Standard cooldown for damage enchants like fire is 4 seconds. Charged is better for proccing burning. I tested this extensively last patch and compared status effect uptime on infused vs charged.If you guys want more proc burning effects infused is usually the way to go.
The proc chance of burning is above 50% with a destro staff (depending on the ability you’re using). You’re best off trying to get burning every 4 seconds then a high chance every 8.
Magdks PvP: Our Sustain is bad
Also Magdks: Use builds with 800 - 1400 Magreg
Other classes use 1800-2200 Magreg (+Sustain Skill)
I don't get it.
My sustain is absolutly terrible. Most people won't even continue reading this comment and say that I don't have enough ressource management but thats not true.
I am a Breton in lightarmor with Desert Rose, an infused fire staff with a Flame Glyph, Bloodspawn and Elemental Drain and I use Tripotions on cooldown. I also tried playing with an additional Costredution Glyph but it did change nothing.
In the past I could get away with less ressourcemanagement due to lower costs. With the new patch costs are way too high and if someone uses a costincrease poison you have no chance at sustaining. MagDks have nothing to counter that anyway since they have no purge or any ability like Sorcs for example that can use Dark Conversion to manage their Ressources. MagDks have to wait for Battle Roar to get their Ressources back. With the high costs of our abilities it is so high that you can't really sustain until you can get Ressources back from Battle Roar or Potions. Of course we could go for more costreduction or regen but our damage would suffer and this is no option since we are competing with classes that have better Heal over Time effects and Shields than us.
BlackMadara wrote: »My sustain is absolutly terrible. Most people won't even continue reading this comment and say that I don't have enough ressource management but thats not true.
I am a Breton in lightarmor with Desert Rose, an infused fire staff with a Flame Glyph, Bloodspawn and Elemental Drain and I use Tripotions on cooldown. I also tried playing with an additional Costredution Glyph but it did change nothing.
In the past I could get away with less ressourcemanagement due to lower costs. With the new patch costs are way too high and if someone uses a costincrease poison you have no chance at sustaining. MagDks have nothing to counter that anyway since they have no purge or any ability like Sorcs for example that can use Dark Conversion to manage their Ressources. MagDks have to wait for Battle Roar to get their Ressources back. With the high costs of our abilities it is so high that you can't really sustain until you can get Ressources back from Battle Roar or Potions. Of course we could go for more costreduction or regen but our damage would suffer and this is no option since we are competing with classes that have better Heal over Time effects and Shields than us.
Are there certain scenarios where you are running oom more often? What is your tooltip regen, your skill layout, and does your enchant have charges? If you give me some more insight on your build, I may be able to give some advice.
Just to let you know, stacking cost reduction isn't effective. The more percentage cost reduction you have, the less effective you will see flat reduction, or at least this is how it was when I tested before.
WillhelmBlack wrote: »You cannot regenerate magicka in mist form.
Nice tanking/kiting tho. 👍
WillhelmBlack wrote: »You cannot regenerate magicka in mist form.
Nice tanking/kiting tho. 👍
Only your regen is cut why you can still get magicka back from desert rose etc. I don't wanna tank though otherwise I wouldn't run lightarmor. That's the reason why I don't run regen on my build and focus on other sources for magicka return which worked before but the costs got increased too much.
WillhelmBlack wrote: »WillhelmBlack wrote: »You cannot regenerate magicka in mist form.
Nice tanking/kiting tho. 👍
Only your regen is cut why you can still get magicka back from desert rose etc. I don't wanna tank though otherwise I wouldn't run lightarmor. That's the reason why I don't run regen on my build and focus on other sources for magicka return which worked before but the costs got increased too much.
You need to run a bit of regen nowadays and vamp just isn't that great on anything other than a magplar. I got some Bright Throat with Spring Loaded Infusion and use Charged Inferno, I ditched infused flame enchant on resto for berserker. The only other thing I use is an infused reduce cost glyph on jewellery.
My sustain is good even without ele drain which is easily purged off btw. In CP campaign sustain is even better.
Standard cooldown for damage enchants like fire is 4 seconds. Charged is better for proccing burning. I tested this extensively last patch and compared status effect uptime on infused vs charged.If you guys want more proc burning effects infused is usually the way to go.
The proc chance of burning is above 50% with a destro staff (depending on the ability you’re using). You’re best off trying to get burning every 4 seconds then a high chance every 8.
