HowellQagan wrote: »All we have is chains, which is sad. We need a speed buff on our wings too, like Wardens.
Sleevez340 wrote: »But it would be nice to have something that provided a minor speed buff similar to hurricane.
Sleevez340 wrote: »The reason I think minor would be better is because there's a few skills with access to major. And really nothing with minor. That's just my opinion.
Major expedition on wings would help. Also, making it a leap forward when you flap would also help. But then all the sorcs would cry. And I would love that.
HowellQagan wrote: »All we have is chains, which is sad. We need a speed buff on our wings too, like Wardens.
relentless_turnip wrote: »Very simply on stamdk you can back bar gryphon with a bow and wild Hunt you'll be fast asf and can still keep your jewelry infused.
relentless_turnip wrote: »My defence is nuts on my magdk with back bar daedric trickery and a powered resto. I actually use radiating regen as the heal is that good I can utilize it as a hot and use foo as spammable and molten as delayed burst. I have rat on my back bar too and swap between wild Hunt and malacath. I havent decided what I prefer.
Stam DK has no good skills, change my mind.
relentless_turnip wrote: »I would rather they promote what the class is already good at rather than making like others.
relentless_turnip wrote: »Dks ATM can block and heal through multiple sources of damage.
Chilly-McFreeze wrote: »Better yet ask for buffing what DK already is instead of turning it into something that it is not.
no % damage reduction, no flat health, no % health, nothing, on top of the worst self-healing in the game.
Dunning_Kruger wrote: »Today I learned that stam dks have no healing. Lol.
Dunning_Kruger wrote: »Today I learned that stam dks have no healing. Lol.
Urzigurumash wrote: »relentless_turnip wrote: »Very simply on stamdk you can back bar gryphon with a bow and wild Hunt you'll be fast asf and can still keep your jewelry infused.relentless_turnip wrote: »My defence is nuts on my magdk with back bar daedric trickery and a powered resto. I actually use radiating regen as the heal is that good I can utilize it as a hot and use foo as spammable and molten as delayed burst. I have rat on my back bar too and swap between wild Hunt and malacath. I havent decided what I prefer.
Right, we can use proc sets to address any issue. Thing is we've been told quite clearly and loudly that using proc sets is deeply, deeply immoral, and makes us bad people and players.Stam DK has no good skills, change my mind.
If Blocking were disabled, and you could only pick 1 single skill to play PvP with, what would you pick? Take Flight, right? Before it had the clunky cast time that makes us die while we're trying to cast it and makes it much easier to be blocked, it was the single best skill in the game.
As I've said many times before on this forum, restore the ability of Corrosive to buff DoTs, particularly Noxious Breath and Venomous Claw. While you're at it, give us back the old Onslaught (restores Ult used on kill) for the incredible sustain it gave StamDK if they used it well. Make those two changes and we can leave Leap with its dangerous and bothersome cast time so that it isn't the single best skill in the game like it used to be, and we can start putting some power in other aspects of the DK kit.relentless_turnip wrote: »I would rather they promote what the class is already good at rather than making like others.relentless_turnip wrote: »Dks ATM can block and heal through multiple sources of damage.Chilly-McFreeze wrote: »Better yet ask for buffing what DK already is instead of turning it into something that it is not.no % damage reduction, no flat health, no % health, nothing, on top of the worst self-healing in the game.
We have 10% increased mitigation while blocking, 3300 Spell Resists, 5% HP Regen per Draconic Power Skill (aka DPS) slotted, and 12% Healing Taken while a DPS is active. Those our are defensive passives. They're not bad in nature, but the numbers need tuned up on the Blocking and HP Regen passives to stand out, like probably doubled, at least. How high of a Health Pool do you need so that GDB is reliably on par with a Warden's Arctic Blast at 30k HP, or a Necro's Resistant Flesh at 4k Spell Damage? I'm not sure, but much higher than anything you'll get in 5 Medium, unless you're putting a bunch of attribute points in Health.
Thing is, we've been told quite clearly that wearing Heavy Armor is also deeply immoral and makes us bad players - so too is blocking, so too is stacking HP Regen, so is having a high HP pool. All of these things are bad, they make us bad players, we should be ashamed, etc, etc, etc. Again and again, on and on and on, "Tanks are bad and they should feel bad"
Anyhow about the original subject, I have no problem relying on Shield Charge for my mobility, except for the little dance it sometimes makes me do when I'm done with it, rather than being able to use my skills. Allow me however to deal in the evil for a moment as I recommend a buff for a proc set, please stop reading if you're already feeling angry: Blackrose S&B needs a new effect. The 25% reduced cost to Shield Charge is great, but the secondary effect is not. The only expensive S&B skill is D Posture, and casting D Posture immediately after Shield Charging isn't incredibly effective for the sorts of builds that use Shield Charge the most.
