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[new to the game] But impressions regarding certain PvP balances, classes, sugestions, etc

gannicus1389
gannicus1389
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Hi everyone.
I am somehow new to ESO, but I have played many other MMOs. I find the combat in ESO fun and one that takes a great deal of skill as it requires resource management, etc.

I consider myself more of a PvPer, but I don't like "large groups" pvp much, so I am more of a BG player, so my experience may account into that mostly.

I have played stam DK and Stam templar mostly.

I think I will start with saying how I feel about Stam DK after many hours of playing and trying different builds.

DK is very fun to play. The leap sometimes win a team fight as it is an AoE damage/cc.
I feel very tanky playing dk, not so much because of resistences (resistences in this game feels kinda of a meme with everything hitting so hard, but that is my impression), but mostly because major mending helps me heal a ton of dmg.

As for the class itself, I think it is fun but it under performing when compared to other stamina classes. When you compare to night blade, warden, and even stam templars, I just feel like DKs just don't have a good burst damage.

Some of you gonna say: "git gud, l2p, use your dizzing swing, use this, use that". But except for our ultimate, everything else of RAW damage comes from weapon abilities, which every other stamina class also have.

We only have really two DoT abilities.
Venomous claw and Noxious breath.
Venomous claw is amazing, good dmg that increases over time.
But noxious breath is meh. the hitbox is weird sometimes, and the dmg is less than rending slash... whick makes you even wonder how a weapon ability can be better than the dot ability in the first place. Yes, it gives major fracture, but again, I just don't feel like it is enough.
No tonly that that, but some of the passives don't even synergize with the class. For example, world in ruin buffs noxious breath, but not venomous claw... and even if it did, I don't think it does enough.

Dks out of bgs, feels amazaing 1 v 1oners. We have good sustain and pressure with the dots.. but in bgs I just feel like the class doesn't add anything for the team that other classes do better.
Now if you are fighting a team with healers or templars, your dots are even more useless as they simply cancel your class abilities like nothing, and you are there left with basic attacks and weapon abilities where wardens are left with sudden assault, night blades with incaps and surprise attacks, templars with jabs... etc.

So I would suggest on DK:
Maybe our dots have to hit harder, like axe bleeds. I think maybe venomous claw should do the dmg in half the time or 2/3 of the time, even if it means increasing the cost for it.
noxious breath should be reworked or buffed. it would be better if we had a hard hitting ability so we have a decent kit when there is a purge team canceling our class from existing


Now, next topic, my 2nd most played class

Now when it comes to templars:

I have so much fun playing stamina templar.
However, I feel like the class is really under performing compared to the magicking counterpart for severe reasons.
We have less access to damage, class range damage, dot damage.
less access to purge (which is fine, we are using mostly stamina and not so much magicka anyway).
I feel like we don't have many good options of magicka skills that we could use as stamina templars, and magicka templars have access to good healing unlike other magicka classes thanks to a lot of magicka healing abilities templars have.

The class seems very very demanding on resources even when using medium armor , and a set like bone pirate you seem to starve a lot, which causes a great loss of survival and dps by having to heavy attack too much.

I also think some of our passives have no synergy.
For example,
Enduring rays only buff the duration of magicka buffed abilities. Illuminate adds a magicka important buff only.
I feel like stam templars have a good burst, but their magicka counterpart can hit just or if not even harder thanks to the extra pressure of dots and other magicka abilities while being able to heal just as well, and still wear shield and board.

My suggestion to make stam templars a little better:

Make the sustain a bit better. Jabs is our really only source of high dps coupled with power of light. But we drain stamina way too fast. maybe we need burning light passive to recover stamina? or maybe make jab cost a little less?

Give a stamina version for sun fire or dark flare.

Make enduring rays boost power of light in something. maybe extra damage/cap, or add a bonus to it like a piercing armor buff or something to that particular skill.

make illuminate synergizes with power of light also.. Make it give minor savagery or brutality.

crescent sweep maybe need a tweak on the range/damage too. the range or hit box seems so small sometimes.


I would comment a lot more on other classes, but I think I already said too much.

Only thing I am going to say. It sometimes it feels like range classes are just better and stronger in bgs. they can do too much dmg at a safe distance, and sorcs specially has an unavoidable cc and the shields mechanics makes sometimes feel like they tank better than a DK in a bg.

I honestly think no one should output that much dmg from a distance.

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