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Official Feedback Thread for Dragonknights

  • BuggeX
    BuggeX
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    btw, will not Play on pts, but someone should test the chain and Morphs infront of maindoors, mostly infront of ash and sejanus. they bugged like hell there
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • Cinbri
    Cinbri
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    Well, i think Dks will enjoy Armor ultimate tweak from apply on 1 ally activated.synergy to autocast on all near allies like Barrier. DK Barrier 4dawin
    https://www.youtube.com/watch?v=ViJCt0UTG0w
  • Tower_Of_Shame
    Tower_Of_Shame
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    It is capped at six at least :D so noone will cry, though the delay is interesting...
    Edited by Tower_Of_Shame on February 4, 2016 1:59PM
  • Tankqull
    Tankqull
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    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Therium104
    Therium104
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    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.
    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.

    Lol... what. Your crying is absurd.
  • MaxwellC
    MaxwellC
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    I won't rant on this thread but let's go here are the issues with this so far.

    Removal of molten armaments damage modifiers when using a heavy attack on enemies with 50% health or less was not good as each class has a executioner; DK at-least had this pseudo execution that sucked but works if the enemy wasn't blocking or suddenly healed pass the 50% threshold. The added 43% heavy attack damage was good too might I add.

    Flames of Oblivion I'll cut the sarcasm that I was going to say and just say this. The ability needs to be changed to something unique, give me back my AoE spiral vortex of flaming doom so I'll at-least have a unique ability that no other class has (AoE/DoT that centers around you all the time). This ability needs something to make it worth using, all I want is something to replace caltrops and this ability prior to the changes in 1.6 was the best for it.

    Sea of flames - Gigantic face-palm for magicka Dks everywhere. No magicka DK going for damage wants to heal allies with that mage light re-skin. Make it so it hits an enemy and gives the caster x amount of magicka back (20% of it's initial hit would work). Also give it spell critical and take spell critical out of flames of oblivion.

    Stone giant - Make it physical damage again and make it scale off of max stamina instead of max magicka. I'm tired of having no good stamina class abilities. I have 2 that still do considerably horrible amounts of damage even though the improvements were nice (for the burning breath). The current state of the meta isn't about letting DoTs kill your opponent sorry we DKs aren't Planar Inhibitor giving insane amounts of DoT damage; it's all about fast damage now.

    Standard of might and Shifting standard - Make shifting standard either cost 150 or 175 ultimate but make standard of might cost 200 ultimate please. also change the debuff back to 50% to make it Unique instead of making it in line with every other skill; I mean come on this is an ultimate it's suppose to have unique qualities to it.

    Igneous shield needs to give 30% major mending buff do not nerf it to 25%, we DKs do not need more nerfs please understand.

    Make comets reflect-able again, short and simple right there.

    Fix Green dragons blood - Make it so the stamina recovery stacks with potions or make it so you restore x amount of stamina (restore stamina over time as if you are healing for stamina instead).

    Flame lash - Please for the love of DKs I hate having to outsource all my damage dealing abilities to other weapon class skills. Unstable flames and burning breath are decent in PvE but don't do anything in PvP. If you could make flame lash either attributed where it scales off of max resource then I would definitely be happy.

    Scaled armor - Spell resistance gain is ok but there should also be a physical resistance gain too.
    Iron skin - either add something to it like reduce cost of break frees or just something to that passive please.

    Heavy armor - Re-balance the entire heavy armor skill line to provide more useful passives that can be used inside/outside of PvP and PvE. Example: Reducing cost of break frees, providing extra stamina regeneration while wearing x amount of armor, and increasing resources gain when receiving damage (That passive could be called Berserker )

    Edited due to making this post via IPod Touch XD
    Edited by MaxwellC on February 5, 2016 8:04PM
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Cinbri
    Cinbri
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    It is capped at six at least :D so noone will cry, though the delay is interesting...

    It doesn't have delay. Currently on pts most visual effects has huge desync.
  • Ghost-Shot
    Ghost-Shot
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    So far I'm fairly happy with most of the DK changes. The most important issue I'm still having is dragons blood, this ability is a percentage heal based on your missing health, there's no logical reason for battle spirit to effect that. As it stands now, the ability is literally a wasted slot on your bar that will heal the average player for ~5k from 1% HP... Please change it, I hate having to use a restoration staff.

    Also there is an issue with empowering chains where if a target is blocking you cant charge to them, please address this before live. No other gap closers in the game stop you from charging when the target is blocking.
  • Tankqull
    Tankqull
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    Cinbri wrote: »
    It is capped at six at least :D so noone will cry, though the delay is interesting...

