If DKs aren't OP, then post the build they are using

onlinegamer1
onlinegamer1
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First, look at my signature: all 4 classes at Vet levels.

Anyway, with all the posts whining about DK's being "OP", and all of the rebuttals and denials that they aren't, I think its a good idea to simply take a look at the build that most DKs are using.

The theory is, if its not OP, then post the build.

So, someone who "knows", please post the build, along with Stat allocation and which item sets you are using.
  • moxiesauce
    moxiesauce
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    I have 4 builds on my DK, Tank, Caster dps, Heals, Melee DPS, also PvP as healer and caster.
    Tank is very nice, 5-6 soft cap hits with food, enchant all health, I use some lower type set's and the PvP set for health increase, ~3k HP
    Caster, highest DPS 1k+ ST, I use willows, and the other spell crit set + spell dmg on rings, Pretty much the meta, Dress and staff.
    Heals is fairly weak I use the same sets as DPS but swap out rings/neck for warlock set. My bubbles are strong, rock shield + ward ally is legit and I'm working at getting barrier.
    Melee DPS, Full medium armor with 2 handed axe, Hunding's rage + vampire I believe. It has considerably weak DPS and the survivability is terrible. Highest DPS achieved is around 1500 AOE. Most mobs are also immune to bleeding effect. The benefit is it charges my ulti much quicker than D-staff.
    PvP I use syrabane set and keep spell reflect up almost constantly, Full light armor and on numerous occasions I've 1v2-3 players with banner and chains pull + reflect and talons and dragon blood just incase. It's a very strong combo. In zergs I just heal, Use corrosion armor to become near invincible.

    I can't burst players down in PvP I need to spam crushing shock about 6-7 times and MAYBE kill someone. Biggest set back is the lack of stamina, so people using shield's counter me well. Having green dragon blood as a spammable fat heal is rather OP IF I can spell reflect to gain magic back. There are good players that recognize spell reflect and swap to healing staff.

    *So with all that said I'm able to fill any role and be effective, DK's got it good :3*
    Edited by moxiesauce on July 16, 2014 6:26PM
  • onlinegamer1
    onlinegamer1
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    Do you have any actual builds for the PvP setups?
  • Samadhi
    Samadhi
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    If a DK isn't OP, it's because they are on a Stamina build with full medium or full heavy, and they have skills bars filled primarily with weapon skills.
    And they'll still be doing that build better than another class trying the same.
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  • dsalter
    dsalter
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    Nearly every OP DK build consists of having Dragons Blood and Scales.
    i was going to put quotation marks over OP for sarcasm, but tbh it IS OP.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Lord_Draevan
    Lord_Draevan
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    My main V12 dps DK: Ardent Fame, Medium Armor, Two-Handed primary, Destro Staff secondary (I'm guessing my crafting skills are irrelevant :P)

    Primary skill bar: Extended Chains, Burning Embers, Molten Whip, Reverse Slash. Critical Charge. Ultimate: Standard of Might.
    Secondary skill bar: Force Shock, Weakness to Elements, Volcanic Rune, Razor Caltrops, Retreating Manoeuvres. Ultimate: Soul Assault.

    Gear: All 7 pieces of Pact's Armor (medium, Superior Quality), Pact's Chain+2 Pact's Rings, and for weapons Pact's Greatsword and Pact's Inferno Staff (Legendary Quality).

    Attributes: 18 Health, 15 Stamina, 15 Magicka.

    Then again my DK isn't Light Armor/Destro staff spamming Green Dragon Blood, Standard of Might and Reflective Scales, so it's not OP.
    Edited by Lord_Draevan on July 16, 2014 6:41PM
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  • moxiesauce
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    Do you have any actual builds for the PvP setups?

    Not sure what you mean, I guess I can elaborate.

