GusTheWizard wrote: »I think giving them a bonus to light attacks is a good idea because most pvp mag dks use S&B anyway, it’d buff Stam dk though so I’d maybe add the buff to burning Embers
While you have Burning Embers active on a Target your light attacks deal 14% more damage to said target.
KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
Yeah they probably need sustain. Battle roar is the only thing that helps me to sustain.
SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
Yeah they probably need sustain. Battle roar is the only thing that helps me to sustain.
you playing Magicka or Stamina DK?
I've found that Combustion passive is Proccing way les son stam DK, than on magDK
KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
Yeah they probably need sustain. Battle roar is the only thing that helps me to sustain.
you playing Magicka or Stamina DK?
I've found that Combustion passive is Proccing way les son stam DK, than on magDK
Magicka
SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
Yeah they probably need sustain. Battle roar is the only thing that helps me to sustain.
you playing Magicka or Stamina DK?
I've found that Combustion passive is Proccing way les son stam DK, than on magDK
Magicka
Interessting, I assume you have the staff passive for increased statuseffwct procchance skilled, and combustion aswell?
I get about 25 Proccs of cumbustion on a 3mio dummy parse when on 50k dps
25 procc is about 12500 magicka alone from the passive which is actually pretty decent in terms of sustain in my eyes
KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »SaintSubwayy wrote: »KhajiitFelix wrote: »Flames of Oblivion
Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing X Flame Damage.
While slotted, you gain Major Prophecy and Major Savagery increasing your Spell and Weapon Critical ratings by X. Each successful hit with fireball restores X Magicka or Stamina depending on which maximum resource is higher.
I like the sustain Idea on the Skill, but do you think DK's need more sustain?
I can sustain my MagDK quite well on Live (running Camoran or Citrusfilet)
Yeah they probably need sustain. Battle roar is the only thing that helps me to sustain.
you playing Magicka or Stamina DK?
I've found that Combustion passive is Proccing way les son stam DK, than on magDK
Magicka
Interessting, I assume you have the staff passive for increased statuseffwct procchance skilled, and combustion aswell?
I get about 25 Proccs of cumbustion on a 3mio dummy parse when on 50k dps
25 procc is about 12500 magicka alone from the passive which is actually pretty decent in terms of sustain in my eyes
Maybe it's just me can't play that class. Max I got on PTS was 35k and couldn't even sustain that.
SaintSubwayy wrote: »
interesting that you would ad it to embers, I assume also to venmous Claw?
Why to this particular DOT, and not the way I supposed, increase LA dmg towards enemies effected by any Ardent flame ability?
I think "erupt" synergy could be more offensive. Like using this synergy would spread burning status effect upon nearby enemies in 8m range and apply Minor Breach/ Fracture.
JumpmanLane wrote: »Bright throats alt Mastery DW Destro will hit pretty hard on a MagDk in DIVINES with little or no sustain issues.
Or something and Lich
I would add instead of 600 health bonus to Dunmers a passive that works like 5th effect of sun set adding 400 spell dmg to flame based attacks.
I would change Igneous Weapons to also recover highest resources while skill is active (so that it will be somewhat useful morph not like now) and add major brutality to molten weapons so that we would have a choice to make sustain vs more heavy attack damage.
I would add synergy to ash cloud/cinder storm (any kind would do - we need it, prefferable some kind of DPS group buff to make them more needed in end game PvE content)
I would change obsidian shard - either lower the cost to ~2,5k or leave cost as it is but on impact when healing causing AoE heal for half of what we healed main target (obsidian shard would become grenade like missile shattering on impact and stabbing allies in the area with our love )
I would create stam/poison whip morph, I still do not understand why there are so few skills for stam on a "Knight" type class.
Atm nothing will probably get past khajit in PVE, since crit ratio is a very strong stat, shown by DPS parses from 4.3.0
I assume you'd remove SD and WD, and add the Flamedmg increase instead right?
seems to be a comon Idea accross the board to give ash cloud and its morphs a synergy to help them in groups content to be more viable.
How would you change Whip, without wrecking the Current PVE whip or PVP whip, since both morphs are used widely, depending on the Content ppl play?
( leash in PVP, whip in PVE)
I know lol... But the way you go with it instead of having bonus on both bars we would only have additional flame bonus on the front bar (unless we double bar the whip), when thinking what to do to buff 1 role you cannot forget about others and you need to think through what can possibly boost what you want without dimnishing other roles/classes, that is what we call balance.
Sure if I would care about only Mag DK I would make a passive in mDK tree to give super flame bonus damage but once again stamDK players would be feeling abandoned.
The way I went about what I would change in DK and Dunmerswould add instead of 600 health bonus to Dunmers a passive that works like 5th effect of sun set adding 400 spell dmg to flame based attacks.
I would change Igneous Weapons to also recover highest resources while skill is active (so that it will be somewhat useful morph not like now) and add major brutality to molten weapons so that we would have a choice to make sustain vs more heavy attack damage.
I would add synergy to ash cloud/cinder storm (any kind would do - we need it, prefferable some kind of DPS group buff to make them more needed in end game PvE content)
I would change obsidian shard - either lower the cost to ~2,5k or leave cost as it is but on impact when healing causing AoE heal for half of what we healed main target (obsidian shard would become grenade like missile shattering on impact and stabbing allies in the area with our love )
I would create stam/poison whip morph, I still do not understand why there are so few skills for stam on a "Knight" type class.
PS: Would be awesome to finally have execution skill. And also increase 1 morph of Fragmented Shield so that it would not be considered useless and destroy tanks casting their own shield version.
would of course still need some polishing but I think it would certainly buff both mag DK and stamDK and make Dunmers still good choice for being mDK compared to Altmers and Bretons. So I actually thought about more than 1 narrow minded aspect of just mDK.
Grianasteri wrote: »My MagDK is currently very effective and extremely fun to play.
Trials are a small part of the whole ESO content. I always feel caution is advisable when considering making a change to suite just one part of the game.
But I would not say no to a buff to my MagDK