brandoncoffmannub18_ESO wrote: »Given the issues with sustain on PTS I have to run absorb magicka and spell symmetry, which is uncomfortable and I hate having to do anything
So I had a thought, what if the useless buff ( majority wins it's currently useless ) was turned into a useful utility for Dragonknights?
Here is my proposal
Base - Reduces the cost of fire damage skills by 8%
- Poison Weapons - Converts Physical damage into Poison and reduces stamina cost of poison skills by 8%, and increase the damage of poison by 5%
- Flaming Weapons - Converts Magic damage into Fire and reduces magicka cost of fire skills by 8%, and increase the damage of fire by 5%
Gives us a unique, and powerful tool, as dragons, if we are "altering" the world, this sounds perfect to me.
Would also give certain sets a more powerful effect for Dragonknights, giving us more identity
GeorgeBlack wrote: »As long as it costs magika, no stamDK can slot them for PvP. For starters.
brandoncoffmannub18_ESO wrote: »Given the issues with sustain on PTS I have to run absorb magicka and spell symmetry, which is uncomfortable and I hate having to do anything
So I had a thought, what if the useless buff ( majority wins it's currently useless ) was turned into a useful utility for Dragonknights?
Here is my proposal
Base - Reduces the cost of fire damage skills by 8%
- Poison Weapons - Converts Physical damage into Poison and reduces stamina cost of poison skills by 8%, and increase the damage of poison by 5%
- Flaming Weapons - Converts Magic damage into Fire and reduces magicka cost of fire skills by 8%, and increase the damage of fire by 5%
Gives us a unique, and powerful tool, as dragons, if we are "altering" the world, this sounds perfect to me.
Would also give certain sets a more powerful effect for Dragonknights, giving us more identity
How about no. Its the only skill in the game that increases heavy attack damage. Removing that would diminish the identity of dks since this skill makes them capable of having the hardest hitting heavy attacks of all the classes. I'm currently using this skill to land hard hitting burst combos frequently in pvp, and the new buff that is adding major brutality to the base skill is going to make this viable for more stam based builds.
Edit: If you're having trouble with sustain, you can always try heavy attacking more...its quite nice having a 50% bonus to damage that gives you back resources.
The only time to prefer physical would be to use sets that increase physical which would be silly, you Could use sets to increase poison, poison also adds a status effect, elemental resistances have longed been ignored ( the only currently one is cp and the poison line includes physical ) and you also get sustain with combustion.brandoncoffmannub18_ESO wrote: »Given the issues with sustain on PTS I have to run absorb magicka and spell symmetry, which is uncomfortable and I hate having to do anything
So I had a thought, what if the useless buff ( majority wins it's currently useless ) was turned into a useful utility for Dragonknights?
Here is my proposal
Base - Reduces the cost of fire damage skills by 8%
- Poison Weapons - Converts Physical damage into Poison and reduces stamina cost of poison skills by 8%, and increase the damage of poison by 5%
- Flaming Weapons - Converts Magic damage into Fire and reduces magicka cost of fire skills by 8%, and increase the damage of fire by 5%
Gives us a unique, and powerful tool, as dragons, if we are "altering" the world, this sounds perfect to me.
Would also give certain sets a more powerful effect for Dragonknights, giving us more identity
naah sometimes i prefer physical damage than poison....
sfpiesb14_ESO wrote: »Not sure how this would affect stamina but it would be cool for Magicka to make this ability make melee weapons viable for mag dk. Since, ya know, we’re a melee class that is forced to use a ranged weapon. Eg molten armaments: physical weapons now scale off of spell damage and max Magicka and do magic damage (or fire damage since they’re MOLTEN armaments).
Or double bar it like a sorc per cast the first time to make it scale off max mag and the second time adds a dot or can proc burning or something like that.
Edit: or they could just add a magic melee weapon to the game but I really don’t think they’re going to do that.