The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [IN PROGRESS] PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

v5.2.3 Combat Report

Jodynn
Jodynn
✭✭✭✭✭
Tested a lot as a MagDK main for v5.2.3 here is my report, I must say it's still boring and disappointing; here are my two results worth note.

The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

p7gn0fndy648.png

Here is my frist gripe Mystic orb makes my class DoT eruption look weak .
If I'm "the king of attrition" why is this generic DoT doing more than my class DoT.

DoTs
Overwhelmingly underwhelming, fine, I'll just use what I have to.

Ground
- Unstable blockade -> weapon enchants, don't have much of a choice here, more damage I'll recast early for that.
- Mystic Orb -> Currently the strongest DoT regardless the annoying nature to aim at a moving target considering it's also a moving target and it will also *** over healers with their synergy ticks.
- Eruption -> At least the costs doesn't seem so high comparatively, although that's a meme in of itself now, one that should be fixed; however, it does feel weak still with less damage than mystic orb ( I reiterate, a generic DoT and DK is suppose to be king of attrition ); another issue is the movement speed reduction being a boring effect, tank afflicting at times messing up their stacks, the visual is kind of lacking too honestly but... whatever; Skill needs a lot of love.

ST/AoE
Any DoT that isn't a class DoT or utility based isn't worth the cost it imposes nor the GCD it consumes for a spam
- Burning Embers -> Gives sustain, passives are nice
- Engulfing Flames -> Buffs party, passives sometimes give sustain
- Barbed Trap -> Minor force, enough said

Other skills
Front-bar
- Inner light means more magicka more damage, tiny bit of sustain... negligible to be honest.
- Shooting Star, Little bit of magicka and sustain, along with a slightly smaller cost and at a range.
Back-bar
- Spell symmetry, Sustain is terrible and highly luck based with combustion other than burning embers so... yep.
- Flames of oblivion, a nice buff that hurts things, would be better suited as an AoE burst around you being melee but, whatever makes them not nerf it.
- Molten whip for spamming and the buff, obviously.
- Standard of Might, this is one DK thing that is constantly making me smile, except stamDK but, that's not my problem; Scale form highest stat would fix this.

You'll notice I didn't have enough skill slots for a self-heal or shield, as an elite player this is not much of an issue most of the times for me, if it is for you, sacrifice spell symmetry and heavy attack in despair because of how boring it is ( unless you fit that niche; good for you it's boring for anyone desiring quick combat, am sorry if it's your internet please don't bother me about it though, it's not the focus )

Rotation
Buff up FoO x 3
Trap -> Unstable -> Mystic Orb -> Barswap
Embers -> Engulfing -> Barswap
Eruption -> Standard -> Barswap
A lot of Whipping then refresh timers.

Build flexibility
None, literally, none.

You have to have absorb magicka on backbar if you want even a slight hope of sustaining.
Lethal Poison on frontbar because precise leaves little care for enchant damage, it's not strong enough but if you are super poor use flame damage.
Barbed trap is a must because of the lack of sustain and superiority it offers, you're melee anyways.

Place for in Raid
Engulfing, perhaps; but I would have to compare with others for what they have class wise, the necro buffs look strong to say the least; as the meta was already stamcro I imagine it is still stamcro with, or without the ultimate.

Identity
I still hate using barbed trap..but anyways...

Identity is interesting, obviously I'm a magDK with flames and all, but every mag class will be using both unstable and mystic orb, but engulfing, claw, and whip does give me some more impact; HOWEVER, stam out performs me and I am in melee with less armor resistance, what rewards do I get for this risk?

Answer that, then I'll be happy with my identity.

PvP identity and viability, the only issue I have and have had for a long time is the question of speed and reaching my enemy, gap-closing isn't a stable mechanic and my barspace doesn't allow it, DK wings with major expedition would solve this ( let's not talk about reflect please, I don't think that mechanic should return, and again didn't help close the gap necessarily, not the focus, move along )

Thanks
Would be remiss if I didn't say thank you for the steps at making our class better, I appreciate the thoughtful approach but you aren't there yet so don't rest on your laurels ZOS, but thank you so much for listening to us thus far, and please continue.

Also if anyone got this far, thank you for reading my lengthy explanation, I gave a lot of care and time into this, I'm quite passionate about my class.
Jodynn PC NA
PvE and PvP MagDK
The lack of communication from ZOS to player speaks volumes.
  • Austinseph1
    Austinseph1
    ✭✭✭✭✭
    The feels when the class with "the best DoTs" is beaten out by a orbs.. Never thought I would see the day. I feel like sustain on every mag class will be a serious problem on any class and not just MagDK. I would like to say it would be fine but I don't think there are enough cycles left in this PTS for them to try fixing it considering how much time was spent on just the damage side of it. MagDK will always be my main but if it isn't fun to play next patch its probably time to take a break for other games and see if they can fix things next patch.
  • AndyMac
    AndyMac
    ✭✭✭✭
    Thanks for the very detailed write up and testing. Can I ask what gear are you using?
    Andymac - Magicka DK - EP Grand Overlord - Flawless Conqueror
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    AndyMac wrote: »
    Thanks for the very detailed write up and testing. Can I ask what gear are you using?

