StamWhipCultist wrote: »if reduced cost in poison skills is an indicator we will get stam whip, I am glad.
Also, volatile armor could deal poison or fire damage instead of magicka, it would have synergy with DK. I hope someone from zos reads this.
Please, stop with the stam whip. It could have been an option six patches ago, now it will be utter crap.
Dodgeable, without a stun, less range. Whip was never a great skill tbh, considering how slow and clunky it is. mDKs were able to use it mainly because of the heal flame lash gave you for free through power lash.
Molten whip is bad (I'm considering that's the morph that will be changed into stamina), it has always been bad (except some months after launch) and on top of that, you have to use magicka base skills to set the enemy off balance, so stamDK won't ever be able to put the enemy off balance through whip unless going S/B and using shield charge. Sure, you can try those magicka based CC like foss or talons, but it would force you to give away another magicka based utility like, mist, wings, hardened, FoO or Igneous.
If you want stamDK to be more or less relevant and with some identity in PvP, ask for something different (stone giant IS the option... a spammable that grants 100% uptime minor brutality will be quite cool). Whip would be apparently cool at the begining, but after some weeks you will realize it does less dmg than flurry, puncture or even reverse slash. If you don't believe me, just try a pelinal's build with everything into weapon dmg and magicka and slot molten whip. The numbers will be quite dissapointing

Hey all!
I'll be focused on taking a lot of feedback from this thread. Personally, I think most of the changes were in the right direction, but weren't changed fully or correctly.
As far as stamDK goes, it's good to see them starting to take small steps towards the right directions. A couple of changes to passives oriented towards stamDKs are welcome and a good indicator that ZoS is working on creating a more complete poisons synergy gameplay for stamDKs. I do feel changes were underwhelming though, few passives and the net evolution of the class isn't enough, still a decent way from giving stamDKs what they really need.
As far as mDK goes, things went both ways. Good change to burning embers range increase, nice changes regarding ash cloud for PvE DDs and healers. Removing powerlash stun is actually significant buff to mDKs, but quickly counteracted by adding a cost to the skill. MDKs are arguably the only class that runs Equilibrium for competitive sustained DPS in PvE and PvP sustain can be very tricky post battleroar nerf. I don't really understand the reasoning for this change as the only argument provided by ZoS was a sketchy magsorc comparison. Both classes behave and play very differently, using that as argumentation to implement a change like that isn't justified.
Our next meeting with ZoS is schedueled for Tuesday next week, lets do our best to test things on PTS before attacking/praising them. Please keep the feedback coming so that we can still promote more and better changes.
Thanks everyone!
Hey all!
I'll be focused on taking a lot of feedback from this thread. Personally, I think most of the changes were in the right direction, but weren't changed fully or correctly.
As far as stamDK goes, it's good to see them starting to take small steps towards the right directions. A couple of changes to passives oriented towards stamDKs are welcome and a good indicator that ZoS is working on creating a more complete poisons synergy gameplay for stamDKs. I do feel changes were underwhelming though, few passives and the net evolution of the class isn't enough, still a decent way from giving stamDKs what they really need.
As far as mDK goes, things went both ways. Good change to burning embers range increase, nice changes regarding ash cloud for PvE DDs and healers. Removing powerlash stun is actually significant buff to mDKs, but quickly counteracted by adding a cost to the skill. MDKs are arguably the only class that runs Equilibrium for competitive sustained DPS in PvE and PvP sustain can be very tricky post battleroar nerf. I don't really understand the reasoning for this change as the only argument provided by ZoS was a sketchy magsorc comparison. Both classes behave and play very differently, using that as argumentation to implement a change like that isn't justified.
Our next meeting with ZoS is schedueled for Tuesday next week, lets do our best to test things on PTS before attacking/praising them. Please keep the feedback coming so that we can still promote more and better changes.
Thanks everyone!
If you clearly think that the stun removal from power lash is a huge buff, then you have no business being the class rep.

Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
This tooltip doesn't do what it says.
The only changes I can find are:
Lash: 7m (live: 8m)
Embers: 7m (live: 5m)
Reverse Slash: 7m (live: 5m)
Twin Slashes: 7m (live: 5m)
It feels more like the tooltip should read "increases the range of all instant-cast melee abilities 1 meter per rank up to 7m" -- but that should still include Impulse at a minimum.
Stam weapon skill lines have abilities in the 1H skill line which should get an increased range with this passive as written, instead of just the two skills above.
Hey all!
I'll be focused on taking a lot of feedback from this thread. Personally, I think most of the changes were in the right direction, but weren't changed fully or correctly.
As far as stamDK goes, it's good to see them starting to take small steps towards the right directions. A couple of changes to passives oriented towards stamDKs are welcome and a good indicator that ZoS is working on creating a more complete poisons synergy gameplay for stamDKs. I do feel changes were underwhelming though, few passives and the net evolution of the class isn't enough, still a decent way from giving stamDKs what they really need.
