https://www.youtube.com/watch?v=BcEAhQdLG_s&t=303s
Build:
- 5x Burning Spellweave Frontbar with Inferno sharp
- 5x Daedric Trickery Backbar with 1h/shield powered/sturdy
- 2x Bloodspawn
- 1x Malacath
- 1x Trainee
I´m a Vampire Stage 3, for Undeath (dmg reduction) + Strike from the Shadows (spelldmg)
Food: Clockwork Citrus Filet
Race: Dunmer
Mundus: Atronarch
https://www.youtube.com/watch?v=BcEAhQdLG_s&t=303s
Build:
- 5x Burning Spellweave Frontbar with Inferno sharp
- 5x Daedric Trickery Backbar with 1h/shield powered/sturdy
- 2x Bloodspawn
- 1x Malacath
- 1x Trainee
I´m a Vampire Stage 3, for Undeath (dmg reduction) + Strike from the Shadows (spelldmg)
Food: Clockwork Citrus Filet
Race: Dunmer
Mundus: Atronarch
magDK is deffently to strong...it needed a buff before but i think ZoS can only buff/nerf stuff with a HAMMER....
so please adjsut it slightly, dont nerf it into the ground but slightly....
MEBengalsFan2001 wrote: »magDK is deffently to strong...it needed a buff before but i think ZoS can only buff/nerf stuff with a HAMMER....
so please adjsut it slightly, dont nerf it into the ground but slightly....
Magika DK running plaguebreak are really strong. They are hitting you with multiple dots and if you cure you take a bit damage tick. Problem is that DOTs can stack - meaning you can get multiple stacks of Plaguebreak, Fire DoT, Poison, etc... Instead if you get hit by Fire DOT you should only have that singular fire dot until it expires before another one can be applied. Same with poison, disease, etc...
The dragonleap is a bit strong as well because the player gets a damage shield in addition to knocking/stunning the player and doing damage. Removing the damage shield and stun or knockback would make dragonleap more inline with other ultimates.
Resource regen - again this a bit to strong for stamina characters. My DK tank never runs out of stamina now. How about cutting the regen value that Posion/Fire DoT provides in half.
Whip also hits a bit harder than other similar abilities - a slight tweak to its damage would go a long way to making it more balanced.
Too strong...nope not at all.
On par with other strong well rounded classes? yep..finally I'd say
Plaguebrake is borderline irrelevant unless you fight a zerg: BSW and defensive set of your choice will outweigh it in my opinion but still nothing overpowered
[Quoted post has been removed.]
My dilemma is still between 1h+shield and resto.
Any feedback or preference?
Urzigurumash wrote: »MEBengalsFan2001 wrote: »magDK is deffently to strong...it needed a buff before but i think ZoS can only buff/nerf stuff with a HAMMER....
so please adjsut it slightly, dont nerf it into the ground but slightly....
Magika DK running plaguebreak are really strong. They are hitting you with multiple dots and if you cure you take a bit damage tick. Problem is that DOTs can stack - meaning you can get multiple stacks of Plaguebreak, Fire DoT, Poison, etc... Instead if you get hit by Fire DOT you should only have that singular fire dot until it expires before another one can be applied. Same with poison, disease, etc...
The dragonleap is a bit strong as well because the player gets a damage shield in addition to knocking/stunning the player and doing damage. Removing the damage shield and stun or knockback would make dragonleap more inline with other ultimates.
Resource regen - again this a bit to strong for stamina characters. My DK tank never runs out of stamina now. How about cutting the regen value that Posion/Fire DoT provides in half.
Whip also hits a bit harder than other similar abilities - a slight tweak to its damage would go a long way to making it more balanced.
All I read here is "please homogenize". You're asking for StamDK to have our sustain nerfed, please. Noxious Breath's DoT has an impressive 1% chance of proccing Poisoned per tick, same for Corrosive. Venomous auto-procs on the Direct Damage, with a 3% chance per DoT tick, same value for Alchemical Poisons. A normal StamDK has no other sources of Poisoned.
Everybody is running Stage 3 Vamp, and StamDK sustain needs a nerf in particular?
MEBengalsFan2001 wrote: »Urzigurumash wrote: »MEBengalsFan2001 wrote: »magDK is deffently to strong...it needed a buff before but i think ZoS can only buff/nerf stuff with a HAMMER....
so please adjsut it slightly, dont nerf it into the ground but slightly....
Magika DK running plaguebreak are really strong. They are hitting you with multiple dots and if you cure you take a bit damage tick. Problem is that DOTs can stack - meaning you can get multiple stacks of Plaguebreak, Fire DoT, Poison, etc... Instead if you get hit by Fire DOT you should only have that singular fire dot until it expires before another one can be applied. Same with poison, disease, etc...
The dragonleap is a bit strong as well because the player gets a damage shield in addition to knocking/stunning the player and doing damage. Removing the damage shield and stun or knockback would make dragonleap more inline with other ultimates.
Resource regen - again this a bit to strong for stamina characters. My DK tank never runs out of stamina now. How about cutting the regen value that Posion/Fire DoT provides in half.
Whip also hits a bit harder than other similar abilities - a slight tweak to its damage would go a long way to making it more balanced.
All I read here is "please homogenize". You're asking for StamDK to have our sustain nerfed, please. Noxious Breath's DoT has an impressive 1% chance of proccing Poisoned per tick, same for Corrosive. Venomous auto-procs on the Direct Damage, with a 3% chance per DoT tick, same value for Alchemical Poisons. A normal StamDK has no other sources of Poisoned.
Everybody is running Stage 3 Vamp, and StamDK sustain needs a nerf in particular?