    Perfected Siroria and Spell Strat
    3x bloodthirsty jewelery
    vMA infused backbar
    Spell strat precise Frontbar
    Zaan monster helm
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • mikemacon
    mikemacon
    ✭✭✭✭✭
    “Heavy attacks are boring...”

    Lulz.

    Running out of resources is a mite more boring.

    Incorporate strategic heavies into your rotation and drop the mag recovery glyphs.

    HAs do damage and restore resources.

    Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.

    It’s...quite boring, actually, to keep reading that kind of mindless drivel...

    Especially given that HAs are a primary mechanism the devs have given us as a source of damage-dealing sustain.

    “Boring.” LOL.
  • WrathOfInnos
    WrathOfInnos
    ✭✭✭✭✭
    ✭✭✭✭✭
    What numbers are you seeing on live for comparison? And did you notice much difference between 5.2.0 and 5.2.3?
  • casparian
    casparian
    ✭✭✭✭✭
    ✭✭✭
    mikemacon wrote: »
    Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
    Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.

    Heavies don't feel as impactful as abilities, they are a DPS loss, they leave you vulnerable while charging, and most important, they feel slow and clunky. If you enjoy slowly pulling your staff back, we're happy for you, but many of us would rather get to keep using our actual abilities.
    Edited by casparian on October 9, 2019 6:09PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • jypcy
    jypcy
    ✭✭✭✭✭
    Good points about most everything really, but I think eruption is one of the biggest remaining pain points (for me, anyway). Back in 5.2.0 when it was one of the only decent dots remaining I figured the high cost was justifiable in context. Now that other dots are being brought up again, I agree that it should probably be revisited and rebalanced somehow.

    If they want to overhaul it entirely, I can’t say I’d mind. It’s been one of the staple, most consistent skills in the dk toolkit for years but in spite of that I’ve never been that attached to it. Using existing assets in game, I think it could be redesigned in one of the following ways:

    1. Spreading lava (e.g., bloodroot forge dungeon). Either remains as a ground dot or becomes a targeted dot that spreads from the an enemy. Just a hurricane-like dot (ramps up in size and damage over time) would be fine. Some stun/immobilize effect could make sense to go along with the theme of being washed over by lava and might work similar to the new arctic blast (take damage x number of times from the ability and get CC’d), but imo dks already pack a lot of CC and a more unique effect would be welcome (maybe standing in the effect increases damage done, grants resistances, or grants a damage shield).

    2. Erupting fireballs (e.g., bloodroot forge and moongrave fane dungeons). Targeted ground effect that could launch up to x fireballs at nearby enemies every x seconds. Could make it more unique by causing anything standing on top of the effect to either be targeted by all the fireballs or just take ramped up dot damage but prevent the fireballs from spawning, just like in BRF. It might become too similar to FoO in this iteration, but changing FoO into some melee-range aoe on the caster like OP suggested doesn’t sound bad either, which would resolve the issue of similarity as well.

    But yeah, the little dust cloud we’ve had doesn’t really make me think “eruption,” and the skill could use some love with or without a complete overhaul.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    I hate looking at this *** honestly. It makes me wanna vomit.

    How could they *** it up so bad after they did a pretty good job in the last expansion?
    Edited by JinMori on October 9, 2019 7:28PM
  • kathandira
    kathandira
    ✭✭✭✭✭
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits
    Mystic Orb hit 220 times more

    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321

    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits
    Mystic Orb hit 174 times more

    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827

    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
    Edited by kathandira on October 9, 2019 6:42PM
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • jypcy
    jypcy
    ✭✭✭✭✭
    kathandira wrote: »
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits

    Mystic Orb hit 220 times more


    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321


    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits

    Mystic Orb hit 174 times more


    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827


    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.

    Orbs tick every half second whereas eruption ticks every second.
  • kathandira
    kathandira
    ✭✭✭✭✭
    jypcy wrote: »
    kathandira wrote: »
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits

    Mystic Orb hit 220 times more


    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321


    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits

    Mystic Orb hit 174 times more


    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827


    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.

    Orbs tick every half second whereas eruption ticks every second.

    Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    You get an awesome from me because of your toon name.

    If I'm not mistaken, all class AoE DoTs are pretty much suffering the same thing.

