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My thoughts on poison damage for Dragonknights (Please keep it civil)

  • danno8
    danno8
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    danno8 wrote: »
    Sorry but no changing the stamina morphs to be poison would be a double nerf to stamina base DKs because of the new hardy that is coming in U9. It reduces both physical and poison damage now the 2 most used forms of attacks for stamina base builds changing the fire damage to poison wouldn't be a buff but a nerf convincing even more players to go to magical base DKs that stamina base DKS and or DK tanks because as you all might have notice is how magical base players are always crying about how they die to easy cause "stamina builds to OP" so instead of investing into a proper defense ZOS is just giving them a flat resistance buff to stamina base builds with the new hardy and it only takes 27 CP to get to 10% now imagine if they pooled all their warrior points int hardy.

    Plus the stamina morphs the only 2 DKs have are already powered up by mighty.

    Also if their gonna start making poison dragons they might as well give players options to be fire, frost, sock, or poison base that way those stamina base DKs and DK tanks can stay fire if they want or try frost.

    Help me out here.

    If the 2 stamina morphs and all the physical damage for stamina DK's are both increased by one star, namely Mighty, why is that balanced when opponents have to use 2 stars, namely Elemental Defender and Hardy, to reduce the two different damages?

    Is it balanced when one class has to invest twice as many CP's as another for counter-balance?

    Yes cause that class also has access to (and even officially confirmed by ZOS) the strongest defense in the game which is damage shields.

    So because Sorcs have shields DK's get double CP credit?

    I'm not sure if you just didn't understand the question, are trying to evade it completely or have a strange sense of balance.

    Have you tried applying to ZoS for work.
  • sneakymitchell
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    rather keep it flame if we have DoT increase on cp. Most poison is DoT related so this would be whatever if just have a mix of flame and poison.

    But that means that the reduce physical resistance is going to get rid of but unless they balance the damage to keep the Major fracture. ;)
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • mb10
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    Fair enough but a DK who bases attacks from "poision" goes against the whole point
  • Bossdonut
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    It's honestly not a bad idea that will be executed poorly.
  • Anhedonie
    Anhedonie
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    Well, mag DKs have to invest into taumaturge to increase dot damage...so actually new system is more harmful for mag dks.
    Anyway.

    I think it's great, but poison damage bonus could go to argonians, rather than to dunmers.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Junkogen
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    I don't understand why they wouldn't make stamina NBs poison-based. Seems more fitting to me. I would think Stam DK would be physical damage like the earth or something.
  • runagate
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    Gilliam that's an excellent idea. I have made many a poison spec'd character as I've mentioned.

    I was reading about people who have various physical problems animation canceling and such and was theorycrafting heavy attack builds and fell back on some of my old favorites, the Poisonous Serpent and Destructive Mage sets (a couple of the only jewelry-slot maximizing Sets before agility/willpower and the wonderful expansion of such upcoming in the Thieves Guild DLC) and came up with this which I thought you'd like, but I think I'd almost like it more as a stamina build with daedric damage (you can see from the below notes that at some point the Destructive Mage set's damage was increased by a whole lot beyond that screenshot you showed there):

    https://docs.google.com/document/d/1__k0oaVE7Y9XDHTWzgPAaGqSWCTqBP6ZNW_vy5oguxw/edit

    Palatinus build aka Lamp Knight dragonknight magicka heavy attack build


    Those who are in good standing with the Mage's Guild may become a Knight of the Lamp, an order chartered by Trechtus to protect the Guild when he realized that money cannot buy loyalty. The Order only recruited those who had already demonstrated fighting skills and were in good standing with the Mages Guild. A contingent of the order was led by Vanus Galerion to confront Mannimarco and they participated in the resulting battle. After he became Archmagister, Hannibal Traven commanded the Order of the Lamp to arrest Magister Ulliceta gra-Kogg of Orsinium for necromancy but she escaped.


