hammayolettuce wrote: »Im just gunna go out on a limb here and ask why do you constantly try to stealth lol
Will watch when I get home from work. Looking at your gear it looks like you're trying to go for a oneshot/two shot build with heavy attacks?
RoamingRiverElk wrote: »That ending...
It looks like a fun build, just suffers from some of the weaknesses called... magicka DK today. x)
I think this video show cases two things very well, the consequences of having no mobility, and how frustratingly bad molten armaments is as our only burst.
In most of the fights you can see him get opened on and taken down to half health. At which point he had to fight to get back up and into a position where he can return fire. Two of the classes could use mobility or shielding to get the breathing room needed to re-stabilize and return fire. The DK doesn't have that luxury, he has to overcome the opening while still taking damage at the same time from any of the enemies in proximity. In addition to that he's using healing ward, which will only heal form the remaining bubble. You could protect that bubble with mobility, but he doesn't have that so he has to fight double hard to over come the incoming damage and get a heal out of that ward.
Then on the other side of the fight he has to fight doubly hard to get the damage in. He can't rely on dots, so he is left with either complicated burst or sustained but poor damage via whip. He can sneak a whip in between having to overcome high sustained incoming damage but that won't press his opponent off him. His only chance is to burst his opponent off, and that only comes from opening a window between dealing with sustained incoming dps to cast molten weapons, then charge a heavy attack projectile that can easily be blocked or dodged due to it's wind up time.
He has almost 0 margin of error with that burst. A lot of the times he just can't get in a safe window to get that burst up so he gambles with it at half health. If anything goes wrong, dead in an instant. Except for the fights where he opened, each fight you can see the struggle just to get in that window where he can return fire with burst. No one else has that problem because their class mechanics are intact, like mobility, healing, and uncomplicated burst.
All I can say is well done Alcast, that is some seriously twitch gameplay. You're talent overcame a whole lot of broken within the class.
OtarTheMad wrote: »Would it be so bad if they just made Ferocious Leap cause either flame damage or magicka damage but increased the range a bit to at least get close to the other leap.
I've been playing the same gear configuration for some time, testing with with dual swords too (replacing molten weapons in this case with burning embers). In 1vs1 is quite decent, more dies quite fast.
I don't have crushing shot in my bars and actually is a good idea for cancelling the heavy atacks, ill try it
I have the stamina problem too. In my case i went for the drinks route paired with inmobable potions, I feel that you get more survavility this way dodging sometimes. and breaking cc than with 5k more hp and blocking.
OtarTheMad wrote: »Would it be so bad if they just made Ferocious Leap cause either flame damage or magicka damage but increased the range a bit to at least get close to the other leap.
Right now it would because they have made magicka based attacks a joke in the CP system. You can get direct spell mitigation and elemental and magickal mitigation in high order from the CP system. Our dots are real bad off because they get mitigated by spell resistance, elemental resistance and dot resistance in the CP tree. Meanwhile the only physical resistance requires 5 pieces of a type of armor, scales off that armor pool, and barely moves when you put points into it.
witcher ost ... again ? ... aha everyone using it these days and the same track again and again. Thanks for sharing your build.
hammayolettuce wrote: »Im just gunna go out on a limb here and ask why do you constantly try to stealth lol
Ara_Valleria wrote: »hammayolettuce wrote: »Im just gunna go out on a limb here and ask why do you constantly try to stealth lol
NB withdrawal symptoms
I've been playing the same gear configuration for some time, testing with with dual swords too (replacing molten weapons in this case with burning embers). In 1vs1 is quite decent, more dies quite fast.
I don't have crushing shot in my bars and actually is a good idea for cancelling the heavy atacks, ill try it
I have the stamina problem too. In my case i went for the drinks route paired with inmobable potions, I feel that you get more survavility this way dodging sometimes. and breaking cc than with 5k more hp and blocking.
I am still looking for a way to fix the stamina Issue, the problem is I have to go full defense due to not being able to block, because when I block too much then I am OOS so fast and the next CC will rip me. Your idea with Drink+Immovable could work, tho I do not really want to reapply Immovable every 5s.OtarTheMad wrote: »Would it be so bad if they just made Ferocious Leap cause either flame damage or magicka damage but increased the range a bit to at least get close to the other leap.