Chilly-McFreeze wrote: »I just think it's better to focus on DKs strength's and mechanics instead of asking for things that are rather unlikely to happen.
relentless_turnip wrote: »I would rather they promote what the class is already good at rather than making like others.
relentless_turnip wrote: »Dks ATM can block and heal through multiple sources of damage. The biggest thing for me would firstly on magdk that the burning embers needs a buff and so does its dots in general. Cauterize could probably be better too, although it's very effective imo when coupled with fragmented. My defence is nuts on my magdk with back bar daedric trickery and a powered resto. I actually use radiating regen as the heal is that good I can utilize it as a hot and use foo as spammable and molten as delayed burst. I have rat on my back bar too and swap between wild Hunt and malacath. I havent decided what I prefer.
Dunning_Kruger wrote: »Today I learned that stam dks have no healing. Lol.
Urzigurumash wrote: »We have 10% increased mitigation while blocking, 3300 Spell Resists, 5% HP Regen per Draconic Power Skill (aka DPS) slotted, and 12% Healing Taken while a DPS is active. Those our are defensive passives. They're not bad in nature, but the numbers need tuned up on the Blocking and HP Regen passives to stand out, like probably doubled, at least. How high of a Health Pool do you need so that GDB is reliably on par with a Warden's Arctic Blast at 30k HP, or a Necro's Resistant Flesh at 4k Spell Damage? I'm not sure, but much higher than anything you'll get in 5 Medium, unless you're putting a bunch of attribute points in Health.
Urzigurumash wrote: »Stam DK has no good skills, change my mind.
If Blocking were disabled, and you could only pick 1 single skill to play PvP with, what would you pick? Take Flight, right? Before it had the clunky cast time that makes us die while we're trying to cast it and makes it much easier to be blocked, it was the single best skill in the game.
relentless_turnip wrote: »I don't think most consider daedric a proc set. It was only zos that threw all conditional stat sets in the same category with what we call proc sets. If we were discussing crimson I may have to throw some holy water at you and shout "the power of Christ compels you!"
Please inform us all how a Magicka-based heal that grants Spell Crit and ticks every 5s is useful on a Stamina build. It's not even that great of a heal to begin with on Mag DK; I still don't understand why it has to be the only heal in the game that ticks every 5s instead of every 1 or 2 seconds.
5% HP regen? Come on man, how can you seriously look at that and think it's decent?
Why are we comparing Ultimates to regular skills? Take Flight is solid as the only gapcloser that has its range boosted in PvP, but like you mentioned, it's been nerfed and if the range was reduced by even 1m it would be a lot worse. I really wish DK didn't have to be kept so weak just to balance around one skill, an Ultimate, that's only used in PvP. If you could only pick one regular skill, Blastbones, Spirit Guardian, Betty Netch, Arctic Blast, Scorch, Haunting Curse, Streak, Shadowy Disguise, Dark Cloak, Mirage or even Focus blow anything DK has out of the water, I'd give up any single DK skill in a heartbeat for any of those in PvP.
Urzigurumash wrote: »Ok so you meant "DK has no good non-ult Skills", that's a different point. I meant you can slot 1 skill and 1 skill only. Would you rather go around Leaping everything or Heavy Attacking with Spirit Mender or Netch up? I also think Noxious Breath and Venomous Claw are very good skills within their categories of DoTs/debuffs, but we seem to be in a Direct Damage meta. Still, these skills are working quite well for me to maintain pressure, as part of a group, in No Procrodiil, which ultimately is what DKs are best at, in my opinion, a pressure-inducing tank for small groups that picks off any would-be fleeing enemies with Leap.
oscarovegren wrote: »MagDKs classkit is perfect for meleefights. The issue is mobility which can be addressed by making protective scale morphs the following:
Protective plate: snare removal + 4 sec snare immunity + major expedition and -50% projectile dmg taken (simply RaT but less projectile dmg instead of minor force). Current morph has no snare removal and only 2 sec snare immunity which is very underperforming
Dragon fire scales: snare removal + 4 sec snare immunity + -50% projectile dmg taken and current flame dmg on taking projectile dmg. Simply adding snare removal to the morph but NOT major exp as protective plate
For inhale morphs I would which for slightly higher damage tooltips and make one of them poison/physical dmg (or scale with highest offensive stat). StamDK lacks some kind of delayed burst and one of these abilities would fit well with how stamDK plays
oscarovegren wrote: »MagDKs classkit is perfect for meleefights. The issue is mobility which can be addressed by making protective scale morphs the following:
Protective plate: snare removal + 4 sec snare immunity + major expedition and -50% projectile dmg taken (simply RaT but less projectile dmg instead of minor force). Current morph has no snare removal and only 2 sec snare immunity which is very underperforming
Dragon fire scales: snare removal + 4 sec snare immunity + -50% projectile dmg taken and current flame dmg on taking projectile dmg. Simply adding snare removal to the morph but NOT major exp as protective plate
For inhale morphs I would which for slightly higher damage tooltips and make one of them poison/physical dmg (or scale with highest offensive stat). StamDK lacks some kind of delayed burst and one of these abilities would fit well with how stamDK plays
Inhale needs a slightly higher damage to compare to other burst skill compared to the new classes and a cost reduction.
