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Official Feedback Thread for Dragonknights

  • Alcast
    Alcast
    Class Representative
    Guys, I am trying to find the DK execute skill, where i....oh wait....its gone....RIP.
    Molten Armaments was good. Especially because it could be used for both Stamina and Magicka Setups! :(
    Edited by Alcast on February 9, 2016 12:54PM
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  • Xantaria
    Xantaria
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    Honestly, Molten Armaments and Igneous Weapons had very interesting Mechanics and now it's just gone and rendered completely useless.

    I want the old versions back!
    Edited by Xantaria on February 9, 2016 2:16PM
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • LorDrek
    LorDrek
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    @Alcast you are great players, is the chance that stam dk use as magicka dk?
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • Alcast
    Alcast
    Class Representative
    LorDrek wrote: »
    @Alcast you are great players, is the chance that stam dk use as magicka dk?

    What do you mean by that? I do not understand the question
    Edited by Alcast on February 9, 2016 2:01PM
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  • LorDrek
    LorDrek
    ✭✭✭
    Will be stam dk usefull for pve, or not?
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • Tacadrie
    Tacadrie
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    If I'm not mistaken, only stam DK used Molten Armaments, full heavy attack are not very efficient on magicka build.

    I used Molten armament when not necessary to full charge heavy attack for increase damage.
    Edited by Tacadrie on February 9, 2016 2:43PM
    Ebonheart Pact EU
    Guild : Hodor & L'Escouade Sauvage

    Taca Flamber : Dunmer DK - vMoL : 161,909
    Tacadrie : Nordic DK
    Taca Ptation : Breton NB
    Taca : Altmer Sorc
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Xantaria wrote: »
    Honestly, Molten Armaments and Igneous Weapons had very interesting Mechanics and now it's just gone and rendered completely useless.

    I want the old versions back!

    Somewhere there is a happy marriage between the old, the new, and the old old (i.e. 1.5), because all iterations of the skill were useful ... just not useful to everybody. As a magicka DK, the version on Live has zero use to me but the one on the PTS does.

    In general I do not like ZoS's formula where a base skill ONLY gets majority brutality OR sorcery. It's a complete waste of a morph because any build remorely interested in the skill will take the other half of the brutality/sorcery morph. Stop playing favorites ZoS and have the base skill grant both brutality AND sorcery, so both your magicka and stamina players are pleased and then you can present us with more interesting & viable morphs.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Jesh
    Jesh
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    I like getting major brutality from a source other than Rally. I would get it from potions previously so i think this is an interesting, if somewhat odd change, especially giving it to the group. Definitely adds utility to the DK, but not exactly what many of us are looking for (executes, high damage ability, stam dps friendly skills).
    The fact remains we still need a class execute. Maybe rework Stonefist as others have suggested? Actually come to think of it, Stonefist is the only skill that fits. How about Dragon Blood giving you extra damage against low health enemies? That could be an interesting way to revive Dragons Blood.
    Just a thought.
    DK Stam DPS
    Templar Healer
    NB Magica DPS
  • Savos_Saren
    Savos_Saren
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    I said it earlier- and I'm saying it again (just in case it was missed):

    Make Lava Whip the DK's execute. Give it two morphs.

    Molten Whip (magick morph): While slotted, the damage of Ardent Flame Abilities is increased by (x). Causes 250% more damage against targets under 35% health.

    Spiked Whip (stamina morph): This ability now scales off Stamina and Weapon power. Gain (x) stamina if target is killed. Causes 250% more damage against targets under 35% health.


    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
  • Targuris
    Targuris
    ✭✭✭
    jaburns wrote: »
    I said it earlier- and I'm saying it again (just in case it was missed):

    Make Lava Whip the DK's execute. Give it two morphs.

    Molten Whip (magick morph): While slotted, the damage of Ardent Flame Abilities is increased by (x). Causes 250% more damage against targets under 35% health.

    Spiked Whip (stamina morph): This ability now scales off Stamina and Weapon power. Gain (x) stamina if target is killed. Causes 250% more damage against targets under 35% health.


    That's a little too much damage maybe 100% is a bit more reasonable.
  • Purdomination33
    Purdomination33
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    That's a little too much damage maybe 100% is a bit more reasonable.[/quote]

    Ha 250% would put it on par with something like Ransack. Whip does literally no damage in Cyrodil, none.
    Mediocre AD StamDK.
    BiS wine drinker.
    Award winning dog owner.
    Disappointing husband.
  • RoamingRiverElk
    RoamingRiverElk
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    DKs were the tanky sustained damage dealing types... Then things happened. But I don't think DKs should have a magicka based execute, in pve they should be able to deal consistently good damage so that their overall dps is the same as another class's who do have execute. In PvP, magicka DKs need more tankiness to compensate. Stamina dks can get an execute skill from 2H.