    Primary resto staff
    Scales, rock shield, healing springs, mutigen, ward ally utli Corrosive armor

    2nd Destro staff
    Scales, crushing, chains, talons, dragonblood ulti, banner

    syrabane 5 piece set, 3 piece willows path. all gear purple weps legend trying to enchant for magicka

    attributes 19 magic 30 health

    AD and I home skull crusher for buffs, guest dawnbreaker. In PvP with food I have 3k+ hp ... it is a rather strong build, but like I said CC will wreck me. I've lost 1 1v1 so far vs a NB with full heavy and sword and board. stunned me until I died and I couldn't do any damage to him.
  • KariTR
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    Isn't there class forums for this kind of stuff?
  • Solanum
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    Currently playing as a DK (I'm a former VR12 Nightblade, but rerolled since I do not wish to rely upon stealth)
    I run around with sword and board, as well as a two hander, my stats are 24 health and 25 stamina, my gear is fully stamina enchanted. Since I'm only VR 2 on this char, all pretty basic stuff.
    I'm also a Vampire, which adds to my survivability, but to an extend also grants me extra weaknesses to fire, and the dreaded Silver Shards.

    In Cyrodiil I usually run around with my sword and board, my abilities are:
    -Puncture armor - Because, wearing plate, I do not get my armor penetration for free.
    - Invasion - I like stunning, the longer the better.
    - Defensive stance - Lasts longer then a mere four seconds, sadly enough only reflects one projectile. I wish I had the mana to use the reflective scales :disappointed:
    - Green Dragon Blood - The very reason I rerolled a Dragonknight, an at will method to get health back is amazing, that it restores a third of the missing health and gets the passives flowing makes this one of the best skills in a Dragonknights arsenal. I just wish it didn't make me translucent.
    - Igneous weapons - Yes, I get a nice fat damage buff on my weapons, -and- give it to other people? Despite the graphics another very nice addition.

    In cyrodiil I hope to have my Igneous weapons active, when a fight commences, I usually try to get in a puncture armor, after an invasion, and if it looks the type to throw magic at me (the majority) I try to get defensive stance going, before switching bars.

    Two hander!
    -Burning embers - A cheap instant attack, with a potent dot, and a bit of a heal at the end, absolutely love it. (also reasonable ultimate regeneration)
    -Stampede - Always a crit, thus guaranteed mediocre damage, and an immobilizing effect.
    -Executioner - Something Dragonknights lack, fortunately, this ability is in the two hander tree, albeit rather underwhelming at best.
    -Green Dragon blood - Because I want to live long enough to annoy that guy in the dress with his staff at least a bit.
    -Invigorating drain - I run out of stamina fast, this helps me replenish the stamina, life, and grants me some ultimate. While stunning the other guy!

    Once I'm VR 12 again, I'll probably go with Hundings Rage again, pretty much mandatory as a stamina weapon wielding person.

    Still have to work out the rest of the details.
    Though his build serves me very nicely in solo PVE, and one versus one PVP.
    Exchanging the invasion for Burning breath allows me to tank without changing much around.

    In regards to balance, I do not think Dragonknights are more powerful then Sorcerers. Together they pretty much rock PVP. I find it hard to judge Templars due to a complete lack of interest in the class, and Nightblades, while having their own niche definitely can do with some adjustments, adding more synergy between skills.
  • onlinegamer1
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    So far, no one has really posted anything that I would consider OP. I have faced many such builds in PvP and been able to beat them on my Sorc and Templar. I was more curious if there was some specific build which shows some sort of imbalance in the DK class. A single ability (such as Talons, Scales, GDB, etc.) is very unlikely to be OP all by itself, its usually in conjunction with something else (think Bat Swarm + ultimate reduction + ultimate gains, before the nerf. Everyone agreed Bat Swarm alone wasn't broken).
  • Aeradon
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    I believe it's a matter of perception and preference. DK has a very straight forward play style and is easily mastered. I have a NB main, loves the sneaky stuff and the heavy one shots. And when I play my Sorc and Temp alt, they offered a different play style and approach on mobs. Then I hop on my DK, there's not much thought about approach but rather simply run into everything and plow through.