    It doesn't have delay. Currently on pts most visual effects has huge desync.

    hail to the changes to animation canceling, lazy implementation once again, instead of a fluent animatoin start they implemented a hard offset to the animation start:
    795bf0b64a4ab2d14400f29610ec6d.jpg
    Edited by Tankqull on February 4, 2016 3:45PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Savos_Saren
    Savos_Saren
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    DKsUnite wrote: »
    As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?

    tbh i prefer entropy over molten based purely on the fact of the 8% extra health.

    That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.

    Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly :(

    @leepalmer95 @DoctorSwampy @DKsUnite

    When it comes to Entropy vs Molten- remember this:

    Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.

    I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)

    Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • AddictionX
    AddictionX
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    I won't rant on this thread but let's go here are the issues with this so far.

    Removal of molten armaments damage modifiers when using a heavy attack on enemies with 50% health or less was not good as each class has a executioner DK at-least had this pseudo execution that it sucked but works if the enemy wasn't blocking or suddenly heal pass the 50% threshold. The added 43% heavy attack damage was good too might I add.

    Flames of Oblivion I'll cut the sarcasm that I was going to say and just say this. The ability needs to be changed to something unique, give me back my AoE spiral vortex of flaming doom so I'll at-least have a unique ability that no other class has (AoE/DoT that centers around you all the time). This ability needs something to make it worth using all I want is something to replace caltrops and this ability prior to the changes in 1.6 was the best for it.

    Sea of flames - Gigantic face-palm for magicka Dks everywhere. No magicka DK going for damage wants to heal allies with that mage light re-skin. Make it so it hits an enemy and gives the caster x amount of magicka back (20% of it's initial hit would work). Also give it spell critical and take spell critical out of flames of oblivion.

    Stone giant - Make it physical damage and make it scale off of max stamina instead of max magicka. I'm tired of having no good stamina class abilities. I have 2 that still considerably horrible amounts of damage even though the improvements were nice (for the burning breath).

    Standard of might and Shifting standard - Make shifting standard either cost 150 or 175 ultimate but make standard of might cost 200 ultimate please. also change the debuff back to 50% to make it Unique instead of making it in line with every off skill I mean come on this is an ultimate it's suppose to be unique qualities to it.

    Igneous shield needs to give 30% major mending buff do not nerf it to 25%, we DKs do not need more nerfs please understand.

    Make comets reflect-able again, short and simple right there.

    Fix Green dragons blood - Make it so the stamina recovery stacks with potions or make it so you restore x amount of stamina (restore stamina over time as if you are healing for stamina instead).

    Flame lash - Please for the love of DKs I hate having outsource all my damage dealing abilities to other weapon class skills. Unstable flames and burning breath are decent in PvE but don't do anything in PvP. If you could make flame lash either attributed where it scales off of max resource then I would definitely be happy.

    Scaled armor - Spell resistance gain is ok but there should also be a physical resistance gain too.
    Iron skin - either add something to it like reduce cost of break frees or just something to that passive please.

    Heavy armor - Re-balance the entire heavy armor skill line to provide more useful passives that can be used inside/outside of PvP and PvE. Example: Reducing cost of break frees, providing extra stamina regeneration while wearing x amount of armor, and increasing resources gain when receiving damage (That passive could be called Berserker )

    This.

    As a stamina DK we cannot dps unless we use weapon skills i.e. wrecking blow (sorc especially 20k shields almost infinite... while we dont have any mobility or escape skill and you know what... thats fine i dont want to escape help me stand my ground as a DK thats why i choose this class but now we get major mending nerf), we cannot survive without using weapon heals and vigor i.e. rally(oh just use SnB and the broken reverb bash thats no longer broken... yep try it now.) major mending nerf hurts us the 3k shield for 20k hp was bad enough basically paying 3k magicka for 25 percent increase heals.. we use it for the heals and pay a fairly balanced price for it. I get it magicka as utility.

    Green dragons blood is a poor mans major endurance buff when your broke on money and cant by pots I pay 3.5k magicka for 20 percent increased regen. Heavy price but we did not have much choice we had to adapt and try harder than other classes(especially the 15 percent all stat increase buff which is something I have to wear a 5 peice SET to even dream of achieving from a passive) to get the same.