    It would be nice if stamina dks had another useful class skill to use, but Inhale's morphs aren't that. One returns some magicka, the other one has interrupt, both are needed. A third morph would be interesting though. Or make the basic Inhale, unmorphed, cost stamina, and the morphs cost magicka. The idea that skills can only have two morphs is outdated though.

    Dragon Blood needs a buff. Coagulating Blood has a good passive bonus, but the skill itself needs more - it needs to not be impacted by the Cyrodiil healing debuff. Green Dragon Blood should return a set amount of stamina since currently it overlaps with potions and is of no use at all.

    Fix the unreliability of the chains, it is really important to have a gap closer that actually works. WHY can't it work the same as other gap closers??? Especially now with the morph that pulls you to the target, make it work either like ambush, or like shield charge.

    Nonreflectable meteor is a direct nerf to DKs in most situations.
    Edited by RoamingRiverElk on February 9, 2016 4:01PM
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    I also don't think DKs need an execute.

    In regards to Lava Whip being underwhelming, couldn't we add an effect to the healing morph (I always forget it's name) that deals extra damage when the target is affected by an Ardent Flame DoT? Maybe based on the time that DoT has been on the target. To balance it with PvE, slightly decrease the damage of the DoTs (make sure that the combination still deals more damage) and increase the damage of the other morph, for PvE purposes.

    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Targuris
    Targuris
    ✭✭✭
    That's a little too much damage maybe 100% is a bit more reasonable.

    Ha 250% would put it on par with something like Ransack. Whip does literally no damage in Cyrodil, none.[/quote]

    My whip has an 8k tooltip with 32% more damage due to racials and cp it could be adjusted but that would be insane for it to do 2.5x more damage
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    Ardent Flame

    Unrelenting Grip - Turned to stamina and physical damage.

    Burning Embers - Damage/heal scales based on max resource so both stamina and magicka can use it to its full potential. Because Dragonknights need a self heal that isnt crap. Either this OR the Dragon Blood change below. Not both.

    Flame Lash - Turned to stamina. Because people seem to want it?

    Flames of Oblivion - Add toggle in options to hide the hovering fireball even if its just for the player. Because I hate it.



    Draconic Power

    Hardened Armor - Turned to stamina and physical damage.

    Choking Talons - Turned to stamina

    Dragon Blood - Turned to heal over time while over 50% health that heals for 33% of your max health over X seconds. While under 50% health it instantly heals for 33% of your missing health as it does currently and cancels out the heal over time effect so they cant stack.
    Changes animation: Similar to flames of oblivion, character roars and is surrounded by flame, eyes burst into flame(similar to inner light effect). Because I dislike being a floating heart.


    Green Dragon Blood - Turned to stamina. Every heal tick also restores 100-300 stamina.

    Deep breath - Turned to stamina and physical damage?

    Iron Skin - Block an additional 10% damage and reduce cost of blocking by an additional 10%.

    Burning Heart - Increases healing recieved by 10% while a draconic power ability is slotted.

    Elder Dragon - Increases health recovery by 5% and max health by 2% for each draconic power ability slotted.

    Scaled Armor - Increases Physical and Spell resistances by 5120.



    Earthen Heart

    Stone Giant > Molten Fist - Becomes melee range, cost reduction and turned to stamina. Deals X physical damage to the enemy. Deals 300% extra physical damage if target is below 25%. If the enemy is killed with this ability you create a fiery explosion of rocks and fire dealing X physical damage instantly and Y flame damage to up to 6 nearby targets over X seconds.
    Basically your fist turns into molten rock and fire that you use to punch the enemy in his stupid face until he dies. Maybe add a new animation too like a jump punch or fiery uppercut.
    action-jump-punch.png


    Igneous Weapons - Increases weapon and spell damage by 20% to you and everyone in your group. You burn 100-300 enemy stamina + magicka and invigorate yourself restoring 200-400 stamina with light and heavy attacks. Magicka gets stronger heavy attacks, stamina gets better stamina recovery

    Fragmented Shield - Turned to stamina and physical damage.

    Cinder Storm - Turned to stamina. Grants evasion when standing in the area of effect.

    Eternal Mountain - Increases duration of Earthen Heart abilities by 20%. Reduced damage taken by 5% while a Earthen Heart ability is active.





    While I'm at it...


    Heavy Armour

    Resolve - Increases physical and spell resistances by 2174. Each rank adds an effect reduction to fracture and breach applied to you. At 3/3 fracture and breach effects are 66% less effective. Only works when wearing 5 or more heavy armour pieces.

    Constitution - Dont know. Just needs to be better.

    Juggernaut - Increases max health and reduces damage taken by 1% per piece of heavy armour equipped.