    It feels easier and more OP at first. But then again, as I progress with all alts, I basically can do the same thing with every alt. That's when all the alts show me that you can play any role with any class, and be OP just as long as you have mastered the trick.

    The only OP players I know and acknowledge mastered all skills that they have, respected to different morphs and different skills, master all of them again, then respec for the builds they want.

    These people carry 3-4 sets of armours and have an arsenal of weapons in the inventory. The only way they're OP is that they swap builds after they see the way the enemies play, and synergize with their team mate(s).

    That being said, I have 5 distinct build concepts on my DK alt, and he carries minimum of 9 weapons with him at all times. the reason why they are concepts is because there's an objective and the skills will be swapped out should there be a slight change in enemies and goal.

    Any class will be OP as long as you play the way you want and love the way you play. That's my thought.
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  • Hilgara
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    KariTR wrote: »
    Isn't there class forums for this kind of stuff?

    No, actually there aren't but there should be.
  • MonkeyAssassin24
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    I believe the builds you are most likely referring to because they are probably the two that most players have trouble with are the infinitank build and the standard DK 1h/s+resto build (can't find the link).
    On second thought, let's not go to the forums. 'Tis a silly place.
  • Fi'yra
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    dsalter wrote: »
    Nearly every OP DK build consists of having Dragons Blood and Scales.
    i was going to put quotation marks over OP for sarcasm, but tbh it IS OP.

    I don't use scales, and I'm a tank.
    I find it useless, even in PvP.
    I can block enough damage and sustain with Dragon blood -
    Scales just drains your magicka+stamina
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  • yorzo
    yorzo
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    Im not going to post my build to prove a point. Like every other class dks were pushed towards two types of builds: tank, and pyromancer. When you look at it dks don't have the best aoe dmg or single target dmg, templars can also make better tanks then dks. We do how ever have the best functionality of class skills e.g. scales,talons,cinder storm,dragon blood,magma armor,standard etc. If these skills were to get nerfed further then they already have in the past few patches this would take away the only advantage dks have. Yes we are op in our way but so are the other classes in their own ways.
  • aco5712
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    wow i didnt know DKs used more then just shield charge, talons, whip and scales. Seems to be what every standard DK build is. (vr5 DK alt char here)
    Banned for Naming and Shaming exploiters. Great ideology ZOS.
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  • AhPook_Is_Here
    AhPook_Is_Here
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    One great thing about this game is even if your class gets nerfed you can always swap all your good gear on to a fresh V12, no need to farm or rebuild as "bound" is account wide.
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  • onlinegamer1
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    It appears (at least to me) that this thread is proving its point - no one can seem to pinpoint what is "OP" about DKs in their current state.

    For Bat Swarm, people were able to articulate the OP-ness very clearly: "Bat Swarm is being spammed due to the ability to stack ultimate reduction, along with high AoE ultimate gains, to keep it up continuously".

    That is pretty precise.

    Yet, I see nothing so "precise" about what, specifically, is OP about DKs, other than perhaps "Scales + Syrabane set bonus" combo.
  • Mojomonkeyman
    Mojomonkeyman
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    It appears (at least to me) that this thread is proving its point - no one can seem to pinpoint what is "OP" about DKs in their current state.

    For Bat Swarm, people were able to articulate the OP-ness very clearly: "Bat Swarm is being spammed due to the ability to stack ultimate reduction, along with high AoE ultimate gains, to keep it up continuously".

    That is pretty precise.

    Yet, I see nothing so "precise" about what, specifically, is OP about DKs, other than perhaps "Scales + Syrabane set bonus" combo.

    Uhm, you running to conclusion pretty fast, eh? I don`t think DK is OP, or even too strong. But I do know that every DK I meet in PvP has invasion, scales, talons, whip, blood and banner on at least one bar.

    I`d call that a pretty accurate description of skills so close to being mandatory, that one might think DK`s just have at least five skills so strong that almost everybody chose equipping them?!
    Edited by Mojomonkeyman on July 17, 2014 2:34PM
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • MonkeyAssassin24
    MonkeyAssassin24
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    It appears (at least to me) that this thread is proving its point - no one can seem to pinpoint what is "OP" about DKs in their current state.