    The other thing I'd say, though this is just a personal preference, I did not make my DK back in April 2014 to be the "king of the DoTs" or what not. I'm not quite sure how that came to define what a DK identity is supposed to be, but I've never associated anything dragon related in any fantasy setting as damage over time specialists.
  • jypcy
    jypcy
    ✭✭✭✭✭
    kathandira wrote: »
    jypcy wrote: »
    kathandira wrote: »
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits

    Mystic Orb hit 220 times more


    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321


    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits

    Mystic Orb hit 174 times more


    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827


    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.

    Orbs tick every half second whereas eruption ticks every second.

    Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.

    The trick with orbs is that they’re quite unlike any other skill, so it’s hard to know what to compare them to to know which standard they should adhere to. I think ground dots are the most likely category they’d fall into, but even then they don’t quite fit seeing as they’re mobile. They haven’t been touched this patch iirc, so it seems that zos doesn’t consider them to be dots in the same vein as spear shards or lightning flood.
  • Suryoyo
    Suryoyo
    ✭✭✭
    You get an awesome from me because of your toon name.

    If I'm not mistaken, all class AoE DoTs are pretty much suffering the same thing.

    The other thing I'd say, though this is just a personal preference, I did not make my DK back in April 2014 to be the "king of the DoTs" or what not. I'm not quite sure how that came to define what a DK identity is supposed to be, but I've never associated anything dragon related in any fantasy setting as damage over time specialists.

    How was DK played back then ? DoTs were not part of DK's identity at the beginning of ESO ?
  • Kolzki
    Kolzki
    ✭✭✭✭✭
    Every time I see whip in a mag dk parse I have to remind myself that this is supposed to be the dot class. Exactly what percentage of the damage is direct now? I see 39% from light attacks and whip alone.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    kathandira wrote: »
    jypcy wrote: »
    kathandira wrote: »
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits

    Mystic Orb hit 220 times more


    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321


    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits

    Mystic Orb hit 174 times more


    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827


    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.

    Orbs tick every half second whereas eruption ticks every second.

    Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.

    Why we can't have any good abilities
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • AndyMac
    AndyMac
    ✭✭✭✭
    AndyMac wrote: »
    Thanks for the very detailed write up and testing. Can I ask what gear are you using?

    Perfected Siroria and Spell Strat
    3x bloodthirsty jewelery
    vMA infused backbar
    Spell strat precise Frontbar
    Zaan monster helm


    Thanks very much - I don’t suppose bar set up is out the question? :)
    Andymac - Magicka DK - EP Grand Overlord - Flawless Conqueror
  • AndyMac
    AndyMac
    ✭✭✭✭


    Why we can't have any good abilities

    I can’t prove it, but I think ZOS has it in for mDKs .

    smh

    Andymac - Magicka DK - EP Grand Overlord - Flawless Conqueror
  • kathandira
    kathandira
    ✭✭✭✭✭
    kathandira wrote: »
    jypcy wrote: »
    kathandira wrote: »
    The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.

    What stuck out to me is:

    Test 1
    Mystic Orb: 218/338 = 556 hits
    Eruption: 113/223 = 336 Hits

    Mystic Orb hit 220 times more


    Mystic Orb
    - Avg Dmg: 3915
    - Max Dmg: 6273

    Eruption
    - Avg Dmg: 5141
    - Max Dmg: 8321


    Test 2
    Mystic Orb: 210/330 = 540 hits
    Eruption: 141/225 = 366 Hits

    Mystic Orb hit 174 times more


    Mystic Orb
    - Avg Dmg: 3657
    - Max Dmg: 5680

    Eruption
    - Avg Dmg: 4989
    - Max Dmg: 7827


    Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.

    Orbs tick every half second whereas eruption ticks every second.

    Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.

    Why we can't have any good abilities

    lol, fair. I'd much rather see all other DoT's brought up in damage again, but with Orbs being an outlier like this, it really does force Mag DPS to slot it.

    Honestly, just wait till you are in a Trial with 8 Mag DPS, all throwing Orbs....it is going to look ridiculous.
    Edited by kathandira on October 10, 2019 12:53PM
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • mikemacon
    mikemacon
    ✭✭✭✭✭
    casparian wrote: »
    mikemacon wrote: »
    Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
    Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.

    Heavies don't feel as impactful as abilities, they are a DPS loss, they leave you vulnerable while charging, and most important, they feel slow and clunky. If you enjoy slowly pulling your staff back, we're happy for you, but many of us would rather get to keep using our actual abilities.

    Knock yourself out.

    You can use an exclusively LA rotation. That’s your call. However, if you want to sustain it you’ll need to sacrifice somewhere else. I.E., use those previously mentioned recovery glyphs or a recovery set...which also result in a net DPS drop.