Right now it would because they have made magicka based attacks a joke in the CP system. You can get direct spell mitigation and elemental and magickal mitigation in high order from the CP system. Our dots are real bad off because they get mitigated by spell resistance, elemental resistance and dot resistance in the CP tree. Meanwhile the only physical resistance requires 5 pieces of a type of armor, scales off that armor pool, and barely moves when you put points into it.
The DoTs are bad mainly due to not working on shields+blocking targets and can be easily purged...Purge is way too OP.
And yes CP system also kinda "kills" the dmg..witcher ost ... again ? ... aha everyone using it these days and the same track again and again. Thanks for sharing your build.
Again? iirc I used it last time in my WW video, Witcher sound is pretty darn cool tbh, like it quite a lot haha Tho I try not to use it every 2nd video
Darnathian wrote: »I've been playing the same gear configuration for some time, testing with with dual swords too (replacing molten weapons in this case with burning embers). In 1vs1 is quite decent, more dies quite fast.
I don't have crushing shot in my bars and actually is a good idea for cancelling the heavy atacks, ill try it
I have the stamina problem too. In my case i went for the drinks route paired with inmobable potions, I feel that you get more survavility this way dodging sometimes. and breaking cc than with 5k more hp and blocking.
I am still looking for a way to fix the stamina Issue, the problem is I have to go full defense due to not being able to block, because when I block too much then I am OOS so fast and the next CC will rip me. Your idea with Drink+Immovable could work, tho I do not really want to reapply Immovable every 5s.OtarTheMad wrote: »Would it be so bad if they just made Ferocious Leap cause either flame damage or magicka damage but increased the range a bit to at least get close to the other leap.
Right now it would because they have made magicka based attacks a joke in the CP system. You can get direct spell mitigation and elemental and magickal mitigation in high order from the CP system. Our dots are real bad off because they get mitigated by spell resistance, elemental resistance and dot resistance in the CP tree. Meanwhile the only physical resistance requires 5 pieces of a type of armor, scales off that armor pool, and barely moves when you put points into it.
The DoTs are bad mainly due to not working on shields+blocking targets and can be easily purged...Purge is way too OP.
And yes CP system also kinda "kills" the dmg..witcher ost ... again ? ... aha everyone using it these days and the same track again and again. Thanks for sharing your build.
Again? iirc I used it last time in my WW video, Witcher sound is pretty darn cool tbh, like it quite a lot haha Tho I try not to use it every 2nd video
I havnt used immovable in like a year but I believe it's longer than 5 seconds now.
A couple of times he does it to dismount. That's how I always dismount too. It feels cleaner, more responsive and now its just a habit lolhammayolettuce wrote: »Im just gunna go out on a limb here and ask why do you constantly try to stealth lol
What do you mean by this?but due to HA not working
Master_Kas wrote: »I like this video, and this music. Going to try my old magicka dk tomorrow but I don't think I'll go with destro staff.
Those chains on the sorc trying to escape, 10/10
Btw I think you know but you can reflect back the WW's piercing howl back to them with 20% increased damage
7k sneaky dawnbreaker on my medium armor ww? thats a weak ulti
3:09 - 683hp left, damn
funny that cannot see my light attacks, but can clearly hear them (no macros)
zZzleepyhead wrote: »Why Torug's Pact on each weapon? I've tested this with another piece and it doesn't work.A couple of times he does it to dismount. That's how I always dismount too. It feels cleaner, more responsive and now its just a habit lolhammayolettuce wrote: »Im just gunna go out on a limb here and ask why do you constantly try to stealth lolWhat do you mean by this?but due to HA not working
And why run Torug's on each staff. I've seen someone else do that too.. that isn't bugged is it? I've tested it with another set and it doesn't work. Just leftover pieces from previous builds is what i'm assuming.
full impenetrable, so -20%
full impenetrable, so -20%
and when not in ww, have radiant magelight all the time on, so better to skipp me
OtarTheMad wrote: »Would it be so bad if they just made Ferocious Leap cause either flame damage or magicka damage but increased the range a bit to at least get close to the other leap.
Right now it would because they have made magicka based attacks a joke in the CP system. You can get direct spell mitigation and elemental and magickal mitigation in high order from the CP system. Our dots are real bad off because they get mitigated by spell resistance, elemental resistance and dot resistance in the CP tree. Meanwhile the only physical resistance requires 5 pieces of a type of armor, scales off that armor pool, and barely moves when you put points into it.