    For Bat Swarm, people were able to articulate the OP-ness very clearly: "Bat Swarm is being spammed due to the ability to stack ultimate reduction, along with high AoE ultimate gains, to keep it up continuously".

    That is pretty precise.

    Yet, I see nothing so "precise" about what, specifically, is OP about DKs, other than perhaps "Scales + Syrabane set bonus" combo.

    Well the problem of saying that you can only really see one combo that is OP is that all it takes is one. Players who roll with that class and only care about having the best setup possible will all flock to that OP setup.

    EDIT: Also players who are using whichever build/setup that currently seems OP probably are not going to post on the official forums what it is and why it's overly powerful :)
    Edited by MonkeyAssassin24 on July 17, 2014 2:39PM
    On second thought, let's not go to the forums. 'Tis a silly place.
  • Food4Thought
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    I can assure you my DK build isn't OP even without displaying the build.

    Why?

    Because he is a duel weild stamina build with a touch of magica. He also has the majority of his points put into crafting and not combat at all. And with the nerf done to the chain pull ability I don't think he could fight his way out of a wet paper bag against another player because he has no range abilities now.

    So although he can crawl his way through pre-VR content, I expect his adventure days may come to an end in a couple of more levels when he is in VR.
  • onlinegamer1
    onlinegamer1
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    I don`t think DK is OP, or even too strong. But I do know that every DK I meet in PvP has invasion, scales, talons, whip, blood and banner on at least one bar.

    But I destroy DKs with those 6 skills on their bar on both my Sorc and Templar. So, that cannot be the combo that people are complaining about.
    Edited by onlinegamer1 on July 17, 2014 2:46PM
  • GaldorP
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    One Hand & Shield DKs are strong in PvP because the One Hand & Shield passives are very good in combination with a self-heal like Dragon Blood and the DK passive Iron Skin. Blocking greatly decreases all incoming damage for almost no stamina cost (sword and shield passive reduces block cost) while your enemies waste their ressources. Reflective Scales is a very powerful defensive spell too (allthough the DK quickly runs out of Magicka if he or she doesn't have the Syrabene set when using Reflective Scales; if anything is OP here, it's that set bonus in combination with the skill, not the skill itself; the DK has no escape skills so a skill like Reflective Scales by itself is fine, in my opinion).

    Now, you would think that the great defense bonus of One Hand & Shield comes with the drawback of reduced offensive powers. But that's not at all the case. All DK class skills are still exactly as strong as they are with any other weapon (except for the Restoration Staff which would make some a bit stronger).

    And then Shield Charge is one of the best if not the best stamina weapon skill for PvP (especially for a class whose class skills are almost exclusively melee range only). It teleports you to the enemy (more or less), deals damage and throws your enemy on the ground if they are not blocking/do not have immovable up/aren't immune to your cc at the moment. But both the "teleport" to the enemy and the damage part are almost guaranteed (if you can use the skill) for moderate stamina cost.


    I've been playing a Bow/Restoration Staff DK as my main from launch until 2 days ago (did almost all PvE content [with the exception of trials which, obviously, I can't do with my build] and lots of PvP). Yesterday I started leveling One Hand & Shield just to try it out. It made a huge difference in PvP! I can kill groups of 2-3 veteran players now (if they aren't skilled) which with a bow as main weapon I've only been able to do a few times in weeks and months of PvP. It makes quite a difference, in my opinion.

    So yes, One Hand & Shield DKs are strong, but still if you know what you're doing in PvP, you can easily beat them with 2 players of any build and class and in large groups they go down just like everyone else (it's not like they survive any longer if 3 or more enemies use an ulti on your group at the same time; there's no time there to use Dragon Blood and blocking doesn't help).

    And Batswarm is OP on any class in PvP :) (hate those vampires :))
    Edited by GaldorP on July 17, 2014 3:17PM
  • sotonin
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    I can assure you my DK build isn't OP even without displaying the build.