You forget that you get Stamina back when you cast a magika ability. My friend runs a stamina DK and a Magika DK in PVP ; and has no issues with resources. My tank does not have an issue with resources. If you have an issue with resources, maybe it is your build.
I'm not saying remove it; maybe cut it in half or a 1/3. It needs a slight adjustment.
My dilemma is still between 1h+shield and resto.
Any feedback or preference?
I was thinking so, but Trickery says "when you deal damage" (which, to me, means any type of dmg), while Kyn says "When you deal direct damage" (which implies a certain type of damage). ZOS' tooltips are notoriously unhelpful.
angelofdeath333 wrote: »Magdk need all the sustain it can get, becsuse their skills are rediculously expensive!
With stage 3 vamp Talons and deep breath is around 3,4k magicka, and engulfing is close to 3k mag. This is with 4 pieces light armor and 3 reduce cost glyphs....so no, dont nerf combustion! You have to use Charged to "abuse it", and you sacrifice ALOT of dmg by running 3 reduce cost and charged. But you kind of have to if you want good sustain.
angelofdeath333 wrote: »Magdk need all the sustain it can get, becsuse their skills are rediculously expensive!
With stage 3 vamp Talons and deep breath is around 3,4k magicka, and engulfing is close to 3k mag. This is with 4 pieces light armor and 3 reduce cost glyphs....so no, dont nerf combustion! You have to use Charged to "abuse it", and you sacrifice ALOT of dmg by running 3 reduce cost and charged. But you kind of have to if you want good sustain.
Don't have to go that insane on sustain. I use a charged Flame staff with Vampire's Blood for Blood ability and it's more than enough to keep dealing damage on target. All my jewelry is infused spell damage glyphs alongside that, and in trials and dungeons I use Whip and grab all the synergies that come my way.
If I do run out for whatever reason that's what the tri-pots and resto staff back bar are for.
angelofdeath333 wrote: »angelofdeath333 wrote: »Magdk need all the sustain it can get, becsuse their skills are rediculously expensive!
With stage 3 vamp Talons and deep breath is around 3,4k magicka, and engulfing is close to 3k mag. This is with 4 pieces light armor and 3 reduce cost glyphs....so no, dont nerf combustion! You have to use Charged to "abuse it", and you sacrifice ALOT of dmg by running 3 reduce cost and charged. But you kind of have to if you want good sustain.
Don't have to go that insane on sustain. I use a charged Flame staff with Vampire's Blood for Blood ability and it's more than enough to keep dealing damage on target. All my jewelry is infused spell damage glyphs alongside that, and in trials and dungeons I use Whip and grab all the synergies that come my way.
If I do run out for whatever reason that's what the tri-pots and resto staff back bar are for.
I assume we're talking about different things here. You need all that sustain, imo, if you wanna fight outnumbered in PvP. Is that for everyone? No, not at all. But you need all that sustain to be competetive with just any class in the same scenario.
Pve is easier on sustain, PvP is more intense.
Magdk can now compete in terms of sustain, and the change to combustion was well needed.
angelofdeath333 wrote: »angelofdeath333 wrote: »Magdk need all the sustain it can get, becsuse their skills are rediculously expensive!
With stage 3 vamp Talons and deep breath is around 3,4k magicka, and engulfing is close to 3k mag. This is with 4 pieces light armor and 3 reduce cost glyphs....so no, dont nerf combustion! You have to use Charged to "abuse it", and you sacrifice ALOT of dmg by running 3 reduce cost and charged. But you kind of have to if you want good sustain.
Don't have to go that insane on sustain. I use a charged Flame staff with Vampire's Blood for Blood ability and it's more than enough to keep dealing damage on target. All my jewelry is infused spell damage glyphs alongside that, and in trials and dungeons I use Whip and grab all the synergies that come my way.
If I do run out for whatever reason that's what the tri-pots and resto staff back bar are for.
I assume we're talking about different things here. You need all that sustain, imo, if you wanna fight outnumbered in PvP. Is that for everyone? No, not at all. But you need all that sustain to be competetive with just any class in the same scenario.
Pve is easier on sustain, PvP is more intense.
Magdk can now compete in terms of sustain, and the change to combustion was well needed.
I'm just pointing out having all three jewelery glyphs be cost reduction is a bit overkill.
angelofdeath333 wrote: »angelofdeath333 wrote: »angelofdeath333 wrote: »Magdk need all the sustain it can get, becsuse their skills are rediculously expensive!
With stage 3 vamp Talons and deep breath is around 3,4k magicka, and engulfing is close to 3k mag. This is with 4 pieces light armor and 3 reduce cost glyphs....so no, dont nerf combustion! You have to use Charged to "abuse it", and you sacrifice ALOT of dmg by running 3 reduce cost and charged. But you kind of have to if you want good sustain.
Don't have to go that insane on sustain. I use a charged Flame staff with Vampire's Blood for Blood ability and it's more than enough to keep dealing damage on target. All my jewelry is infused spell damage glyphs alongside that, and in trials and dungeons I use Whip and grab all the synergies that come my way.
If I do run out for whatever reason that's what the tri-pots and resto staff back bar are for.
I assume we're talking about different things here. You need all that sustain, imo, if you wanna fight outnumbered in PvP. Is that for everyone? No, not at all. But you need all that sustain to be competetive with just any class in the same scenario.
Pve is easier on sustain, PvP is more intense.
Magdk can now compete in terms of sustain, and the change to combustion was well needed.
I'm just pointing out having all three jewelery glyphs be cost reduction is a bit overkill.
For pve, yes.