As far as mDK goes, things went both ways. Good change to burning embers range increase, nice changes regarding ash cloud for PvE DDs and healers. Removing powerlash stun is actually significant buff to mDKs, but quickly counteracted by adding a cost to the skill. MDKs are arguably the only class that runs Equilibrium for competitive sustained DPS in PvE and PvP sustain can be very tricky post battleroar nerf. I don't really understand the reasoning for this change as the only argument provided by ZoS was a sketchy magsorc comparison. Both classes behave and play very differently, using that as argumentation to implement a change like that isn't justified.
Our next meeting with ZoS is schedueled for Tuesday next week, lets do our best to test things on PTS before attacking/praising them. Please keep the feedback coming so that we can still promote more and better changes.
Thanks everyone!
If you clearly think that the stun removal from power lash is a huge buff, then you have no business being the class rep.
OrphanHelgen wrote: »Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
This tooltip doesn't do what it says.
The only changes I can find are:
Lash: 7m (live: 8m)
Embers: 7m (live: 5m)
Reverse Slash: 7m (live: 5m)
Twin Slashes: 7m (live: 5m)
It feels more like the tooltip should read "increases the range of all instant-cast melee abilities 1 meter per rank up to 7m" -- but that should still include Impulse at a minimum.
Stam weapon skill lines have abilities in the 1H skill line which should get an increased range with this passive as written, instead of just the two skills above.
I also think the other morph of steel tornado counts as a melee attack, or atleast it did before. That's also only 5 meter on pts.
TankHealz2015 wrote: »TESTED: Orc, Stam DK, Werewolf
Stam DK with poison morphs feels stronger and I have good sustain. The buff to poison damage is nice. The trapping webs skill does great damage if somebody will hit the synergy (almost 10k poison damage!)
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
OrphanHelgen wrote: »TankHealz2015 wrote: »TESTED: Orc, Stam DK, Werewolf
Stam DK with poison morphs feels stronger and I have good sustain. The buff to poison damage is nice. The trapping webs skill does great damage if somebody will hit the synergy (almost 10k poison damage!)
What you mean? This sentence doesn't make sense.
DK with poison morphs feel stronger. Does this mean it's first time you try stam dk and previously was mag?
They didnt buff poison damage, what you talking about?
And what have trapping webs to do with all this?
Ragnarock41 wrote: »OrphanHelgen wrote: »TankHealz2015 wrote: »TESTED: Orc, Stam DK, Werewolf
Stam DK with poison morphs feels stronger and I have good sustain. The buff to poison damage is nice. The trapping webs skill does great damage if somebody will hit the synergy (almost 10k poison damage!)
What you mean? This sentence doesn't make sense.
DK with poison morphs feel stronger. Does this mean it's first time you try stam dk and previously was mag?
They didnt buff poison damage, what you talking about?
And what have trapping webs to do with all this?
I think he is being sarcastic. Can't think of anything else really.
zParallaxz wrote: »Cauterize and eruption both need good secondary effects, phat heals mean little when they are so limited, cauterize being one target every 5s means its naught more than a bursty HoT/Eh BoL hybrid with a crit bonus active on one bar. Eruption is too small for mobile fights and PvE healers overheals anyway so stacking another HoT on top of springs is pointless. The snare is not worth much either due to its size.
15% dodge chance vs the DK in it and another 15% miss to the enemy in it. Lower the healing back. Tadaa, massive buff to stand your ground and DK control whilst having is balanced with the cost/range/immovable aspect of it, and only potent if enemies actually step in it.
Doesn't create any monsters since the current meta tonk is super fast and tanky, so 2 types of survivial, the DK would lose that kitability, and if the target isn't bad, then they will stand outside it, so it'll be no different to a stationary current evasion, so all dots, undodgables etc would ignore and you can pressure them out.
It'd also provide a good unique buff for healers in PvEYou see that’s what I don’t understand, how ****ing hard is to come up with an idea like that for Zos. You have paid employees who keep blowing smoke up peoples butts with the way combat design is. It’s almost like the common person who works for Zos doesn’t play at a higher level than the common high ranked but low skilled, always in a 10+ group zergling.Cauterize and eruption both need good secondary effects, phat heals mean little when they are so limited, cauterize being one target every 5s means its naught more than a bursty HoT/Eh BoL hybrid with a crit bonus active on one bar. Eruption is too small for mobile fights and PvE healers overheals anyway so stacking another HoT on top of springs is pointless. The snare is not worth much either due to its size.
15% dodge chance vs the DK in it and another 15% miss to the enemy in it. Lower the healing back. Tadaa, massive buff to stand your ground and DK control whilst having is balanced with the cost/range/immovable aspect of it, and only potent if enemies actually step in it.
Doesn't create any monsters since the current meta tonk is super fast and tanky, so 2 types of survivial, the DK would lose that kitability, and if the target isn't bad, then they will stand outside it, so it'll be no different to a stationary current evasion, so all dots, undodgables etc would ignore and you can pressure them out.
It'd also provide a good unique buff for healers in PvE
StamWhipCultist wrote: »StamWhipCultist wrote: »if reduced cost in poison skills is an indicator we will get stam whip, I am glad.