    Bracing > Phalanx - Decrease stamina cost of blocking by 30% and increases damage blocked by 20%.
    Edited by slumber_sandb16_ESO on February 10, 2016 2:16PM
  • AddictionX
    AddictionX
    ✭✭✭✭
    Faulgor wrote: »
    Why am I reading so much about "Stam DK's in a good place?"

    Because of this:
    Faulgor wrote: »
    Class skills I use on my Stamina Dragonknight
    Skill points spent: 54
    Ardent Flame
    Standard of Might
    Empowering Chains
    Unstable Flame
    Burning Breath
    Flames of Oblivion
    Kindling
    Warmth
    Searing Heat
    World in Flame


    Draconic Power
    Take Flight
    Hardened Armor
    Choking Talons
    Green Dragon Blood
    Dragon Fire Scale
    Iron Skin
    Burning Heart
    Elder Dragon
    Scaled Armor


    Earthen Heart
    Corrosive Armor
    Igneous Weapons
    Igneous Shield
    Fossilize
    Cinder Storm
    Eternal Mountain
    Battle Roar
    Mountain's Blessing
    Helping Hands

    Class skills I use on my Stamina Nightblade
    Skill points spent: 50
    Assassination
    Soul Harvest
    Killer's Blade
    Ambush
    Double Take
    Piercing Mark
    Relentless Focus
    Master Assassin
    Executioner
    Pressure Points
    Hemorrhage


    Shadow
    Bolstering Darkness
    Dark Cloak
    Surprise Attack
    Mass Hysteria
    Shadow Image
    Refreshing Shadows
    Shadow Barrier
    Dark Vigor
    Dark Veil


    Siphoning
    Soul Tether
    Siphoning Attacks
    Catalyst
    Magicka Flood
    Soul Siphoner
    Transfer

    Class skills I use on my Stamina Sorcerer
    Skill points spent: 36
    Dark Magic
    Restraining Prison
    Defensive Rune
    Dark Deal
    Unholy Knowledge
    Blood Magic
    Persistence


    Daedric Summoning
    Greater Storm Atronach
    Bound Armaments
    Power Stone
    Daedric Protection


    Stormcalling
    Energy Overload
    Boundless Storm
    Critical Surge
    Streak
    Capacitor
    Energized
    Disintegrate
    Expert Mage

    Class skills I use on my Stamina Templar
    Skill points spent: 20
    Aedric Spear
    Biting Jabs
    Blinding Javelin
    Piercing Spear
    Spear Wall
    Burning Light
    Balanced Warrior


    Dawn's Wrath
    Restoring Spirit

    Restoring Light
    Repentance
    Purifying Ritual
    Focused Healing

    +/- a few here or there depending on the build.
    Hope you notice the trend.

    Stamina DKs have a-ma-zing utility from their magicka abilities and passives. NBs are very similar in this regard, except they also have a spammable stamina-based attack and in turn fall behind DKs in survivability.
    From the point of view of almost any other build, stamina DKs look fantastic.

    PERFECT! now let me explain the viability in pvp for each one as a stamina DK.

    These numbers are taken with 3k weapon damage and approx 24k stamina... for fixed variable.

    Ardent Flame

    1. Standard of Might 250 ultimate,

    it deals alittle more than 2k each second(1k in pvp) has major defile 30 percent heal debuff(good) 17 increased damage(cool) and 17 less damage taken(hmmm awesome) and last 17 seconds, allies can activate shackel to deal 4600(hmm so it must be a group ultimate) .... But there is one problem with it, in the gigantic spaces in cyrodil... this ends up having only an 8 meter radius...
    So that means ill have to run a snare or pull them back in with Chains(more on chains later on) So i look (DK skills first before weapons)... talons! Chains! oh it cost magicka (meh must be balancing ..ill pay it, but at the same time bombard does the same and its cheaper but lets go with DK skills cause there must be a point its on the class tree... right?).. Talons>oh he roll dodged/teleported out of my standard, Chains fire out pulled him back in hmmm maybe 3 seconds passed by cool i made 3k damage on him! He now has CC immunity.(this is from an ultimate then the debuffs must make up for it) ... hmm ok Talons>hard cc... oh he broke free and roll dodged/tele'd out of my standard... Talons> petrify oh he didnt even have to break free cause it broke on damage and roll dodged/tele'd out of my standard....Ok so this is abit too situational... Not only did i lose 250 on a situational ultimate but now im down 3600 magicka from using talons (not even factoring the chains cost but even then you get pulled towards them after all) on my 9k pool as a stamina DK... This is a good ultimate when used in the right situations, but there are 1000s of situations you can run into... i can think of less than 10 where this is useful. So Viable in the kinda right situations.

