Ok, but why is literally every class far, far better at healing? And templars definitely used to complain about PvE tanking, and for good reason. Probably not so much now that it's been addressed. So why can't DK healing and damage and sustain be addressed too?
Show me these mythical 100k+ DPS Stam DKs that also buff groups with stagger. Show me. Because right now, and for several patches actually, Stam DK is the absolute worst DPS in trials even when taking an actual spammable and not the heaping pile of steaming garbage calling itself Stone Giant.
BejaProphet wrote: »@yeyesil pve templars absolutely complain about tanking. For the record.
ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
Alright sure, it's a burst heal. It's just so bad that a HOT, that's also an armor buff, that's also a sustain buff, that costs a quarter of GDB, heals for more in 4s (out of a 25s duration) than this "burst heal" does when you're already half dead. (4x4.5%>0.33x50%) My feelings don't factor into it, I'm not even calling Focus busted, there's no "false impression" here, GDB is just bad. There's no defending it.BejaProphet wrote: »@Sangwyne
I’m not saying you have no point to make. But you are spinning the numbers that (while accurate) leave a false impression.
1. Something is a burst heal or heal over time. I will call GDB what it is, a burst heal. The fact that the skill hurts your feelings doesn’t change its function.
I used the same exact context you provided, a 45k HP toon. The point is that the rune will prevent you from ever even getting to execute range, while also granting sustain, armor, and costing a quarter of what GDB costs. GDB doesn't heal for squat until you are in execute range, which means you are already dead in PvP, you just don't know it yet.BejaProphet wrote: »2. You saying something scales off max health does not change its function. Yes, the Templars rune is awesome for all the reasons you state. But when you are talking about a list of burst heals, and then drop in the Templars rune without qualification, that horribly misrepresents it. You complain that GDB isn’t going to save you when you are in execute range. Well...rune DANG sure isn’t either. So you talk about rune as 100%+ max health heal and being so amazing, then you talk about GDB in terms of a specific moment and context which you find it ill suited for. You neglect to mention that rune is going to do even WORSE than GDB in that same moment.
Why not point out that in PvP, when a Templar is in execute range and casts rune, it’s going to be nothing but a 1k heal over time? That doesn’t help. So you just talk about the big % number in PvE as if the whole heal was dumped on them.
BejaProphet wrote: »3. Finally, you talk about Rune in the most grandiose numbers possible, the entire bulk % in PvE, as if the duration of delivery isn’t worth noting. Then all your numbers for GDB at the end are what you get when it’s BATTLE SPIRIT nerfed in PvP. That’s not a fair comparison.
You are playing games with data, to make your case seem larger.
Make your case. If DK’s are broken, fine. You may have a good point. Just make it honestly.
LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
ke.sardenb14_ESO wrote: »@LightYagami
I agree with you, but for the opposite reasons. The DKs performance in PvE is held back by it overperforming in PvP. I say this because people that play against the DK, and some that excel with it can't tell the difference from you class out living another player and you actually DPSing someone down. For that reason the DK has a ton of survival passives and hardly any DPS passives, and ZoS doesn't no what to do with the class because any DPS teak that would finally make the class a contender in PvE, would make the tanky class even harder to fight.
the1andonlyskwex wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
Uh, the actual "Purge" skill may be expensive, but two classes have free (Warden) or cheap (Necromancer) purges, and a third has a purge attached to an expensive skill they're probably already using (Templar).
LightYagami wrote: »ke.sardenb14_ESO wrote: »@LightYagami
I agree with you, but for the opposite reasons. The DKs performance in PvE is held back by it overperforming in PvP. I say this because people that play against the DK, and some that excel with it can't tell the difference from you class out living another player and you actually DPSing someone down. For that reason the DK has a ton of survival passives and hardly any DPS passives, and ZoS doesn't no what to do with the class because any DPS teak that would finally make the class a contender in PvE, would make the tanky class even harder to fight.
Magdks? Overperforming in PvP ?
How often do you see magdk skills on your death recap? How often do you see magdks in high MMR Battlegrounds?
Personofsecrets wrote: »I have over a year of /played time on my DK. During that time of done mostly with PVE tanking with smaller PVP stuff, such as BGS and IC, thrown in.
First and foremost, DK has been feeling less and less important over time. It seems like more PVE groups want to use a different tank class that offers better group buffs and that is sort of interesting to me.