@Iskiab How can you correct me when you haven't even tested? Enchant cooldown for damage enchants (fire, lightning, frost, oblivion, poison and disease) is 4 seconds by default. Like I said I tested it last patch. Other enchants like berserk (weapon and spell damage) have a 10 sec cooldown by default.Standard cooldown for damage enchants like fire is 4 seconds. Charged is better for proccing burning. I tested this extensively last patch and compared status effect uptime on infused vs charged.If you guys want more proc burning effects infused is usually the way to go.
The proc chance of burning is above 50% with a destro staff (depending on the ability you’re using). You’re best off trying to get burning every 4 seconds then a high chance every 8.
Enchant cooldown is 8 seconds, infused brings it down to 4.
I haven’t tested it at all, I’m just going by PvE healer tests where people who tested it said to go infused on the lightning back bar for better status effect uptime.
Thinking about it you’re probably right. PvE healers only use wall of elements compared to multiple fire abilities for DKs so you’ll have different results.
So... I want to put my MagDK build together for solo play. Thinking DW MH Nirn OH Charged, anyone have a number I should aim for for a decent amount of sustain?
I don’t want to start transmuting jewellery without a number in mind, think it would be best to start low and build up or start high and work down?
BlackMadara wrote: »@Ryanoxx You won't reach a true neutral in resource used vs regenerated if using skills on GCD. Your goal should be able to reach a certain time threshold that you can be continuously active.
Your total theoretical regen should be enough, although there are a few things that seem off. IIRC base ult gen is 2 per second, not 3. Dots tick every 2 seconds, not 1, so you cannot rely on one dot to have 100% uptime of minor magicka steal. You could run a resto staff back bar for the heavy attack mag return, which is what I do.
I suggest that you use burning embers instead of degen if you are only worried about the damage. Burning embers dot may seem weaker, but the direct damage and the searing heat passive will make it out damage degen overall.
Is there a particular reason you are using dragon fire scale? I don't use wings and mist on the same build, the skills are too expensive and serve similar purposes. That could be a magicka sink that you can remove.
BlackMadara wrote: »@Ryanoxx You won't reach a true neutral in resource used vs regenerated if using skills on GCD. Your goal should be able to reach a certain time threshold that you can be continuously active.
Your total theoretical regen should be enough, although there are a few things that seem off. IIRC base ult gen is 2 per second, not 3. Dots tick every 2 seconds, not 1, so you cannot rely on one dot to have 100% uptime of minor magicka steal. You could run a resto staff back bar for the heavy attack mag return, which is what I do.
I suggest that you use burning embers instead of degen if you are only worried about the damage. Burning embers dot may seem weaker, but the direct damage and the searing heat passive will make it out damage degen overall.
Is there a particular reason you are using dragon fire scale? I don't use wings and mist on the same build, the skills are too expensive and serve similar purposes. That could be a magicka sink that you can remove.
"Light attack and heavy attacks gives you 3 ultimate/sec for 8 secs.
#2
January 2017"
Thats what I've read, idk if it changed meanwhile. And I run multiple dots so I don't rely on one dot. As you can see in the clip I run Entropie, Engulfing, have the damage return from Volatile and run Embers or Wings with dmg return. That should be enough to prog minor magicka steal on cooldown. If I would run a restro I would be much squishier and could only fight half as many players I guess. I tried Restro/Destro before and its super squishy but more Ressource efficient. Since MagDk lacks Mobility that Sorcs or Nbs have, I don't think running Restro/Destro is the optimal solution though it might be better for 1vX but I want to be able to survive with kiting against larger groups which wouldn't work with Restro/Destro.
Running Embers instead of Degeneration wouldn't be a solution either since I would lose Major Prophecy
Wings are a flex spot, I change the skill quite often. I ran Embers there and tried Draw Essence as well as Fragmented Shield. All the Skills do not serve a special purpose in the new patches. Embers heal is garbage and the damage isn't worth it either. Fragmented Shield costs too much and you can't keep it up 100% of the time and if you need a heal you don't have the time to use Fragmented first because you need to heal directly or you'll die. Draw Essence is way too expensive and doesn't heal enough to be useful. The damage of the second hit is ok but easily outhealed and isn't worth it either. I don't use the Wings for the snare removal. I use Mistform for kiting and Wings for damage reduction and the damage return which helps me pressure enemies even if I'm in the defense which helps me to take out unexperienced targets faster. The problem is the cost of the skills and the lack of ressource management passives Dk has and it doesn't matter which skill I run here I always run out. I can sustain for about 5 minutes if I fight a less experienced group then I'll run out. In the past I used to be able to kite for more than 15 minutes and Dk was still bad compared to other Classes in 1vX. On my sorc I can sustain forever and if I use Conversion properly I never run out.