    So unless the situation was just right, i.e. a closed area with limited escape yea this would be good.


    2. Empowering chains>

    magicka cost, pulls me to target sometimes, sometimes not depending on cc immunity(therefore it starts gaining points in the situational side) and now will pull me to the target all the time. hmmm so it must be a GAP closer! *gets spambushed/crit rushed/every other gap closer* well this gap closer is kinda... not on par with other ones... well must be for magicka DKs 3.6k cost... ok ... not really viable for stam DK...

    3. Unstable Flames

    Stamina cost! Finally my first stamina MORPH (tries it in pvp)Instant, 5 meters, low cost skill> 2700 initial hit(1.4k pvp) 8.5k DoT over 5 seconds increasing dps by 12 percent the longer it says...
    hmm alrighty it has potential to be devastating with constant dps, or bursting... and its cheap... applicable too all situations even in group play. Problem is that flame damage doesnt scale with mighty, unlike what sorcerers had their cp dps all-in-one but...Cool... Viable..

    Counters>cloak, purge, DoT reducing dps cp tree(not that this was necessary to even include cause idk who honestly specs into this.) block(no more on pts) Dodge roll etc.

    4.Burning Breath

    Instant, Cone, 10 meters.. Stamina MORPH! cost twice as much as unstable but still nothing to worry about.

    Exhale a flaming blast, dealing (x) Flame Damage to enemies in front of you and an additional (y) Flame Damage over 8 seconds. Also causes Major Fracture, which reduces enemies' armor by (x).

    All Good except the last part, if its supposed to reduce defenses Keep the major fracture but also apply a shield debuff, like shields are 25 percent less effective with this DoT and cost 25 percent more with each new shield stacked... They are magicka based so they should be able to afford purge on their bars... Cause atm there are heal debuffs, Spell resist debuffs, Damage debuff... but nothing to the shield stacking counter other than shield breaker... thats one set... for one particular fight.

    5. Flames of oblivion

    Instant, area, 15 meters. Activate an aura of flames, granting Major Prophecy and Major Savagery, which increases your Spell and Weapon Critical by 10%.The aura also launches a fireball at the nearest enemy every 5 seconds, dealing (x) Flame Damage over 6 seconds. Sounds good to me, but it will take a spot on my bar 4/5 and its a Toggle. Hope the crit is worth it.

    Viable... maybe but there are other skills that will outclass this one...

    6. Kindling

    Increases the damage of flame abilities' burning effect by 66%. Cool .... Viable due to stamina morphs.

    7. Warmth

    Damaging enemies with Ardent Flame abilities also reduces their movement speed by 30% for 4 seconds. Cool ... viable due to stamina morphs, and now with the reduction into major expedition. (hidden DK buff.)

    8. Searing Heat

    Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 3% and the duration by 2 seconds. Cool... Viable due to stamina morphs, and an ulti buff.

    9. World in Flame

    Increases the damage of flame-based area of effect abilities by 6%.

    Ok, so we have 1 AoE dps skill thats a... DoT. It also does little damage compared to other AoEs(steel tornado anyone?) even with this buff. Could Change this to something like each time an Ardent Flame Area of effect ability is activated it will grant you a Burnning Aura for 8 meters(world in flames?) for 10 seconds those who stand in the Flames take (x) percent more damage from flame-based Area of effect abilities. Also grants minor protection from all attacks reducing damage taken by 8 percent... which would make some sense towards the name, though id rather it give me Major expedition cause minor expedition idk doesnt seem worth it when major is 30 percent idk...
  • AddictionX
    AddictionX
    ✭✭✭✭
    Faulgor wrote: »
    Why am I reading so much about "Stam DK's in a good place?"

    Because of this:
    Faulgor wrote: »
    Class skills I use on my Stamina Dragonknight
    Skill points spent: 54
    Ardent Flame
    Standard of Might
    Empowering Chains
    Unstable Flame
    Burning Breath
    Flames of Oblivion
    Kindling
    Warmth
    Searing Heat
    World in Flame


    Draconic Power
    Take Flight
    Hardened Armor
    Choking Talons
    Green Dragon Blood
    Dragon Fire Scale
    Iron Skin
    Burning Heart
    Elder Dragon
    Scaled Armor


    Earthen Heart
    Corrosive Armor
    Igneous Weapons
    Igneous Shield
    Fossilize
    Cinder Storm
    Eternal Mountain
    Battle Roar
    Mountain's Blessing
    Helping Hands

    Class skills I use on my Stamina Nightblade
    Skill points spent: 50
    Assassination
    Soul Harvest
    Killer's Blade
    Ambush
    Double Take
    Piercing Mark
    Relentless Focus
    Master Assassin
    Executioner
    Pressure Points
    Hemorrhage