    Unstable flames tick for almost 1k with 3008 weapon damage, takes a slot its a desperate attempt to use dots and my DK skills so im not wb... light/heavy attack... wb... but for how much it cost its fine make it cost more to increase the dps on it im fine with that or make it hit all at once and increase the cost to be similiar of the other skills that do similar damage. There are just 2 skills in the dk class lines that use stamina(both of which are casting a spell like breathing fire which as cool as it looks doesnt do enough dot to replace unstable flames with but i get it has a major defile debuff in a meta where heavy armor applies to such a small percentage of the population.

    Also not being able to reflect meteor is what keeps us alive during sorc battles EVEN though we cannot permanently keep them up we really have to work and carefully manage our magic to even be able to do this and use pots to counter this ultimate. Could I instead absorb it?

    If earthen heart is supposed to synergize with stamina builds id be happy with a stone fist stamina morph ....actually any thing thats stamina morph non-DoT.

    The thing with stamina builds is we have nothing to give us burst damage, other than weapon attacks which is cool i guess... other classes must be the same on this note.

    So on this weakness of a Stamina DK ill spell them out here, no class stamina burst dps, no class heals, no class mobility- ok cool nothing that helps us at the least stand our ground, no execute ability, the 5 percent return stamina from earthen heart is so low but i guess ill pay all my magicka 9k pool for 15 percent stamina- its ok i'm used to paying heavy prices for little return. It means i have to play more skillfully than if I was a trigger happy meteor buffed sorc... Meteor > instant stun teleport > frags while im trying to break free and eat both with out any fear of being countered or out played.

    I really hope some one has legitimately choose to play stamina DK and didn't just reroll it just cause of some video... knows these things to be true and comment on what they think on it.
    Edited by AddictionX on February 5, 2016 7:38PM
  • Arkraptor
    Arkraptor
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    The change the Molten Armaments seem strong. This will make DK an almost necessary part of a PvE group for the group buff to Major Brutality and Sorcery (combined with Templar for Minor Sorcery). This can free up other people to run something else (e.g., I stopped using Structured Entropy on my NB, nor spell power pot in Maw). Time to level my mag DK!! xD xD
    Vokundein
    Legend Gaming Website | Join Us
    Arkraptor - Outrider of Vokundein
    Mu'jaka - Vera Telvanni - Lauren Felle - Arkart Fah'rin
  • DoctorSwampy
    DoctorSwampy
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    jaburns wrote: »
    DKsUnite wrote: »
    As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?

    tbh i prefer entropy over molten based purely on the fact of the 8% extra health.

    That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.

    Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly :(

    @leepalmer95 @DoctorSwampy @DKsUnite

    When it comes to Entropy vs Molten- remember this:

    Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.

    I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)

    Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?

    My thoughts exactly my friend! Cheers, may magicka DK live once more!
  • Arkraptor
    Arkraptor
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    jaburns wrote: »
    DKsUnite wrote: »
    As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?

    tbh i prefer entropy over molten based purely on the fact of the 8% extra health.

    That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.

    Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly :(

    @leepalmer95 @DoctorSwampy @DKsUnite

    When it comes to Entropy vs Molten- remember this:

    Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.

    I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)

    Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?

    Remember that you're doing 2 skill rotation to do empower (and you miss the light attack weave inbetween). I haven't done DK calculation much since I only started leveling one, but with my NBs, you'd have to sum up the total damage from Entropy (whose DoT you'll cancel with another Entropy cast soon after) and the empowered attack and divide it by two, so you can compare it fairly with just light weaving 2 damage skills. Honestly, on NB, it is only worth it to empower Meteor (and maybe Soul Harvest), and I try to time it when my Major Sorcery buff runs out or at the beginning of the fight.
    Vokundein
    Legend Gaming Website | Join Us
    Arkraptor - Outrider of Vokundein
    Mu'jaka - Vera Telvanni - Lauren Felle - Arkart Fah'rin
  • AddictionX
    AddictionX
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    Tankqull wrote: »
    Cinbri wrote: »
    It is capped at six at least :D so noone will cry, though the delay is interesting...

    It doesn't have delay. Currently on pts most visual effects has huge desync.

    hail to the changes to animation canceling, lazy implementation once again, instead of a fluent animatoin start they implemented a hard offset to the animation start:
    795bf0b64a4ab2d14400f29610ec6d.jpg

    so that means it will have to land before its canceled by an instant ability?
  • Shader_Shibes
    Shader_Shibes
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    Ishammael wrote: »
    Last: Valkyn Skoria is back! Oh booy its back.

    4149997.jpg

    I don't think it's back how it was pre IC, but it seems to be better than post IC, time will tell.

  • Glory
    Glory
    Class Representative
    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.

    No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).

    Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Glory
    Glory
    Class Representative
    @ZOS_GinaBruno I like the changes to DK (I think there can be some tweaks, but overall goodness). I will probably write up a few reviews on DK/sets/etc. separate to this post, but I wanted to warn you that many will find these changes to be too strong due to the fact that DK's are now pretty strong in dueling which is how most people are testing. These changes will give magicka DK a chance in open world without making them too strong (they can now stand their ground but will still struggle with mobility, that is ok with me.)

    Thank you!
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • AddictionX
    AddictionX
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    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.

    No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).

    Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.

    Vigor doesnt give 25k burst heals, we might have to wait for a 30 second rally critical. Your heal now deals damage to the enemy.
  • Anhedonie
    Anhedonie
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    DOTs are too short. I can barely use whip now.
    Also destruction staff light attack works very bad with whip now. Sometimes I get stuck in very long animation.
    Overall magicka DK feels very clunky and counterintuitive now.

    Flames Of Oblivion is really hard to track. I will boot this ability out. Going to take Inner Light probably. Sea Of Flames (Cauterize) is nice though, really like that change.
    Edited by Anhedonie on February 6, 2016 6:18AM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Glory
    Glory
    Class Representative
    AddictionX wrote: »
    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.

    No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).

    Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.

    Vigor doesnt give 25k burst heals, we might have to wait for a 30 second rally critical. Your heal now deals damage to the enemy.

    You are correct, vigor gives a strong HoT, which embers does not. I am just pointing out that a large heal that requires you to wait 8.5 seconds to have it be that large deserves to be large. I like the comparison to Rally better TBH: Rally gives a buff to damage, provides a HoT, and can do a burst heal after waiting some time. Embers does a medium DoT, provides no buffs and no HoT, and can do a burst heal after waiting some time. Seems pretty even, considering that before embers is reactivated/expires it does no healing.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Ishammael
    Ishammael
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    Ishammael wrote: »
    Last: Valkyn Skoria is back! Oh booy its back.

    I don't think it's back how it was pre IC, but it seems to be better than post IC, time will tell.

    Well, it will never be as good as it was in 1.6 b/c of Battle Spirit. But 6% chance on DoTs is pretty good. Qualitatively, it seems strong. Will have to test further ofc. Bloodspawn may still be the go-to choice for DKs
    Edited by Ishammael on February 4, 2016 5:54PM
  • AddictionX
    AddictionX
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    AddictionX wrote: »
    Tankqull wrote: »
    Burning Ambers needs significant changes:
    1. only one lingering heal - currently you can run through hordes of enemys apply a dot on every one and recieve a 10k+++ heal every second (hihgest so far was above 25k for me..)
    2. spell cost an ability healing for far more than templars BoL while still dealing not unsignificant dmg the spell costs especially with 1. in mind is way to low it needs to be 3-4x its current cost.

    No. You are casting a DoT that gives a heal at the END/recast of the skill. To receive a 10k+ heal you must wait for the DoT to progress/expire. What this means is that the heal is at the end of the skill is big (similar to rally, except rally gets a HoT). These 25k heals are at the end of an 8.5s DoT, which means you must wait 8.5 seconds to receive such a large heal! Averaging this buffed heal over the 8.5 seconds averages it out to ~2.9k heal/second, in line with other healing skills buffed in a similar fashion (vigor anyone?).

    Magicka DK is waiting 8.5 seconds to get a burst heal, while others can use a healing ward or BoL or vigor for instant heal/HoT.

    Vigor doesnt give 25k burst heals, we might have to wait for a 30 second rally critical. Your heal now deals damage to the enemy.

    You are correct, vigor gives a strong HoT, which embers does not. I am just pointing out that a large heal that requires you to wait 8.5 seconds to have it be that large deserves to be large. I like the comparison to Rally better TBH: Rally gives a buff to damage, provides a HoT, and can do a burst heal after waiting some time. Embers does a medium DoT, provides no buffs and no HoT, and can do a burst heal after waiting some time. Seems pretty even, considering that before embers is reactivated/expires it does no healing.