Also if you run Restro I would recommend to drop Vampire and don't run Mistform because you're squishier and rely on the heals from your restrostaff. If I'd run Restrostaff I would need a completely different build too. Something like Spinner front, Lich back and 2 Willpower and Bloodspawn. I'd also drop damage if I'd do that since I need to get more Regen because a Restrobuild can't rely on Desert Rose.
Like this:
https://en.uesp.net/wiki/Special:EsoBuildData?id=188080
BlackMadara wrote: »BlackMadara wrote: »@Ryanoxx You won't reach a true neutral in resource used vs regenerated if using skills on GCD. Your goal should be able to reach a certain time threshold that you can be continuously active.
Your total theoretical regen should be enough, although there are a few things that seem off. IIRC base ult gen is 2 per second, not 3. Dots tick every 2 seconds, not 1, so you cannot rely on one dot to have 100% uptime of minor magicka steal. You could run a resto staff back bar for the heavy attack mag return, which is what I do.
I suggest that you use burning embers instead of degen if you are only worried about the damage. Burning embers dot may seem weaker, but the direct damage and the searing heat passive will make it out damage degen overall.
Is there a particular reason you are using dragon fire scale? I don't use wings and mist on the same build, the skills are too expensive and serve similar purposes. That could be a magicka sink that you can remove.
"Light attack and heavy attacks gives you 3 ultimate/sec for 8 secs.
#2
January 2017"
Thats what I've read, idk if it changed meanwhile. And I run multiple dots so I don't rely on one dot. As you can see in the clip I run Entropie, Engulfing, have the damage return from Volatile and run Embers or Wings with dmg return. That should be enough to prog minor magicka steal on cooldown. If I would run a restro I would be much squishier and could only fight half as many players I guess. I tried Restro/Destro before and its super squishy but more Ressource efficient. Since MagDk lacks Mobility that Sorcs or Nbs have, I don't think running Restro/Destro is the optimal solution though it might be better for 1vX but I want to be able to survive with kiting against larger groups which wouldn't work with Restro/Destro.
Running Embers instead of Degeneration wouldn't be a solution either since I would lose Major Prophecy
Wings are a flex spot, I change the skill quite often. I ran Embers there and tried Draw Essence as well as Fragmented Shield. All the Skills do not serve a special purpose in the new patches. Embers heal is garbage and the damage isn't worth it either. Fragmented Shield costs too much and you can't keep it up 100% of the time and if you need a heal you don't have the time to use Fragmented first because you need to heal directly or you'll die. Draw Essence is way too expensive and doesn't heal enough to be useful. The damage of the second hit is ok but easily outhealed and isn't worth it either. I don't use the Wings for the snare removal. I use Mistform for kiting and Wings for damage reduction and the damage return which helps me pressure enemies even if I'm in the defense which helps me to take out unexperienced targets faster. The problem is the cost of the skills and the lack of ressource management passives Dk has and it doesn't matter which skill I run here I always run out. I can sustain for about 5 minutes if I fight a less experienced group then I'll run out. In the past I used to be able to kite for more than 15 minutes and Dk was still bad compared to other Classes in 1vX. On my sorc I can sustain forever and if I use Conversion properly I never run out.
Also if you run Restro I would recommend to drop Vampire and don't run Mistform because you're squishier and rely on the heals from your restrostaff. If I'd run Restrostaff I would need a completely different build too. Something like Spinner front, Lich back and 2 Willpower and Bloodspawn. I'd also drop damage if I'd do that since I need to get more Regen because a Restrobuild can't rely on Desert Rose.
Like this:
https://en.uesp.net/wiki/Special:EsoBuildData?id=188080
I'm going to have to test the ult gen thing. I've always worked off the 2 ult/s value.
I use spell power pots for major sorcery. I find that a mDK can sustain stamina well with battle roar and helping hand, and keep hp up with proper play.
Your resource sustain issue is difficult. From you numbers, you should sustain fine. I don't think trying to perfectly balance out your regen and drain is viable in pvp, unless running something very niche. You might have to focus on a playstyle change. Try to figure any areas that you are wasting resources.
I almost always run a large weapon back bar for the infused power glyph. Comparing frost staff to resto staff, frost staff allows you to block more and gives less than 2% mitigation in cp, while resto staff gives you increased healing at low hp and increased mag return on heavies. I try not to overuse block and the low hp healing synergize with coag blood. I don't think either is better than the other, and switch between the two infrequently, but they both have their merits.