    Shadow
    Bolstering Darkness
    Dark Cloak
    Surprise Attack
    Mass Hysteria
    Shadow Image
    Refreshing Shadows
    Shadow Barrier
    Dark Vigor
    Dark Veil


    Siphoning
    Soul Tether
    Siphoning Attacks
    Catalyst
    Magicka Flood
    Soul Siphoner
    Transfer

    Class skills I use on my Stamina Sorcerer
    Skill points spent: 36
    Dark Magic
    Restraining Prison
    Defensive Rune
    Dark Deal
    Unholy Knowledge
    Blood Magic
    Persistence


    Daedric Summoning
    Greater Storm Atronach
    Bound Armaments
    Power Stone
    Daedric Protection


    Stormcalling
    Energy Overload
    Boundless Storm
    Critical Surge
    Streak
    Capacitor
    Energized
    Disintegrate
    Expert Mage

    Class skills I use on my Stamina Templar
    Skill points spent: 20
    Aedric Spear
    Biting Jabs
    Blinding Javelin
    Piercing Spear
    Spear Wall
    Burning Light
    Balanced Warrior


    Dawn's Wrath
    Restoring Spirit

    Restoring Light
    Repentance
    Purifying Ritual
    Focused Healing

    +/- a few here or there depending on the build.
    Hope you notice the trend.

    Stamina DKs have a-ma-zing utility from their magicka abilities and passives. NBs are very similar in this regard, except they also have a spammable stamina-based attack and in turn fall behind DKs in survivability.
    From the point of view of almost any other build, stamina DKs look fantastic.

    Draconic Power

    1. Take Flight

    Launch yourself at an enemy, dealing (x) Physical Damage to all enemies in the area and knocking them back.

    Short simple, viable in all situations, Looks great. This is responsible for most of the non stam dk Q.Q ...

    Counters> cant cast while rooted(even though its an ultimate, ima use this same argument meteor users used) Can be canceled by jabs or any attack even light attacks(glitched wings anyone?)....can be dodged(meteor cannot be dodged but thats ok thats why we cc before we leap like it should be) can be blocked(but unlike meteor it doesn't follow you to the ends of the world) you would think if we take flight we would be able to control where we flew... like with wings and all... but i guess not ... still a viable and good ulti for stamina DK.

    2. Hardened Armor

    Release your inner dragon to gain Major Resolve and Major Ward, increasing Armor and Spell Resistance by (x) for 20 seconds.
    While active, the armor returns (x) Physical Damage to melee attackers and for 3.5 seconds after activation, it absorbs up to (x) of your Max Health in damage.

    Viable for certain builds and aoe detect.

    3. Choking Talons

    Call forth talons from the ground to deal (x) Physical Damage and immobilize nearby enemies for 4 seconds.
    Talons also afflict enemies with Minor Maim, reducing their damage by 15% for 4 seconds.
    While enemies are held, an ally can activate the Impale synergy, dealing (x) Physical Damage to enemies held within talons.

    Would be a potentially great synergy with tanking except it cost... magicka. But deals physical damage... hmmm something that does physical damage shouldn't cost magicka... but well here is room for another stamina morph.

    4. Green Dragon Blood

    Draw on your draconic blood to heal 33% of missing Health.
    Also grants Major Fortitude and Major Endurance, increasing Health and Stamina Regeneration by 20 percent.

    Viable is questionable... as a self heal as it was intended no. But the recovery this gives for the duration it gives us Yes. If this would instead heal 33 percent of missing health unaffected by the major mending or battle spirit then this would be an ok class heal.

    5. Dragon Fire Scale

    Flex your scales to reflect up to 4 projectiles over 4 seconds.
    The reflected projectiles deal 20% additional damage to the attacker.

    Viable. Shouldnt reflect 4 meteors but should either absorb one even partially (like harness magicka) or to reflect one it should cost as much as they used to cast it, if you dont have the ultimate built up for it then you wont be able to reflect it.

    6. Iron Skin

    Block an additional 10% damage.

    Viable? Not really...

    If this is supposed to be my skin and its iron why would be about blocking... If this is supposed to help DK mitigate damage why not instead reduce light attacks by (x) percent and heavy attacks by (x) and have the effect stacking the more light/heavy attacks you are hit with in (x) seconds reducing the amount of damage you take from skills by (x) afterwards. Cause if you strike iron rapidly your weapon should dull faster and become a butter knife.

    7. Burning Heart

    Increases healing received by 12% while a Draconic ability is activated.

    Viable? only if you use green dragons blood, or harden armor. But one of the those two are not really up to par with other class heals. Situational to get the benifits of this passive.. yes.

    8. Elder Dragon

    Increases Health Recovery by 4% for each Draconic Power ability slotted.

