You are doing something very wrong. Some experts in these forums say that DK cant have resistances, dmg and sustain. They say that if you have good dmg then you are surely in light armor with 10k resistances and no sustain and that if you have good resistances then you are surely in heavy with 800 regen and zero dmg. So you must be doing something wrong. Maybe you are cheating.
You are doing something very wrong. Some experts in these forums say that DK cant have resistances, dmg and sustain. They say that if you have good dmg then you are surely in light armor with 10k resistances and no sustain and that if you have good resistances then you are surely in heavy with 800 regen and zero dmg. So you must be doing something wrong. Maybe you are cheating.
This build is clearly oriented towards CP play.
In No-CP, this build will show its weaknesses very quickly.
What would be a good modification if I wanted to use this in no CP?
I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
Rattlecage SEEMS good on paper but is so underwhelming in practice, even rattlecage weapons and jewelry. It’s easier to stack magicka than spell damage.
I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
I honestly feel like it's a matter of personal preference.
Rattle gives you 1k health, 360 spell damage AND major sorc. Then I use tristat pots for sustain.
I feel like it is more efficient to me this way, since I can choose when to cash in my resource (could be any or few of the three) based on need and timing, whereas my damage is more consistent. However you could just as easily run some sustain set and use spell power pots for damage windows, sure.
As for damage sets, I find most of the typical spell damage or pen sets to not be very effective as they usually aren't 'pure' spell damage. I.E:
Sun and Spinners are strong don't buff heals
Axiom doesn't buff LA weaves
Alchemist is amaze but has to be tied to pot and timed with BSW, which limits the amount of burst windows.JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
Rattlecage SEEMS good on paper but is so underwhelming in practice, even rattlecage weapons and jewelry. It’s easier to stack magicka than spell damage.
People say this a lot, but it's simply not true.
It's more beneficial to stack mag, if you use shields or pets, since their efficiency scales off max mag and not spell damage. However, it's easier to stack damage, since you have a 20% scalable buff (major sorcery) which you lack for max mag.
The reason stam builds typically stack damage and mag builds typically stack max mag, is because:
1) Stam has several damage sets that buff wep damage that mag lacks (which gets better value with maj brutality).
2) Stam doesn't need to stack max stat since they don't have pets and shields to benefit from it.
3) Several mag classes have built-in means to stack max mag, via necro-enabling-pets or passives that effect the stats.
Playing a class with no easy necro activation, nor shields, I find it far more beneficial to stack spell damage.
As a comparison, a build using alfiq and btb stacking mag will typically have roughly 2.5k spd and 45k mag, which translates to 7k effective damage, whereas my build on its burst windows has 5k spd and 32k max mag which translates to 8.2k effective damage.
I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
I honestly feel like it's a matter of personal preference.
Rattle gives you 1k health, 360 spell damage AND major sorc. Then I use tristat pots for sustain.
I feel like it is more efficient to me this way, since I can choose when to cash in my resource (could be any or few of the three) based on need and timing, whereas my damage is more consistent. However you could just as easily run some sustain set and use spell power pots for damage windows, sure.
As for damage sets, I find most of the typical spell damage or pen sets to not be very effective as they usually aren't 'pure' spell damage. I.E:
Sun and Spinners are strong don't buff heals
Axiom doesn't buff LA weaves
Alchemist is amaze but has to be tied to pot and timed with BSW, which limits the amount of burst windows.JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
Rattlecage SEEMS good on paper but is so underwhelming in practice, even rattlecage weapons and jewelry. It’s easier to stack magicka than spell damage.
People say this a lot, but it's simply not true.
It's more beneficial to stack mag, if you use shields or pets, since their efficiency scales off max mag and not spell damage. However, it's easier to stack damage, since you have a 20% scalable buff (major sorcery) which you lack for max mag.
The reason stam builds typically stack damage and mag builds typically stack max mag, is because:
1) Stam has several damage sets that buff wep damage that mag lacks (which gets better value with maj brutality).
2) Stam doesn't need to stack max stat since they don't have pets and shields to benefit from it.
3) Several mag classes have built-in means to stack max mag, via necro-enabling-pets or passives that effect the stats.
