I find the burns to be ok for dmg. Maybe slightly low for magicka builds since unstable flame is stam only. But our real problem is a lack of a good finisher IMO(and no I do not count weapon executes as they require a stamina build, which should not be a requirement). The other classes have effective finishers(ones that don't require you to activate, GDC, hold for a FULL heavy attack, and hope than the enemy has not healed, dodged or something of the like during your little "break from doing something useful"). This ability is combat ineffective and is absolute garbage. Eric Wroebel, if you see this, please consider retooling this to an ability that is actually useable.
Before 1.6 templar get jesus beam, i was using 2h execute as magicka build. It is cheap and good damage even for magic build. You might think using that. Better than heavy attacks with molten i guess.I find the burns to be ok for dmg. Maybe slightly low for magicka builds since unstable flame is stam only. But our real problem is a lack of a good finisher IMO(and no I do not count weapon executes as they require a stamina build, which should not be a requirement). The other classes have effective finishers(ones that don't require you to activate, GDC, hold for a FULL heavy attack, and hope than the enemy has not healed, dodged or something of the like during your little "break from doing something useful"). This ability is combat ineffective and is absolute garbage. Eric Wroebel, if you see this, please consider retooling this to an ability that is actually useable.
Standardized the chance an ability has to apply a secondary effect, such as burning, chilled, or concussed. These chances are:
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
Yeah I'm thinking of going into stam as well after 1.7. Its the only way I can get any defense.So the only defense available to me is dodge chance from medium armor. I don't want to, but I feel I have no other option due to the continual procession of poor decisions.
- I can't get it from light armor because of the damage overflow problem and now shields are critable.
- I can't get it from actual armor because people have 100% impen.
- I can't get it from block because it's broke outside of certain very tight builds that do nothing for damage or being an effective member of the alliance.
Yeah I'm thinking of going into stam as well after 1.7. Its the only way I can get any defense.So the only defense available to me is dodge chance from medium armor. I don't want to, but I feel I have no other option due to the continual procession of poor decisions.
- I can't get it from light armor because of the damage overflow problem and now shields are critable.
- I can't get it from actual armor because people have 100% impen.
- I can't get it from block because it's broke outside of certain very tight builds that do nothing for damage or being an effective member of the alliance.
Armitas, I don't think it's doom and gloom quite yet for magicka DKs. Here's why: you can still use shuffle as your stam sink, you get shields, resto staff healing, and better flexibility with skills.
good solution: significantly reduce damage output while you're holding block
Yeah I'm thinking of going into stam as well after 1.7. Its the only way I can get any defense.So the only defense available to me is dodge chance from medium armor. I don't want to, but I feel I have no other option due to the continual procession of poor decisions.
- I can't get it from light armor because of the damage overflow problem and now shields are critable.
- I can't get it from actual armor because people have 100% impen.
- I can't get it from block because it's broke outside of certain very tight builds that do nothing for damage or being an effective member of the alliance.
Armitas, I don't think it's doom and gloom quite yet for magicka DKs. Here's why: you can still use shuffle as your stam sink, you get shields, resto staff healing, and better flexibility with skills.
That's true, Shuffle works well with shields because the shield can dodge an attack and last longer. I used to use that but didn't have the stamina, but i've got the stam now so I'm putting that back on.
I'd also like to see if I can overcome the healing problem with quick recovery from CP along with hot heals and use heavy armor with spell damage. The full heavy requirement of igneous will give me a lot of magicka restore on each weave and the hots might help me live through the charges. But that will only work if I can break through their healing nerf.
I don't think heavy will be viable. But then, I haven't been able to test as much as I'd like. My initial impression is to go 5l/1h/1m, shuffle, shields, and resto staff heals (mutagen or blessing of resto). With damage reduced, you need the spell pen and critical from light armor passives.
vortexman11 wrote: »Of course only time will tell what builds come up, but I see much greater importance in the reduce cost/increase magicka regen passives in 1.7 than I did in 1.6 because I find myself having to use up jewelry enchant spots for spell damage in order to not tickle
vortexman11 wrote: »Of course only time will tell what builds come up, but I see much greater importance in the reduce cost/increase magicka regen passives in 1.7 than I did in 1.6 because I find myself having to use up jewelry enchant spots for spell damage in order to not tickle
Is that from the damage nerf requiring more casts of a damage skill which in turn requires more magicka?
vortexman11 wrote: »vortexman11 wrote: »Of course only time will tell what builds come up, but I see much greater importance in the reduce cost/increase magicka regen passives in 1.7 than I did in 1.6 because I find myself having to use up jewelry enchant spots for spell damage in order to not tickle
Is that from the damage nerf requiring more casts of a damage skill which in turn requires more magicka?
That's basically it, you either do that or simply stack more spell damage to make your skills hit harder, either way, I don't see a viable way to play a damage dealing magicka DK in heavy armour at the moment
vortexman11 wrote: »vortexman11 wrote: »Of course only time will tell what builds come up, but I see much greater importance in the reduce cost/increase magicka regen passives in 1.7 than I did in 1.6 because I find myself having to use up jewelry enchant spots for spell damage in order to not tickle
Is that from the damage nerf requiring more casts of a damage skill which in turn requires more magicka?
That's basically it, you either do that or simply stack more spell damage to make your skills hit harder, either way, I don't see a viable way to play a damage dealing magicka DK in heavy armour at the moment
Bummer, even with the magicka restore on heavy staff attacks? It can go up to 25% more with CP Though I've never sat down and tried it's effectiveness. I was hoping to tie that with igenous and get most of my damage from heavies.
ZOS_RichLambert wrote: »......
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
Update. Armor pen is being fixed.ZOS_RichLambert wrote: »......
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
This is a big change to magicka DK, especially with the light armor value buff. 5 light 2 medium with sword and board, volatile armor and bloodspawn guise is a whole lot of mitigation. Throw in some CP and you can easily reach Armor cap in light armor. I'm at ~45% mitigation on live with this build and 2 werewolf rings and 0 CP invested, some of that comes form nord though. Throw in Igneous on top of that (they appear to be fixing shield bug) and we could be very powerful indeed. Oh yeah, bloodspawn can trigger through shields now so things are looking very, very good right now.
Update. Armor pen is being fixed.ZOS_RichLambert wrote: »......
As an aside... we also fixed the armor penetration issue with the sharpened and piercing traits.
This is a big change to magicka DK, especially with the light armor value buff. 5 light 2 medium with sword and board, volatile armor and bloodspawn guise is a whole lot of mitigation. Throw in some CP and you can easily reach Armor cap in light armor. I'm at ~45% mitigation on live with this build and 2 werewolf rings and 0 CP invested, some of that comes form nord though. Throw in Igneous on top of that (they appear to be fixing shield bug) and we could be very powerful indeed. Oh yeah, bloodspawn can trigger through shields now so things are looking very, very good right now.
Yes this is good news. I think I'll still shoot for 1h/1m. Volatile armor plus bloodspawn proc gets you +11k armor. I still think we are stuck with resto staff in the off bar unless the gdb heal is fixed. (Fingers crossed that they fix the double nerf of draw essence)
They need to scrap molten armaments.. Way too situational and difficult to pull off in PVP. It requires a GCD, Fully charged heavy attack and the opponent to stand still with their thumbs...
As a non-dk, I can tell you that Ferocious Leap his HARD. I've taken quite a few 12k Ferocious Leaps to the face and because of how the animation priority system works, it's very easy to layer that with a wrecking blow plus heavy attack. Very good burst.