    Viable? not really... Even if it increased health recovery by 25 percent by having all draconic power abilities and out of those abilities listed maybe only the ultimate and the harden armor really make it anywhere... green dragons blood where we are paying 3.5k magicka for the regen every 24 seconds... takes up a slot and is not useful as a self heal... even with the massive cost.

    If this is supposed to be a DKs sustainment passive, Why not instead just increase Stamina, Magicka, And Health recovery by just flat out (x) percent. While having a draconic ability activated.

    9. Scaled Armor

    Increases Spell Resistance by (on mines its 3300) I guess this is supposed to be a resistance passive, but nothing for physical resistance cause its outdated. Just like the old CP tree.

    With penetration in the CP tree being the way it is even if we had a spell/physical resistance passive it would get very easily negated rendering this passive useless and a waste of skill points.

    If this passive is supposed to be about our natural Armor it should instead give us reduced damage by 6 percent. If you're worried about this stacking with the racial passives rugged for a total of 12 percent mitigation it would give a viable reason to play other classes with rugged and not just give all the bonuses favoring the burst dps meta.

    Also Khajiit gets 10 percent stamina recovery, breton gets cost reduction and max magic, redguard is the same but with stamina, the Bosmer gets increased stamina regen, Dunmer Max magicka/stamina same with orc, Altmer gets magicka and max magicka, Argonians is like wtf.... Nord is like resist frost by like 2k (on top of the fact that frost staffs is one weapon out of the many staffs you can use let alone frost spells...) so they threw a bone and added max health.. and that Health recovery passive... like what the hell.... Any thing Health RECOVERY should be removed as a passive. Anyways those are racial passives and thats besides the point of this thread.
    Edited by AddictionX on February 10, 2016 10:14AM
  • AddictionX
    AddictionX
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    Faulgor wrote: »
    Why am I reading so much about "Stam DK's in a good place?"

    Because of this:
    Faulgor wrote: »
    Class skills I use on my Stamina Dragonknight
    Skill points spent: 54
    Ardent Flame
    Standard of Might
    Empowering Chains
    Unstable Flame
    Burning Breath
    Flames of Oblivion
    Kindling
    Warmth
    Searing Heat
    World in Flame


    Draconic Power
    Take Flight
    Hardened Armor
    Choking Talons
    Green Dragon Blood
    Dragon Fire Scale
    Iron Skin
    Burning Heart
    Elder Dragon
    Scaled Armor


    Earthen Heart
    Corrosive Armor
    Igneous Weapons
    Igneous Shield
    Fossilize
    Cinder Storm
    Eternal Mountain
    Battle Roar
    Mountain's Blessing
    Helping Hands

    Class skills I use on my Stamina Nightblade
    Skill points spent: 50
    Assassination
    Soul Harvest
    Killer's Blade
    Ambush
    Double Take
    Piercing Mark
    Relentless Focus
    Master Assassin
    Executioner
    Pressure Points
    Hemorrhage


    Shadow
    Bolstering Darkness
    Dark Cloak
    Surprise Attack
    Mass Hysteria
    Shadow Image
    Refreshing Shadows
    Shadow Barrier
    Dark Vigor
    Dark Veil


    Siphoning
    Soul Tether
    Siphoning Attacks
    Catalyst
    Magicka Flood
    Soul Siphoner
    Transfer

    Class skills I use on my Stamina Sorcerer
    Skill points spent: 36
    Dark Magic
    Restraining Prison
    Defensive Rune
    Dark Deal
    Unholy Knowledge
    Blood Magic
    Persistence


    Daedric Summoning
    Greater Storm Atronach
    Bound Armaments
    Power Stone
    Daedric Protection


    Stormcalling
    Energy Overload
    Boundless Storm
    Critical Surge
    Streak
    Capacitor
    Energized
    Disintegrate
    Expert Mage

    Class skills I use on my Stamina Templar
    Skill points spent: 20
    Aedric Spear
    Biting Jabs
    Blinding Javelin
    Piercing Spear
    Spear Wall
    Burning Light
    Balanced Warrior


    Dawn's Wrath
    Restoring Spirit

    Restoring Light
    Repentance
    Purifying Ritual
    Focused Healing

    +/- a few here or there depending on the build.
    Hope you notice the trend.

    Stamina DKs have a-ma-zing utility from their magicka abilities and passives. NBs are very similar in this regard, except they also have a spammable stamina-based attack and in turn fall behind DKs in survivability.
    From the point of view of almost any other build, stamina DKs look fantastic.

    Earthen Heart

    Corrosive Armor

    Ignite the molten lava in your veins to cap incoming damage at 3% Max Health and deal (x) Flame Damage to nearby enemies each second for 9 seconds.
    While active your attacks ignore 100% of an enemy's Armor.