This is all to say that DK is like a gimmick and one trick pony now.
ke.sardenb14_ESO wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »@LightYagami
I agree with you, but for the opposite reasons. The DKs performance in PvE is held back by it overperforming in PvP. I say this because people that play against the DK, and some that excel with it can't tell the difference from you class out living another player and you actually DPSing someone down. For that reason the DK has a ton of survival passives and hardly any DPS passives, and ZoS doesn't no what to do with the class because any DPS teak that would finally make the class a contender in PvE, would make the tanky class even harder to fight.
Magdks? Overperforming in PvP ?
How often do you see magdk skills on your death recap? How often do you see magdks in high MMR Battlegrounds?
It depends on the build, but I've had an average amount on both accounts. But they wouldn't win by bursting down because that is not how the DK is built, they win by basically out surviving the enemy, which provides very little benefit in PvE outside of tanking and solo arenas, and that is my point.
LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
So first of all, I am not going to lay my epeen on the table because it is irreverent to the discussion. We are talking about the overall strategy of how a DK should fight, not specific numbers etc. I have played the game since beta, have lots of achievements, and have an opinion about Dragon Knight. My opinion is just as valuable as yours and I couldn't care less about your achievements.
Secondly, why couldn't I use Perfected False Gods in PvP (other than when proc sets are disabled)? It gives a lot of cost reduction and sustain, and would be fine depending on how you build for it, although I never said I used Perfected False Gods in PvP (I play both), you just assumed that for some reason.
I am in agreement with you on your other points, but I still don't think the answer should be giving DK a class execute. I would rather the combat team fix DoT damage on a DK so that a DoT pressure build works better.
Personofsecrets wrote: »I have over a year of /played time on my DK. During that time of done mostly with PVE tanking with smaller PVP stuff, such as BGS and IC, thrown in.
First and foremost, DK has been feeling less and less important over time. It seems like more PVE groups want to use a different tank class that offers better group buffs and that is sort of interesting to me.
This is all to say that DK is like a gimmick and one trick pony now.
You should comment more around here, your analysis was spot-on. Pretty much hit the nail right on the head; DK has fallen off a cliff. When the class consistently pulls the least damage and healing in the game, there's really only one role you can take it on, which leads to people thinking it's durable because they keep seeing it on tank. No. That's the only role it can find room on because it's the only role where it can somewhat conceal its multiple glaring weaknesses. DK is now the only class without a heal scaling off max health; there's no reason GDB needs to be the only %missing HP heal in the game.
We have more votes for the worst sustain in the game than every other class combined:
https://forums.elderscrollsonline.com/en/discussion/563487/pve-what-class-got-the-worst-sustain/p1
We have more votes for the worst healing in the game than every other class combined:
https://forums.elderscrollsonline.com/en/discussion/571267/what-is-the-worst-healing-class-2021
We have the worst damage in the game. It's so bad, Alcast lists DK under the worst damage category in his tier list, twice, when there's only 3 spots in the entire category! The category might as well just say "DK lmao".
https://alcasthq.com/eso-dps-tier-list-best-damage-classes/ (updated for Blackwood)
We are tied with Templar for the worst PvP class in the game. Except Templar just got buffed.
https://forums.elderscrollsonline.com/en/discussion/568150/pvp-tierlist-for-flames-of-ambition/p1
(Sniker's tier list, dozens of experienced PvP players come together each patch to form their lists)
We are the worst solo class in the game, likely due to the worst healing, sustain and damage.
youtube.com/watch?v=C_AcbWZZtwc (luckyghost, 2nd most popular ESO streamer behind Alcast), starting at 1:41
https://www.hacktheminotaur.com/eso-guides/best-solo-class-in-eso-2020 (91k subs)
[snip]
[Edited to remove Inappropriate Content and Profanity]
LightYagami wrote: »LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
So first of all, I am not going to lay my epeen on the table because it is irreverent to the discussion. We are talking about the overall strategy of how a DK should fight, not specific numbers etc. I have played the game since beta, have lots of achievements, and have an opinion about Dragon Knight. My opinion is just as valuable as yours and I couldn't care less about your achievements.
Secondly, why couldn't I use Perfected False Gods in PvP (other than when proc sets are disabled)? It gives a lot of cost reduction and sustain, and would be fine depending on how you build for it, although I never said I used Perfected False Gods in PvP (I play both), you just assumed that for some reason.
I am in agreement with you on your other points, but I still don't think the answer should be giving DK a class execute. I would rather the combat team fix DoT damage on a DK so that a DoT pressure build works better.
"irrelevant"? no - it's relevant about one's BASIC knowledge about magdk.