    Why?

    Because he is a duel weild stamina build with a touch of magica. He also has the majority of his points put into crafting and not combat at all. And with the nerf done to the chain pull ability I don't think he could fight his way out of a wet paper bag against another player because he has no range abilities now.

    So although he can crawl his way through pre-VR content, I expect his adventure days may come to an end in a couple of more levels when he is in VR.

    Naw. i'm the same. dual wield dk. So far he's underpowered but still able to hold his own in vr content. (1-3)
  • Potenza
    Potenza
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    Deleted. incorrect info.
    Edited by Potenza on July 17, 2014 4:42PM
  • Maulkin
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    I don`t think DK is OP, or even too strong. But I do know that every DK I meet in PvP has invasion, scales, talons, whip, blood and banner on at least one bar.

    But I destroy DKs with those 6 skills on their bar on both my Sorc and Templar. So, that cannot be the combo that people are complaining about.

    Believe it or not, that's what everyone is complaining about.

    It partly had to do with a bug that existed that by stacking CCs (Invasion+Talons), the CC break would bug out and you'd be stunned for 4 secs. Even though that is not DK specific and I've not seen it happen since the CC cooldown.

    The Reflective Scales + Syrabane is extremely good against purely ranged Sorcs, but that's being addressed in 1.3.

    With Inhale and Firey Grip nerfed to the point they're useless. With Burning Talons having reduced range, damage and a CC cooldown. With Standard and Magma Armor nerfed and also being affected by the CC cooldown. Really there isn't anything that is OP about DKs.

    People who complain are just the typical people who like to complain about everything. Every time they die, it's the other class that's OP not the fact that they couldn't be bothered to roll out of the Talons or learn to play better.

    The real tragedy is that the constant nerfing of skills has led to everyone using identical builds. Invasion, Talons, Flame Whip, Unstable Flame, Scales, GDB and Standard. It's all you'll see everyone use. The same 6 skills, the same rotation. It's a shame really
    Edited by Maulkin on July 17, 2014 4:44PM
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  • david.haypreub18_ESO
    david.haypreub18_ESO
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    It partly had to do with a bug that existed that by stacking CCs (Invasion+Talons), the CC break would bug out and you'd be stunned for 4 secs. Even though that is not DK specific and I've not seen it happen since the CC cooldown.

    It still seems to happen, constantly, to me. In fact, patch 1.3 on the PTS seems to be addressing it: "Immunity granted by Break Free and the immunity given to you after you’re hit by a crowd control ability now provide immunity to all types of crowd control."

    If the devs are doing that, I really doubt the problem is fixed.
    The Reflective Scales + Syrabane is extremely good against purely ranged Sorcs, but that's being addressed in 1.3.

    Again, we'll see if that works. But the fact that two of the things you said aren't a problem are actually still a problem suggests there are still problems with DKs.

    Edited by david.haypreub18_ESO on July 17, 2014 5:22PM
    Templars are 'just slower... by design'
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    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
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  • dsalter
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    yorzo wrote: »
    Im not going to post my build to prove a point. Like every other class dks were pushed towards two types of builds: tank, and pyromancer. When you look at it dks don't have the best aoe dmg or single target dmg,

    Lava whip, Dark Talons beefed up by passives, that inhale morph thing, the armor burst AoE, flame breath? thats quite a few, thats not including ulti's
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Maulkin
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    It partly had to do with a bug that existed that by stacking CCs (Invasion+Talons), the CC break would bug out and you'd be stunned for 4 secs. Even though that is not DK specific and I've not seen it happen since the CC cooldown.

    It still seems to happen, constantly, to me. In fact, patch 1.3 on the PTS seems to be addressing it: "Immunity granted by Break Free and the immunity given to you after you’re hit by a crowd control ability now provide immunity to all types of crowd control."

    If the devs are doing that, I really doubt the problem is fixed.
    The Reflective Scales + Syrabane is extremely good against purely ranged Sorcs, but that's being addressed in 1.3.