    What you can’t have is high sustain and a purely LA rotation. You’re going to have to choose.

    ¯\_(ツ)_/¯

    Heavy attacks are a primary mechanism we have been given to do damage and return resources. You may not like it, but that’s kind of a “you” problem.
    Edited by mikemacon on October 10, 2019 1:29PM
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    What numbers are you seeing on live for comparison? And did you notice much difference between 5.2.0 and 5.2.3?

    100k live
    5.2.0 was around 80k
    Edited by Jodynn on October 10, 2019 5:09PM
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    mikemacon wrote: »
    casparian wrote: »
    mikemacon wrote: »
    Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
    Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.

    Heavies don't feel as impactful as abilities, they are a DPS loss, they leave you vulnerable while charging, and most important, they feel slow and clunky. If you enjoy slowly pulling your staff back, we're happy for you, but many of us would rather get to keep using our actual abilities.

    Knock yourself out.

    You can use an exclusively LA rotation. That’s your call. However, if you want to sustain it you’ll need to sacrifice somewhere else. I.E., use those previously mentioned recovery glyphs or a recovery set...which also result in a net DPS drop.

    What you can’t have is high sustain and a purely LA rotation. You’re going to have to choose.

    ¯\_(ツ)_/¯

    Heavy attacks are a primary mechanism we have been given to do damage and return resources. You may not like it, but that’s kind of a “you” problem.

    Spell symmetry is the sacrifice but it shouldn't be needed, recovery cost reduction glyphs are an infeasible sacrifice due to the low amount of damage now,
    If your argument is loving heavy attacks so much 3 seconds is stupid, make it a 1 second channel with 3rd of the damage like dual wield then I'll use it. In it's current state it's dead.

    Don't go spouting off nonsense unless you understand every mechanic not just what you see.

    AndyMac wrote: »
    AndyMac wrote: »
    Thanks for the very detailed write up and testing. Can I ask what gear are you using?

    Perfected Siroria and Spell Strat
    3x bloodthirsty jewelery
    vMA infused backbar
    Spell strat precise Frontbar
    Zaan monster helm


    Thanks very much - I don’t suppose bar set up is out the question? :)

    Backbar
    Unstable blockade, Spell symmetry, Barbed Trap, Mystic Orb, Eruption, Standard of Might
    Frontbar
    Engulfing, Flames of Oblivion, Inner Light, Molten Whip, Burning Embers, Shooting Star
    jypcy wrote: »
    Good points about most everything really, but I think eruption is one of the biggest remaining pain points (for me, anyway). Back in 5.2.0 when it was one of the only decent dots remaining I figured the high cost was justifiable in context. Now that other dots are being brought up again, I agree that it should probably be revisited and rebalanced somehow.

    If they want to overhaul it entirely, I can’t say I’d mind. It’s been one of the staple, most consistent skills in the dk toolkit for years but in spite of that I’ve never been that attached to it. Using existing assets in game, I think it could be redesigned in one of the following ways:

    1. Spreading lava (e.g., bloodroot forge dungeon). Either remains as a ground dot or becomes a targeted dot that spreads from the an enemy. Just a hurricane-like dot (ramps up in size and damage over time) would be fine. Some stun/immobilize effect could make sense to go along with the theme of being washed over by lava and might work similar to the new arctic blast (take damage x number of times from the ability and get CC’d), but imo dks already pack a lot of CC and a more unique effect would be welcome (maybe standing in the effect increases damage done, grants resistances, or grants a damage shield).

    2. Erupting fireballs (e.g., bloodroot forge and moongrave fane dungeons). Targeted ground effect that could launch up to x fireballs at nearby enemies every x seconds. Could make it more unique by causing anything standing on top of the effect to either be targeted by all the fireballs or just take ramped up dot damage but prevent the fireballs from spawning, just like in BRF. It might become too similar to FoO in this iteration, but changing FoO into some melee-range aoe on the caster like OP suggested doesn’t sound bad either, which would resolve the issue of similarity as well.

    But yeah, the little dust cloud we’ve had doesn’t really make me think “eruption,” and the skill could use some love with or without a complete overhaul.

    I couldn't agree more.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    You get an awesome from me because of your toon name.

    If I'm not mistaken, all class AoE DoTs are pretty much suffering the same thing.

    The other thing I'd say, though this is just a personal preference, I did not make my DK back in April 2014 to be the "king of the DoTs" or what not. I'm not quite sure how that came to define what a DK identity is supposed to be, but I've never associated anything dragon related in any fantasy setting as damage over time specialists.

    It was because that is what ZOS said we were, with what little transparency sifting through patch notes and "Dev Deep Dive" on the ESO site.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
Sign In or Register to comment.