Simply playing the game for a long time doesn't equivalent to having basic understanding about a class.
As a multiple-time leaderboard flawless conqueror at VMA and Cyrodiil 1 v x magdk grand warlord, I am sure I have BASIC understanding about magdk.
Please continue to use your PERFECTED false god in PvP as you wish. can't wait to see you in PvP. That's all.
LightYagami wrote: »LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
So first of all, I am not going to lay my epeen on the table because it is irreverent to the discussion. We are talking about the overall strategy of how a DK should fight, not specific numbers etc. I have played the game since beta, have lots of achievements, and have an opinion about Dragon Knight. My opinion is just as valuable as yours and I couldn't care less about your achievements.
Secondly, why couldn't I use Perfected False Gods in PvP (other than when proc sets are disabled)? It gives a lot of cost reduction and sustain, and would be fine depending on how you build for it, although I never said I used Perfected False Gods in PvP (I play both), you just assumed that for some reason.
I am in agreement with you on your other points, but I still don't think the answer should be giving DK a class execute. I would rather the combat team fix DoT damage on a DK so that a DoT pressure build works better.
"irrelevant"? no - it's relevant about one's BASIC knowledge about magdk.
Simply playing the game for a long time doesn't equivalent to having basic understanding about a class.
As a multiple-time leaderboard flawless conqueror at VMA and Cyrodiil 1 v x magdk grand warlord, I am sure I have BASIC understanding about magdk.
Please continue to use your PERFECTED false god in PvP as you wish. can't wait to see you in PvP. That's all.
LightYagami wrote: »LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
So first of all, I am not going to lay my epeen on the table because it is irreverent to the discussion. We are talking about the overall strategy of how a DK should fight, not specific numbers etc. I have played the game since beta, have lots of achievements, and have an opinion about Dragon Knight. My opinion is just as valuable as yours and I couldn't care less about your achievements.
Secondly, why couldn't I use Perfected False Gods in PvP (other than when proc sets are disabled)? It gives a lot of cost reduction and sustain, and would be fine depending on how you build for it, although I never said I used Perfected False Gods in PvP (I play both), you just assumed that for some reason.
I am in agreement with you on your other points, but I still don't think the answer should be giving DK a class execute. I would rather the combat team fix DoT damage on a DK so that a DoT pressure build works better.
"irrelevant"? no - it's relevant about one's BASIC knowledge about magdk.
Simply playing the game for a long time doesn't equivalent to having basic understanding about a class.
As a multiple-time leaderboard flawless conqueror at VMA and Cyrodiil 1 v x magdk grand warlord, I am sure I have BASIC understanding about magdk.
Please continue to use your PERFECTED false god in PvP as you wish. can't wait to see you in PvP. That's all.
I have got on the leader board multiple times with my Magicka DK as well... it's old content. No big deal. There are a lot harder things you could do in PvE that would make me give you more respect than VMA.
Grand Warlord just takes time and as you said "Simply playing the game for a long time doesn't equivalent to having basic understanding about a class." I would argue that it isn't a representation of skill either. Just that you spent time gaining AP.
I will give you the fact that you are likely a better PvPer than me, but again that doesn't mean that your opinion is any more valid than mine.
Personofsecrets wrote: »LightYagami wrote: »LightYagami wrote: »LightYagami wrote: »ke.sardenb14_ESO wrote: »As the person that dug this thread out of the abyss a few months ago, I can see exactly why ZoS has not done anything with the stam DK at this point.
Every other post is about how mDK players not only want buffs, but think stamina deserves none, outside of a stam whip.
As I mentioned above, sDk and mDk pull from the same sustain tools as well as the same damage tools.
What does this mean:
1. Combustion and Battle Roar are the only methods for resources return for either resource. World in ruin cuts cost for stamina, but unless you are running exclusively bow/bow, this only impacts claws and breath, which are 2 ability out of the 10 on your bar.
2. Searing heat is the only DPS buff for either resource, and it only effects class abilities. World in ruin at least adds more damage to the mDK tool kit, also buffing relevant abilities destro staff abilities.
There is an argument for cost reduction for mDK, but please keep in mind the class currently is the poorest stamina DPS alternative at the moment, and if the flame whip is currently not enough to boost the mDK dps to standard, a poison whip will do no better for sDK.
Poison whip is a meme at this point... I wish everyone would just let it go.
Dragon Knight is and should be a DoT class, and what spammable you use should not really be important anyway IMO, because the bulk of DPS *should* come from sustaining your DoT rotation.