    Again, we'll see if that works. But the fact that two of the things you said aren't a problem are actually still a problem suggests there are still problems with DKs.

    You've told me this before and I showed you evidence in the form of a video between a templar and a DK. Templar got away every time.

    If it's happening constantly to you, there must be something you're doing wrong. I'm not saying this in a patronising manner. I have a v12 DK and a v6 Sorc. I see people breaking the stun and then rolling away all the time. And likewise I do the same with both my sorc and my DK when it happens to me. The stun break currently does not remove the Talons, if you expect to CC break and the talons to go away, they won't. You have to CC break and then roll.

    The fact they're changing this further is completely going to break the only form of attack left to the DK, but it is not an acknowledgement of a bug necessarily as you imply. I'm guessing here, but it's probably another "balancing change" for stamina classes. As a CC break and a roll would eat up 2/3 of your stamina you'd have no stamina left to attack

    You see a problem with Scales, and I do to but it's the opposite one. It's the fact the reflect some times costs you magicka. DKs are a class without escape and without ranged abilities. The only ranged ability they had, the chain, which in fact was a gap closer has been broken. If there were no scales you would just kite DKs with impunity.

    The fact you still see a problem with the DKs despite all the nerfs and user videos pointing to the contrary, suggests to me you just want an easy win. Offensive as it might sound to you.
    Edited by Maulkin on July 17, 2014 6:32PM
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  • Maulkin
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    dsalter wrote: »
    yorzo wrote: »
    Im not going to post my build to prove a point. Like every other class dks were pushed towards two types of builds: tank, and pyromancer. When you look at it dks don't have the best aoe dmg or single target dmg,

    Lava whip, Dark Talons beefed up by passives, that inhale morph thing, the armor burst AoE, flame breath? thats quite a few, thats not including ulti's

    You need to read the text you highlight.He said "not the best".

    Lava whip is not the best single target dmg ability, even with the all the DK and even Dunmer fire passives. I can name about 5 single target abilities off the top of my head with better dmg.

    The fact you even name Inhale, shows you know bugger all about DKs. It's been nerfed to the point noone uses it. Every single other AoE in the game is better atm. Flame breath is only useful in PvE boss fights, for the increased dmg from fire attacks. The available to all Impulse is better in every single way.
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  • david.haypreub18_ESO
    david.haypreub18_ESO
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    You've told me this before and I showed you evidence in the form of a video between a templar and a DK. Templar got away every time.

    Which video are you talking about? The final round of the dueling tournament with Sypher?
    If it's happening constantly to you, there must be something you're doing wrong. I'm not saying this in a patronising manner. I have a v12 DK and a v6 Sorc. I see people breaking the stun and then rolling away all the time. And likewise I do the same with both my sorc and my DK when it happens to me. The stun break currently does not remove the Talons, if you expect to CC break and the talons to go away, they won't. You have to CC break and then roll.

    No, I'm not expecting to CC break the Talons. But yes, this is still happening. I get hit with Invasion and Talons. I CC break then roll... nothing happens. Four seconds of nothing. I have also tried rolling then CC breaking. Again, still unable to do anything.

    I am also not the only one still reporting the bug, nor am I looking for an easy win.

    The fact they're changing this further is completely going to break the only form of attack left to the DK, but it is not an acknowledgement of a bug necessarily as you imply.

    I think DKs have many other forms of attack left.
    You see a problem Scales, and I do to but it's the opposite one. It's the fact the reflect some times costs you magicka. DKs are a class without escape and without ranged abilities. The only ranged ability they had, the chain, which in fact was a gap closer has been broken. If there were no scales you would just kite DK with impunity.

    Or the DK can pick up a ranged weapon, like a Resto or Destro staff. I hear they are quite popular.

    But if you want DKs to be able to defeat any other class using only their class abilities, then that would explain a lot.



    Edited by david.haypreub18_ESO on July 17, 2014 6:34PM
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
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