    Viable... cause its not situational... its short simple and to the point.

    Igneous Weapons

    This morph now increases your own fully-charged Heavy Attack damage by 40% for 30 seconds in addition to granting the Major Sorcery buff.
    This morph will now apply the fully-charged Heavy Attack damage bonus to Lightning and Restoration Staves.

    Not useful to stamina builds atm because rally still exsist does the same thing and gives heals.... also good bye to our ownly class executioner with the molten armaments morph. maybe for gank bow builds. The argument that stamina builds who run 2h are no longer forced to run 2h is negligible and unknowing how stamina builds work at their core. Yet one less skill in the stamina arsenal of viable abilities. Even in group play, thats more for magicka DKs.

    Igneous Shield

    The one and only .... crappy shield but used to have a buff where we could heal 30 percent now its 25... really only hits stamina builds but ill survive still. Viable... yes.

    Fossilize

    Our only hard cc but unlike fear, this breaks on damage... how you run away from fear while getting stabbed in the back but once you turn into stone i tickle you and you break free from it is beyond me. But viable... yes.

    Cinder Storm

    Summon a scorching cloud of ash at the target location, dealing (x) Flame Damage to enemies every 0.5 seconds for 15 seconds. Also reduces enemies' Movement Speed by 70% for 2.5 seconds even if they leave the area.

    Only caltrops do pretty much the same have a much larger radius than 5 meters like this does and hits harder per second... I think this is better if it was not a ground AoE but like A Dark Clould of Ash that follows you where ever you go. If that where to happen it should either remove snares while its active, or Grant a Movement buff of like 15 percent or something. Currently i wouldn't consider this viable on a stamina DK.

    Eternal Mountain

    Increases duration of Earthen Heart abilities by 20%

    This is an Ok passive, it has its uses.

    Battle Roar

    Cool So battle roar restores 70 percent of the ultimate cost

    Restore Health, Magicka, and Stamina. Restore amount increased by 70% of the ultimate cost. Viable .... yes. Read below how this isnt an excuse for it to be on par with NB 15 percent regen stat tho.
    Now the Base value restored for ANY ultimate casted is 700 Magicka, Health and Stamina at level 50. This is then increased by 70% of ultimate cost BEFORE and ultimate cost reduction effects.

    For example: Standard of Might - Cost 250 ultimate

    700 base value + 140 (70% of 250) Health, Magicka, and Stamina.

    Devouring Swarm - can have cost reduced by many methods but this does not effect return with battle roar)

    700 base value + 140 (70% of 200) Health, Magicka, and Stamina.

    So now lets take that regen passive 15 percent to all the stats.

    You gain x ammount of regen every 2 seconds on top of your stats. Say with 1800 regen thats about 2100 with that stat. So thats an extra 300 every two seconds.

    Mountain's Blessing

    Activating an Earthen Heart ability grants 2 additional Ultimate and gives Minor Brutality to all allies within 30m, increasing Weapon Damage by 5% for 20 seconds. Can only gain 2 Ultimate every 6 seconds.

    Now>
    This passive ability now grants the Minor Brutality buff any time an Earthen Heart ability is activated. The Ultimate gain portion of the passive still can only be granted while you are in combat, and the tooltip has been updated to convey this. Viable... yes.

    That is better :)

    Helping Hands

    Restores 5% Stamina when activating an Earthen Heart ability. While this might seem like it would help out stamina DK at first glance keep in mind we have small magicka pools... so with 20k stamina thats 1k stamina return... 30k stamina thats 1.5k stamina return... at most its 3k... thats my entire magicka pool for 3k on stamina ...


    So whats this again about the "Stamina DKs have a-ma-zing utility from their magicka abilities and passives. NBs are very similar in this regard, except they also have a spammable stamina-based attack and in turn fall behind DKs in survivability.
    From the point of view of almost any other build, stamina DKs look fantastic"


    How are we on par with NBs? NBs if they build for sustainment instead of stacking all into damage they could survive just like us... they dont because their passives make up for it..
    Edited by AddictionX on February 10, 2016 8:24AM
  • FloppyTouch
    FloppyTouch
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    I'm happy with most changes just wish we had a class execute and be able to reflect meteor sorcs are going to love to crush us now with this.
  • Sidney
    Sidney
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    I like all of the DK changes. The change to Magma Armor and Cauterize is amazing. I tested out the healing with cauterize and it seems great. I feel like it will fill in some gaps in certain situations, for example if I am popping a few defensives - this gives me time to hit that heal, pop my defensives, and get back to active healing without having to spam my buttons and cross fingers someone doesn't die.

    It doesn't seem to be overpowered either, but I'll still need to test in larger environment.

    At the moment, all is well!