I personally don't have a lot of sustain issues with my Magicka DK, but that is because she is a Breton and I also run Perfected False God's... so in a way I guess I do have a sustain problem, but I found a work around.
I actually like the fact that DK does not have an execute, but I think that should be figured into the overall DPS better. For example if we had an added mechanic similar to the Z'en's Redress 5 Piece bonus as a passive. "Enemies with the Touch of Z'en take an additional 1% more damage for each damage over time effect you've placed on them, up to 5%."
Maybe we could even have the opposite of Bloodthirsty as a passive where we start at full power at 100% health and have it decrease as we get closer to 0...
There are lots of options here, but I would prefer them to be tied to sustaining our DoT rotation as opposed to adding a execute to my skill bar.
You like no execution!??????
It seems you're a PvEer right? (you mentioned that you use false god which is a typical PvE set)
Execution in PvE may not be very essential bit it's very important in PvP.
Please come and play PvP versus good players for a few months with your Magdk and share your feelings about unable to use execution.
DoT isn't good in PvP either because other players can purge your DoT meaning that you can't even let all the DoTs land on your opponents, they just basically stop your DoT.
I switched from PvE to PvP. My magdk is a PvE flawless conquerer and PvP warlord. (The toon has been on VMA and Cyrodiil leaderboards a few times). I also solo'd vet group dungeons with my magdk. I guess I have some basic understanding about magdk in PvE and PvP.
PvE and PvP are basically two different games. One of the reasons why magdk is so bad in PvP is that ZOS focused main on PvE only.
With enough effort and experience, we can still make magdks work in PvP. Sometimes I can 1 v 1 kill high ranked good PvP classes like stamsorc Grand Overlord too, but it's really difficult.
I have done both PvE and PvP on Magicka and Stamina DK. I respect your opinion, but I still disagree with you regarding an execute on the DK.
The challenge with the DK in my opinion is that the damage ramps up more slowly. I agree that this is a problem in PvP since players with purge can negate your damage, but purge is expensive, so if you make the other player use an expensive purge to remove your much cheaper DoT then you are still wining the game of attrition. Which is how I think playing a DK should be. It should be about negating damage with your mitigation and healing while keeping DoT pressure and a well timed ultimate for the kill. There are other classes with much more burst and even have executes if that is what you are in to.
My point is improvements around the DK should center around the class' fighting style and not around changing it into something else. We don't need what would essentially be a Nightblade that uses fire/poison and doesn't have cloak, we need a DK that is good at what DKs do.
What's your experience in Magdk PvP? How intense do play PvP in recent patches? Which grade? PvP leaderboard player? You said that you use flase god gears on your magdk. Honestly are you really a PvPer?
The DoT pressure PvP build workED a few patches ago before the slaughter of DoT damage.
If still you play PvP nowadays, you should have known that majority of players are using stamina 2 handed for execution. Stamina toons are much better than magicka toons in PvP (maybe except magsorcs).
With the nerf on light armor and heavy armor, mag toons are facing new challenges in PvP, especially considering magdks are melee range (a magicka toon fighting 2 handed stamina players in close proximity).
So first of all, I am not going to lay my epeen on the table because it is irreverent to the discussion. We are talking about the overall strategy of how a DK should fight, not specific numbers etc. I have played the game since beta, have lots of achievements, and have an opinion about Dragon Knight. My opinion is just as valuable as yours and I couldn't care less about your achievements.
Secondly, why couldn't I use Perfected False Gods in PvP (other than when proc sets are disabled)? It gives a lot of cost reduction and sustain, and would be fine depending on how you build for it, although I never said I used Perfected False Gods in PvP (I play both), you just assumed that for some reason.
I am in agreement with you on your other points, but I still don't think the answer should be giving DK a class execute. I would rather the combat team fix DoT damage on a DK so that a DoT pressure build works better.
"irrelevant"? no - it's relevant about one's BASIC knowledge about magdk.
Simply playing the game for a long time doesn't equivalent to having basic understanding about a class.
As a multiple-time leaderboard flawless conqueror at VMA and Cyrodiil 1 v x magdk grand warlord, I am sure I have BASIC understanding about magdk.
Please continue to use your PERFECTED false god in PvP as you wish. can't wait to see you in PvP. That's all.
Can mag DK even 1 v X now with the change to mist?
LightYagami wrote: »If there are players thinking that magdks are overperforming or overpowered in PvP, can you please answer yourself the following question honestly:
IF, just if, if the game allows only one toon per account, will you pick magdk as the only toon in PvP?