    Embers does get the passive buffs plus 2 second snare so thats 4 total buffs comparable to my single weapon buff, doesnt do any DoT. Can be buffed and worked to give more DoT not to mention HoT by cp system, rally is a buff does what buffs do, which is buff. I'm also sure it cost alot less comparable to rally, and rally is a weapon skill to be used by everyone.
    Edited by AddictionX on February 4, 2016 6:10PM
  • AddictionX
    AddictionX
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    Comment deleted.
    Edited by AddictionX on February 4, 2016 6:01PM
  • Parafrost
    Parafrost
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    Oh now i see how i can use Chains. Pull target, if he runs, pull again and run after him xD. Still could make the speed boost like 4 seconds since expedition buff for bow is 5 seconds. As for green dragons blood, please for the love of god fix this useless crap so i wont have to run resto staff all the time... Making it heal 25% hp or 20% hp is much better than 33% of missing hp(which is not always the case. sometimes heals way less than 33% of what you lost). I believe you should make flame lash stam based and remove heal from it(damage is increased by physical damage not magical dmg). Molten weapons seems good except for the execute phase being removed. Make it like Executioner atleast but it only applies to certain skills not all(flame lash should be included if it were to not be made into a execute). Draw essence is legit going to be the best magicka regain skill. Skill costs a lot, and you can hit 6 targets. Great for sustaining magicka without having to equip a destro or resto staff to heavy weave. Eruption... i dont know how to feel about this skill tbh. Skills not really that great imo. Scalding rune for me seems better than this. Stonefist just needs a reworking. Still not worth using imo. Would like it to crack armor instead of getting armor resistance(its a stone fist for Christ sake xD. Just the name makes it sound like it should crack someones armor resistance.) Also, fix dragon leap so i wont be glitched out of walls during 4 mans and trials... Annoying and irritating having to wayshrine back, and it affects my team since im not able to be there to dps(happened to me 6 times yesterday). Rest seems good to me.
  • BuggeX
    BuggeX
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    jaburns wrote: »
    DKsUnite wrote: »
    As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?

    tbh i prefer entropy over molten based purely on the fact of the 8% extra health.

    That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.

    Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly :(

    @leepalmer95 @DoctorSwampy @DKsUnite

    When it comes to Entropy vs Molten- remember this:

    Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.

    I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)

    Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?

    dont forgett the hot, on a magickabuild its 1,7k 3 times over 12 sec, well not mutch but better than 0
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • Parafrost
    Parafrost
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    BuggeX wrote: »
    jaburns wrote: »
    DKsUnite wrote: »
    As a magicka build, is there any reason to use Igneous for the Sorcery buff or is Entropy still better for Major Sorcery?

    tbh i prefer entropy over molten based purely on the fact of the 8% extra health.

    That's exactly what I was thinking. Plus the extra magicka and regen from the passives in the Mages Guild tree are nice too. The heavy attack damage doesn't really matter to me because I'm a PvPer that uses DW for the extra spell damage you get from it. I'm also interested to see if using chains is any better than just using petrify. Petrify is just so great to get a power lash off of in my opinion that it's hard to consider dropping it.

    Chains seems like a gap closer though, the empower will make your whip hit harder as well. Also the movement speed buff will be useful. Petrify is still a cc though and can go through block, though its a lot weaker than fear sadly :(

    @leepalmer95 @DoctorSwampy @DKsUnite

    When it comes to Entropy vs Molten- remember this:

    Structured Entropy not only raises max health, gives extra magicka, gives extra regen, and Major Sorcery... it gives Empower, too. Look at the last passive of the Mage's Guild abilities: Might of the Guild.

    I always begin an attack with Structured Entropy followed by Eruption (empowered damage/plust DoT/snare). Then another Structured Entropy followed by Burning Embers (empowered DoT/Heal). And then burn them down with Molten Whip (which is still receiving the Major Sorcery buff from Structured Entropy)

    Basically Structured Entropy does a combination of Empowered Chains and Molten Armaments. Why would I want Major Sorcery if I only get a bonus to Heavy Attacks?

    dont forgett the hot, on a magickabuild its 1,7k 3 times over 12 sec, well not mutch but better than 0

    Yea ima still be using Structured Entropy for the 5% max hp, added on with the 6% from undaunted. Still good to see another way to get dmg buffs other than having to use out of class abilities.
  • The Uninvited
    The Uninvited
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    Best changes I like so far are Molten Armaments and Burning Embers, finally I will slot both skills again on my bar.

    Weaving feels a bit clunky, until you get the hang of it. The timing of the button/mouse press is a litlle different now, will take some time to get used to.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • AddictionX
    AddictionX
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    Best changes I like so far are Molten Armaments and Burning Embers, finally I will slot both skills again on my bar.

    Weaving feels a bit clunky, until you get the hang of it. The timing of the button/mouse press is a litlle different now, will take some time to get used to.

    I cant wait to try it out.
  • imdoink
    imdoink
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    Please leave molten armaments the way it was. Using sword and shield that was the only finisher I had as a stamina DK.
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