    http://www.uesp.net/wiki/Lore:Order_of_the_Lamp


    A Palatinus is the leader of a local chapter of the Order of the Lamp and must prove their mettle by both beheading the avatar of Mephala as well as facing the fallen constellations, particularly the Scaled Court and the Celestial Serpent, in order obtain their regalia: The Mask of Spawn of Mephala's Mask and Arm Cops, a suit of Infallible Mage, Aether Rings of Empowerment and an Aether Necklace of Undoing, as well as both The Master's Inferno Staff and The Maelstrom Inferno Staff.


    http://www.uesp.net/wiki/Lore:Mages_Guild


    These treasures may have been extremely hard to obtain and later on Tamriel's heroes may even wonder what utility they can be put to other than attracting glowbugs to chew on these oft-discarded items while in storage on one's bank mule. Well, when combined in a precise way they can be of great utility to a strong and coordinated group of adventurers.


    The basic idea behind this build is to create a heavy attack group play utility build for CCs, snares and single target execution in a pile of DoTs, based on leveraging the Spawn of Mephala magick DoT and snaring webs, Destructive Mage's daedric damage bomb and Infallible Mage set's 10% reduced spell and physical resistance (nor a major/minor debuff, so stackable) and the damage bonus to heavy attacks added to the similar bonus from the Maelstrom Inferno Staff's bonus against enemies in Wall of Elements, with a bar nearly full of Mage's Guild skills for incredible magicka regeneration sustainability.



    Preferred Race


    Based on racial passives it's obvious that Dunmer or Altmer would be ideal for this magicka-oriented build, especially given their elemental damage bonuses. Mine happens to be an Argonian, because I wanted to play a pink Saxhleel lady.



    Recommended Equipment


    This build is based on a very particular set of gear.


    Spawn of Mephala (VR 16) undaunted helm and shoulders: (1 items) Adds 1064 Max Health (2 items) Fully charged heavy attacks have a 30% chance to create a web for 10 seconds. Web deals 1130 Magic Damage every 1.0 second and reduces Movement Speed by 50%. Preferably these would have the Divines trait and re-enchanted with Magicka glyphs. If one has a medium piece and a heavy piece, you get the additional benefit of the Undaunted passive skills. (Thieves Guild DLC PTS: Spawn of Mephala: Increased the proc chance of this item set to a 100% chance when you hit with a fully-charged Heavy Attack, up from 50%.)


    Infallible Mage (VR 14) set robe, gloves, sash, breeches and shoes: (2 items) Adds 672 Spell Critical (3 items) Enemies you damage with fully charged heavy attacks have 10% reduced Physical and Spell Resistance. (4 items) Adds 126 Spell Damage (5 items) Your fully charged heavy attacks do an additional 567 damage. (5 items) Adds 672 Spell Critical/ The traits of this set are random as well, so hopefully you'll have run Sanctum enough times to get all Divines trait gear.


    Destructive Mage (VR 12) set, 2 Aether Rings of Empowerment and one Aether Necklace of Undoing (all three of which have the Arcane trait and should be re-enchanted with Spell Damage glyphs). Adds 900 max magicka and Fully charged Heavy Attacks place a bomb on the enemy. This bomb will explode for 4551 Daedric Damage to nearby enemmies when another player hits it with a Heavy Attack. Bomb can be places once every 20 seconds.



    Primary Bar: Maelstron Inferno Staff (Weighted trait, increases weapon attack speed by 12%) Enchantment: Targets affected by Wall of Elements take 387 additional damage from your Light and Heavy attacks. While equipped grants additional 190 Spell Damage.


    Elemental Blockage (Slam your staff down to create an elemental barrier in front of you, dealing [x] Magic Damage to enemies in the target area every 0.5 seconds. Also applies an effect based on your staff's attack element: Blockade of Fire deals extra damage to burning enemies. Blockade of Frost reduces enemy Movement Speed and immobilizes chilled enemies. Blockade of Storms sets concussed enemies off balance. Lasts 8 seconds.

    (Thieves Guild DLC PTS) Increased the damage for this ability and its morphs by 80%. Fixed an issue where Wall of Storms and its morphs were not setting concussed enemies off balance. Fixed an issue where the visual effects from Wall of Flame and Wall of Frost would not be removed when they were recast at a new location.