    I wouldn't object to some buff/change to whip though.

    Also, I feel more skills, not just for DK's, but all classes, should have more stamina based morphs. Better yet, allow some kind of skill or toggle or passive that turns skills into stamina scaled skills. It would allow a bigger pool of skills for people to play with and create some interesting combinations. There will be a much larger variety in skills people use if that was the case.

    We should be allowed to switch between magicka and stamina use without having to go respec constantly. As long as we put in the time to level the skills/morph, and took time to build our different sets of gear, we shouldn't be stuck behind some type of wall that encourages us to remain the same.
    >.<_____/
    If you want me to read a post aimed at me, please put @Sidney.
    Please give us tail armor and dyeable tail ribbons.
    Click Here -->Support Dyeable Tail Ribbons<---
    All your mats r belong to Khajiit.
    Click Here -->Support Tail Armor<---
  • Alcast
    Alcast
    Class Representative
    LorDrek wrote: »
    Will be stam dk usefull for pve, or not?

    Yes, it is still good, dont worry :)
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • leepalmer95
    leepalmer95
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    I still think dk's need some sustain passives, even if it's only 10% mag/stam. Replace the health regen passive if you have too.

    Getting % stamina return isn't very much.

    Relying on Ult's to sustain is also a bad idea.

    Just some flat % resource would be amazing. Even 8% across would be welcome.


    Also change sea of flames... or flames of oblivion i would like inferno to be useful in pvp for a mag dk. Be nice to have it on your back bar and treat it as a buff before you duel, just hit it and free dmg for 15 seconds... every 5 second for a few k...

    Change flames of oblivion i guarantee no one is going to use it. It's needs more dmg/utility.

    Also could you change the ardent flame passive or 30% snare to 50% or something, every casually throws around 50-70% snares using stampede, webs, caltraps, lotus fan, and now sweeps. 30% snare seems a little underwhelming.

    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Savos_Saren
    Savos_Saren
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    Targuris wrote: »
    That's a little too much damage maybe 100% is a bit more reasonable.

    Ha 250% would put it on par with something like Ransack. Whip does literally no damage in Cyrodil, none.

    "My whip has an 8k tooltip with 32% more damage due to racials and cp it could be adjusted but that would be insane for it to do 2.5x more damage"


    Gents,
    I was trying to make it comparable to these Executes:

    Radiant Oppression:
    Burn an enemy with a ray of holy fire, dealing Magic Damage over 3 seconds.
    Deals up to 20% additional damage in proportion to your current Magicka.
    Targets with less than 50% Health take up to 330% additional damage.
    Can critically hit.

    Killer's Blade:
    Thrust a magic blade with a lethal precision to stab an enemy for [x] Magic Damage.
    Causes 300% more damage to targets with 25% Heath or less remaining.
    Heals you for 17% Max Health if the target dies within 2 seconds.
    Now scales off Stamina and Weapon Damage and heals you if target dies within two seconds of use.

    Mage's Wrath:
    Call down lighting to strike an enemy for [x] Shock Damage.
    If target enemy’s Health falls below 20% within 4 seconds, an explosion deals an additional [y] Shock Damage to the target and [z] Shock Damage to other enemies nearby.
    Explosion deals more damage.
    Edited by Savos_Saren on February 10, 2016 2:50AM
    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
  • Parafrost
    Parafrost
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    All classes except dks got a execute, so yes DK should get an execute.. To the person saying 250% is too much, you gotta realize Templars Execute is 300% and thats xk dmg over 3 seconds. 250% is not much to ask for.
    Edited by Parafrost on February 10, 2016 3:58AM
  • leepalmer95
    leepalmer95
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    Parafrost wrote: »
    All classes except dks got a execute, so yes DK should get an execute.. To the person saying 250% is too much, you gotta realize Templars Execute is 300% and thats xk dmg over 3 seconds. 250% is not much to ask for.

    Templars is 330%, every other classes is 300% i think.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Savos_Saren
    Savos_Saren
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    @Parafrost @leepalmer95

    I quite literally posted the percentages just above both of your messages.
    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
  • leepalmer95
    leepalmer95
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    jaburns wrote: »
    @Parafrost @leepalmer95

    I quite literally posted the percentages just above both of your messages.

    Good for you?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Savos_Saren
    Savos_Saren
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    You wouldn't need to say:

    "Templars is 330%, every other classes is 300% i think."

    No guessing involved.
    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
  • leepalmer95
    leepalmer95
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    jaburns wrote: »
    You wouldn't need to say:

    "Templars is 330%, every other classes is 300% i think."

    No guessing involved.

    Isn't it rather obvious that i never read your post?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Savos_Saren
    Savos_Saren
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    I can tell, by your grammar, that you don't read a lot of things.
    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
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