Posted in another thread.
Let’s compare Subterranean Assault to deep breath. Both delayed burst skills.
Subterranean Assault
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2066 Stamina
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 4264 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 4264 Poison Damage to enemies in front of you.
New effect
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.
Deep Breath
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect
Initial hit interrupts enemies that are casting. Final explosion damage increased.
Subterranean Assault cost almost 50% less then Deep Breath and does almost twice as much damage as Deep breath and can be preloaded until Deep breath. Plus, Subterranean Assault has a 20 meter range vs. 8 for deep breath and the 2nd cast is free. So much for standardized skills. Inhale and it's morphed need to be able to preload theses' as well for them to be effective.
Just for fun and giggles here is Necro’s delayed homer missile skill compares.
Blighted Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2295 Stamina
Skill description
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 4737 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
New effect
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.
Stalking Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2700 Magicka
Skill description
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
New effect
The skeleton deals more damage the longer it chases the target.
Don't know about you but I think I can spot a little bit difference in new class vs. old classes.
Stay safe and enjoy the journey 😊
PS. ZOS stop the micromanagement of the green tree 🥺
I mentioned at the beginning of my post that comparing an Ultimate doesn't count. What's the point of spending all this time to think up a convoluted hypothetical situation where DK is actually good when the actual reality is completely different?
The point was that DK is completely barebones in terms of useful skills. I don't particularly think Take Flight is all that much better than Dawnbreaker OS for example, but yeah I should have probably clarified that I wasn't talking about Ultimates.Urzigurumash wrote: »You bade us to change your mind regarding whether StamDK had any good skills, that was the point of this silly hypothetical.
Don't really want one either, but the point was the class lacks the tools every other class has.Urzigurumash wrote: »I don't want a pet,
Mmm maybe just toned down in PvP, but yeah currently they're too strong and allow certain classes to ignore DOTS entirely.Urzigurumash wrote: »Purges should be deleted from the game,
Every class has access to those. Bringing up non-class skills isn't a good argument for DK being strong.Urzigurumash wrote: »and D Swing and Executioner are all we've ever needed for a Spammable and an Execute.
Pretty sure it's not. Every Stam DK guide I can find mandates taking Vigor but doesn't make use of any DK heals, whereas Stamplar has Repentance/Ritual and Stamblade has Leeching Strikes. Dark Cloak is also really solid. Stamsorc has Dark Deal, Critical Surge, and an incredible burst heal in Clannfear, it's not remotely comparable.Urzigurumash wrote: »I'm pretty sure our self-healing is better than StamPlar or StamBlade, and it's at least as good as StamSorc if you're in 3 or more pieces of Heavy.
Never said the class is completely worthless, but it does need buffs. I don't hate the class, I main it, I just want it to be viable. But please don't tell me that you believe Stam DK is even remotely comparable to Stam Warden, the King of PvP.Urzigurumash wrote: »Is there a reason to run StamDK over StamDen? I don't really know, but come to Xbox NA BGs if you're think we're completely worthless.
I like the class, I like the theme, I really do, and I wouldn't play it if it was complete garbage. That doesn't mean I can't acknowledge the glaring issues that DK has. I don't want DK to be remade into a sad imitation of another class, but DK is clearly suffering, and sitting back and pretending everything is fine isn't going to help.Urzigurumash wrote: »I see people say here and there "Here's another DK trying to justify why they're too lazy to roll a StamDen" - point of us coming on here and explaining why this class isn't complete garbage is that we like the nature of the class, we like the purpose of this class - we don't want the whole toolkit removed from the game the way Proc Sets were, just so that it's rebuilt into a snake-themed NB that nobody really wanted.
Sure, we shouldn't need it, and we should also be decent at brawling- but we aren't.Urzigurumash wrote: »This post was supposed to be about DK Mobility, and my response to the general topic is - We shouldn't need it, we should be as good as anybody at facetanking instead of evading.
Mmm maybe just toned down in PvP, but yeah currently they're too strong and allow certain classes to ignore DOTS entirely.Urzigurumash wrote: »Purges should be deleted from the game,