u have the best ult in the game: huge shield, high damage, gap closer, knockup CC, cheap. And then you can whip with the 3x spd buff.
best CC in the game, unaviodable stun that's followed by a root.
health based heal with buffs attached to it.
[snip]
[Edited to remove Baiting]