Playing a class with no easy necro activation, nor shields, I find it far more beneficial to stack spell damage.
As a comparison, a build using alfiq and btb stacking mag will typically have roughly 2.5k spd and 45k mag, which translates to 7k effective damage, whereas my build on its burst windows has 5k spd and 32k max mag which translates to 8.2k effective damage.
JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
I honestly feel like it's a matter of personal preference.
Rattle gives you 1k health, 360 spell damage AND major sorc. Then I use tristat pots for sustain.
I feel like it is more efficient to me this way, since I can choose when to cash in my resource (could be any or few of the three) based on need and timing, whereas my damage is more consistent. However you could just as easily run some sustain set and use spell power pots for damage windows, sure.
As for damage sets, I find most of the typical spell damage or pen sets to not be very effective as they usually aren't 'pure' spell damage. I.E:
Sun and Spinners are strong don't buff heals
Axiom doesn't buff LA weaves
Alchemist is amaze but has to be tied to pot and timed with BSW, which limits the amount of burst windows.JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
Rattlecage SEEMS good on paper but is so underwhelming in practice, even rattlecage weapons and jewelry. It’s easier to stack magicka than spell damage.
People say this a lot, but it's simply not true.
It's more beneficial to stack mag, if you use shields or pets, since their efficiency scales off max mag and not spell damage. However, it's easier to stack damage, since you have a 20% scalable buff (major sorcery) which you lack for max mag.
The reason stam builds typically stack damage and mag builds typically stack max mag, is because:
1) Stam has several damage sets that buff wep damage that mag lacks (which gets better value with maj brutality).
2) Stam doesn't need to stack max stat since they don't have pets and shields to benefit from it.
3) Several mag classes have built-in means to stack max mag, via necro-enabling-pets or passives that effect the stats.
Playing a class with no easy necro activation, nor shields, I find it far more beneficial to stack spell damage.
As a comparison, a build using alfiq and btb stacking mag will typically have roughly 2.5k spd and 45k mag, which translates to 7k effective damage, whereas my build on its burst windows has 5k spd and 32k max mag which translates to 8.2k effective damage.
look dude. it is a nice build. but i've tried all that.Infused jewelry , all that Rattlecage is a set I always come back to thinking about but I finally just dropped it because I can get maj sorcery too easily. BSW also underwelming, your burst window is rng. 15% chance every 12 seconds. And Molten? c'mon who are you fighting. You'll get all that off on pugs but against dangerous folks I'd rather have the heal of flamelash.
Me personally. I just like always on damage. But I will tell you this though. if you can get everything off skill-wise in a fight against a compentent player I applaud your skill.
I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
I honestly feel like it's a matter of personal preference.
Rattle gives you 1k health, 360 spell damage AND major sorc. Then I use tristat pots for sustain.
I feel like it is more efficient to me this way, since I can choose when to cash in my resource (could be any or few of the three) based on need and timing, whereas my damage is more consistent. However you could just as easily run some sustain set and use spell power pots for damage windows, sure.
As for damage sets, I find most of the typical spell damage or pen sets to not be very effective as they usually aren't 'pure' spell damage. I.E:
Sun and Spinners are strong don't buff heals
Axiom doesn't buff LA weaves
Alchemist is amaze but has to be tied to pot and timed with BSW, which limits the amount of burst windows.JumpmanLane wrote: »I never understood running rattlecage. I would say swap rattle for more damage and run spell power pots which also gives you major crit.
Rattlecage SEEMS good on paper but is so underwhelming in practice, even rattlecage weapons and jewelry. It’s easier to stack magicka than spell damage.
People say this a lot, but it's simply not true.
It's more beneficial to stack mag, if you use shields or pets, since their efficiency scales off max mag and not spell damage. However, it's easier to stack damage, since you have a 20% scalable buff (major sorcery) which you lack for max mag.
The reason stam builds typically stack damage and mag builds typically stack max mag, is because:
1) Stam has several damage sets that buff wep damage that mag lacks (which gets better value with maj brutality).
2) Stam doesn't need to stack max stat since they don't have pets and shields to benefit from it.