Also, volatile armor could deal poison or fire damage instead of magicka, it would have synergy with DK. I hope someone from zos reads this.
Please, stop with the stam whip. It could have been an option six patches ago, now it will be utter crap.
Dodgeable, without a stun, less range. Whip was never a great skill tbh, considering how slow and clunky it is. mDKs were able to use it mainly because of the heal flame lash gave you for free through power lash.
Molten whip is bad (I'm considering that's the morph that will be changed into stamina), it has always been bad (except some months after launch) and on top of that, you have to use magicka base skills to set the enemy off balance, so stamDK won't ever be able to put the enemy off balance through whip unless going S/B and using shield charge. Sure, you can try those magicka based CC like foss or talons, but it would force you to give away another magicka based utility like, mist, wings, hardened, FoO or Igneous.
If you want stamDK to be more or less relevant and with some identity in PvP, ask for something different (stone giant IS the option... a spammable that grants 100% uptime minor brutality will be quite cool). Whip would be apparently cool at the begining, but after some weeks you will realize it does less dmg than flurry, puncture or even reverse slash. If you don't believe me, just try a pelinal's build with everything into weapon dmg and magicka and slot molten whip. The numbers will be quite dissapointing
Please, try to think a bit. I know it might be very hard when you are not used to it, but practice makes perfect.
Stamina whip would have same range as magicka whip - 7 meters. Is that short? Not really.
Who said stamina whip would have same requirements as magicka one? Off balance? Using magicka skills to be able to use stam whip? You misunderstood it all.
First of all, stamina based whip would for sure be some kind of a poison based spammable. With changes to DK passives, it woulb be fairly cheap, and no matter what it would be a step in the right direction - all classes deserve class spammable no matter what resource they use to fuel their attacks. Compared to whip magicka morph noone even uses its a gigantic leap to the good stuff we might get in the future.
Also, compared to dizzying swing that a lot of DKs use atm, whip is easier to land, has no 1.1 sec channel and it will have synergy with sDK way more than any weapon based spammable we are pigeonholed in right now.
StamWhipCultist wrote: »StamWhipCultist wrote: »if reduced cost in poison skills is an indicator we will get stam whip, I am glad.
Also, volatile armor could deal poison or fire damage instead of magicka, it would have synergy with DK. I hope someone from zos reads this.
Please, stop with the stam whip. It could have been an option six patches ago, now it will be utter crap.
Dodgeable, without a stun, less range. Whip was never a great skill tbh, considering how slow and clunky it is. mDKs were able to use it mainly because of the heal flame lash gave you for free through power lash.
Molten whip is bad (I'm considering that's the morph that will be changed into stamina), it has always been bad (except some months after launch) and on top of that, you have to use magicka base skills to set the enemy off balance, so stamDK won't ever be able to put the enemy off balance through whip unless going S/B and using shield charge. Sure, you can try those magicka based CC like foss or talons, but it would force you to give away another magicka based utility like, mist, wings, hardened, FoO or Igneous.
If you want stamDK to be more or less relevant and with some identity in PvP, ask for something different (stone giant IS the option... a spammable that grants 100% uptime minor brutality will be quite cool). Whip would be apparently cool at the begining, but after some weeks you will realize it does less dmg than flurry, puncture or even reverse slash. If you don't believe me, just try a pelinal's build with everything into weapon dmg and magicka and slot molten whip. The numbers will be quite dissapointing
Please, try to think a bit. I know it might be very hard when you are not used to it, but practice makes perfect.
Stamina whip would have same range as magicka whip - 7 meters. Is that short? Not really.
Who said stamina whip would have same requirements as magicka one? Off balance? Using magicka skills to be able to use stam whip? You misunderstood it all.
First of all, stamina based whip would for sure be some kind of a poison based spammable. With changes to DK passives, it woulb be fairly cheap, and no matter what it would be a step in the right direction - all classes deserve class spammable no matter what resource they use to fuel their attacks. Compared to whip magicka morph noone even uses its a gigantic leap to the good stuff we might get in the future.
Also, compared to dizzying swing that a lot of DKs use atm, whip is easier to land, has no 1.1 sec channel and it will have synergy with sDK way more than any weapon based spammable we are pigeonholed in right now.
Whip doesn't give you anything. The passives that support whip are bad. The recovery in poison status is even weaker than the Battle Rush passive of 2H. No execute like DW passive, no proc... nothing. If whip is relevant for DKs is just because of the heal, nothing more.
That's why I prefer one million times a rework on Stone Giant, making it a melee hard hitting skill. The passives are just there!
Minor brutality, and extra ulti gen on a class that demands ulti gen and that recovers reso the bigger the ulti it casts. Helping hands outclasses WiR recovery by a lot and doesn't work on RGN. And what's even more interesting, you don't lose the bad passives of ardent flame if you use Claw on the combo.
It's a Wet Noodle vs Falcon Punch (or Dragon Punch if you prefer)