3) Several mag classes have built-in means to stack max mag, via necro-enabling-pets or passives that effect the stats.
Playing a class with no easy necro activation, nor shields, I find it far more beneficial to stack spell damage.
As a comparison, a build using alfiq and btb stacking mag will typically have roughly 2.5k spd and 45k mag, which translates to 7k effective damage, whereas my build on its burst windows has 5k spd and 32k max mag which translates to 8.2k effective damage.
The last part strikes me as odd. I am running Bright - Spinners and my base line only major sorcery is already way above 8.2K effective damage. I am working on a set up that if the fiery stacks are up and weapon enchant is procced I am going towards 12K effective damage. However in your defence before this post I spotted your video and your gameplay and use of skills looks good so well done. And for the camps spell damage or max magica. What works best in this game is dont stack to much of anything, create strong penetration, spell damage and max magica. I find to much of one thing gives diminishing returns.
This is my base version, as stated I can push the effective damage way up but I keep this for myself and also still need to do a lot of testing : https://en.uesp.net/wiki/Special:EsoBuildEditor?id=139924
I've been trying out a modified version of your build (mostly because I don't want to change a lot of stuff because I PvE on my MagDK as well ) and I like it a lot. Good damage and really tanky.
Can't really make up my mind about SnB or Ice Staff though, I prefer a Maelstrom Ice Staff which both snares with WoE and gives me some extra damage on my light attacks. Is the only reason you switched to SnB this patch that WoE snare was nerfed to 40%? What more are you gaining since block and resistances seems to be quite the same?
Uhm that is simply not true? Mdk can get it through a skill, a 5pc or a pot like literally any other class.I've been trying out a modified version of your build (mostly because I don't want to change a lot of stuff because I PvE on my MagDK as well ) and I like it a lot. Good damage and really tanky.
Can't really make up my mind about SnB or Ice Staff though, I prefer a Maelstrom Ice Staff which both snares with WoE and gives me some extra damage on my light attacks. Is the only reason you switched to SnB this patch that WoE snare was nerfed to 40%? What more are you gaining since block and resistances seems to be quite the same?
Hey that's awesome! I'm glad you're enjoying it! I'm sure having a blast playing it
And to your question, it's more that I was looking to find a slot to replace with RAT since it's such a great skill.
With the snare reduction and new root cooldown, and with snare removal tools becoming more and more common, I felt that WoE became my least important skill, and thanks to the maj exp from RAT I could afford playing without it
Then with no destro skill on the back bar, I could easily swap the ice staff to a SnB for the minor resists, blocking movement speed, mag enchant for the shield, etc. etc.
Uhm that is simply not true? Mdk can get it through a skill, a 5pc or a pot like literally any other class.
People tend to under appreciate an extra slot. That extra slot could be engulfing flames, so 10% more damage. Or RAT so snare immunity and speed. An extra slot on your bar imo is not worth much less than a 5 piece bonus of a set. Plus, it gives you 100 spell damage in the 5pc of rattle in addition to the skill slot, and the 2-4 bonuses are perfect. So, I think it's 100% worth.
@Vildebill happy to help! Let me know if you have any other questions!
@Datolite I like the more open minded approach.
To be fair most magdks don't use molten armaments either, they tend to use entropy. We're talking solo/smallscale build, which has very little interest giving other group members a buff they likely already have if there even are group members, and rattle saves the slot for entropy while giving additional buffs.
For your heavy remark, I actually use 5 light on this build.
And once again, as for why is the effect worth it:People tend to under appreciate an extra slot. That extra slot could be engulfing flames, so 10% more damage. Or RAT so snare immunity and speed. An extra slot on your bar imo is not worth much less than a 5 piece bonus of a set. Plus, it gives you 100 spell damage in the 5pc of rattle in addition to the skill slot, and the 2-4 bonuses are perfect. So, I think it's 100% worth.
@Vildebill happy to help! Let me know if you have any other questions!
@Datolite I like the more open minded approach.
To be fair most magdks don't use molten armaments either, they tend to use entropy. We're talking solo/smallscale build, which has very little interest giving other group members a buff they likely already have if there even are group members, and rattle saves the slot for entropy while giving additional buffs.
For your heavy remark, I actually use 5 light on this build.
And once again, as for why is the effect worth it:People tend to under appreciate an extra slot. That extra slot could be engulfing flames, so 10% more damage. Or RAT so snare immunity and speed. An extra slot on your bar imo is not worth much less than a 5 piece bonus of a set. Plus, it gives you 100 spell damage in the 5pc of rattle in addition to the skill slot, and the 2-4 bonuses are perfect. So, I think it's 100% worth.
Why in the world Entropy?
MA is imo a must slot for magdk, that buff to heavy attacks is an unsung hero when engaging. I always open with one before chains.
And yes I know you're using light, I am just commenting that a heavy dungeon drop set means you are farming for weapons, which takes way longer than body pieces.
@Vildebill happy to help! Let me know if you have any other questions!
@Datolite I like the more open minded approach.
To be fair most magdks don't use molten armaments either, they tend to use entropy. We're talking solo/smallscale build, which has very little interest giving other group members a buff they likely already have if there even are group members, and rattle saves the slot for entropy while giving additional buffs.
For your heavy remark, I actually use 5 light on this build.
And once again, as for why is the effect worth it:People tend to under appreciate an extra slot. That extra slot could be engulfing flames, so 10% more damage. Or RAT so snare immunity and speed. An extra slot on your bar imo is not worth much less than a 5 piece bonus of a set. Plus, it gives you 100 spell damage in the 5pc of rattle in addition to the skill slot, and the 2-4 bonuses are perfect. So, I think it's 100% worth.
Why in the world Entropy?
MA is imo a must slot for magdk, that buff to heavy attacks is an unsung hero when engaging. I always open with one before chains.
And yes I know you're using light, I am just commenting that a heavy dungeon drop set means you are farming for weapons, which takes way longer than body pieces.
Degeneration heals you and is also a dot which can proc skoria, a very popular magdk set.
Unique rattlecage jewelery drops in arcane, and you can use two heavy body pieces for extra resistances, then you won't need to farm weapons.
Don't understand the bashing in rattlecage either, most bonuses nice and you gain a skill slot. 5 piece is also extra spell damage.
I guess I understand the choice for Rattlecage. As a magplar main I have been pigeonholed into using spell pots, degeneration, and Rattlecage all at one point or another. That's why I much prefer the class buffs. The set is solid, I will admit that, if not my first choice.
Degeneration however, the heal and damage are negligible at best. The dot is so slow I gave up on using it to proc skoria a long time ago. DK has plenty of good dots without it. Plus the MajSorc buff is only 20 secs and requires a target. Imho, doesn't compare to the class buff.
Well yes, but while I personally don't love entropy and don't tend to use it on many toons, I see why it's so common.
The buff is only there when there's a target - true, but you also only need it when there's a target.
20s is more than enough, and it provides additional slight damage and slight heals, which aren't gigantic but sure have their benefit and are worth adding to the rest of your dots and heals at the very least.
Meanwhile, the only buff armaments give ya is additional damage to HA, which you don't use for the sake of dealing damage anyways, only for resources, right?
I guess I understand the choice for Rattlecage. As a magplar main I have been pigeonholed into using spell pots, degeneration, and Rattlecage all at one point or another. That's why I much prefer the class buffs. The set is solid, I will admit that, if not my first choice.
Degeneration however, the heal and damage are negligible at best. The dot is so slow I gave up on using it to proc skoria a long time ago. DK has plenty of good dots without it. Plus the MajSorc buff is only 20 secs and requires a target. Imho, doesn't compare to the class buff.
Well yes, but while I personally don't love entropy and don't tend to use it on many toons, I see why it's so common.
The buff is only there when there's a target - true, but you also only need it when there's a target.
20s is more than enough, and it provides additional slight damage and slight heals, which aren't gigantic but sure have their benefit and are worth adding to the rest of your dots and heals at the very least.
Meanwhile, the only buff armaments give ya is additional damage to HA, which you don't use for the sake of dealing damage anyways, only for resources, right?
A heavy fire attack is nothing to shake a stick at, especially buffed by 50%. I see a target, open with a heavy attack, cast chains. Both hit about the same time right into fossilize.