    Molten Whip (Lash an enemy with flame for (x) Flame Damage and set immobile or stunned enemies off balance. While slotted, the damage of Ardent Flame Abilities is increased by (x). You can only set an enemy off balance once every 5 seconds)

    Degeneration (Bind an enemy with chaotic magic, dealing 721 Magic Damage over 12 seconds and restoring 224 Health to you plus an additional 224 every 6 seconds. While active, your weapon attacks have a 15% chance to heal you for 115% of damage caused. Also grants Major Sorcery, increasing your Spell Damage by 20%.) This procs the Might of the Guild passive, granting Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds


    Volcanic Rune (Inscribe a rune of cosmic fire on the earth that blasts an enemy entering the target area for 593 Flame Damage, knocking them back and stunning them for 4 seconds.) +6% damage due to World In Flames flame-based AoE passive bonus. This procs the Might of the Guild passive, granting Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds


    Inner Light (Thieves Guild DLC PTS) This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted. The Inner Light morph will continue to increase your maximum Magicka while slotted


    (Ultimate) Shooting Star (Call a comet down from the constellations to blast an enemy, dealing 1437 Flame Damage to all enemies in the area and knocking them back. Grants you 12 Ultimate for each enemy hit. After impact, enemies in the target area take 457 Flame Damage every second for 10 seconds.) +6% damage due to World In Flames flame-based AoE passive bonus.



    Secondary Bar: The Master's Ice Staff (precise trait)

    Enchantment: Destructive Touch and morphs deals 900 additional damage and costs 12% less. Max Magicka is increased by 900 while the staff is equipped.


    Destructive Clench (Devastate enemy with an enhanced charge from your staff, dealing [x] Magic Damage and [y] more over 8 seconds. Also applies an effect based on your staff's attack element: Flame Clench knocks back the enemy and deals more damage over time. Frost Clench immobilizes the enemy for longer. Shock Clench stuns the enemy and deals damage.


    Deep Breath (Absorb [x] Health from up to 3 nearby enemy Nearby enemies casting are interrupted and then stunned and set off balance for 2 seconds. After 2.5 seconds, you exhale fire, dealing [x] Flame Damage to nearby enemies.) +6% damage due to World In Flames flame-based AoE passive bonus, and procs.. This is the only Dragonic ability slotted, and it procs the Burning Heart passive which increases healing received be 12% while activated.

    (Thieves Guild DLC PTS) This morph no longer increases the damage of the exhale damage (the second hit) due to the baseline damage increases for Inhale, described below. It will continue to interrupt targets on the inhale (the first hit) as a morph effect. Increased the exhale damage (the second hit) from this ability and the Draw Essence morph by 40%. The Deep Breath morph has had its exhale damage increased by 16% to match this value. This ability and its morphs now hits 6 targets, increased from 3 targets, and follows standard area of effect damage guidelines for additional targets. Increased the cost of this ability and its morphs by 6%.


    Engulfing Flames (Exhale a flaming blast, dealing (x) Flame Damage to enemies in front of you and an additional (y) Flame Damage over 8 seconds. Affected enemies take 7% additional damage from flame attacks.) Lasts 10 seconds with the passive Searing Heat, Warmth reduces movement speed for 4 seconds, damage +3% due to Searing Heat, and +[x} due to Molten Whip being slotted. This is an Ardent Flame ability, so gets the bonus from Molten Whip.


    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 (Actually lasts 18 seconds due to Eternal Mountain passive). Also reduces enemies' Movement Speed by 70% for 2.5 seconds even if they leave the area.) +6% damage due to World In Flames flame-based AoE passive bonus, Mountain's Blessing passive grants 1 additional ultimate/6 seconds and grants allies within 30 meters Minor Brutality increasing weapon damage by 5% for 10 seconds, and restores 5% of Stamina due to the Helping Hands passive.


    Molten Armaments (Charge your weapons with volcanic power to temporarily increase the damage of your fully charged heavy attacks by 40% for 8 seconds, with damage increased further by 150% against targets below 50% Health) (Thieves Guild DLC PTS) 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. This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.


    (Ultimate) Dragonknight Standard (Call down a flaming battle standard that deals (x) Flame Damage each second to nearby enemies and afflicts them with Major Defile, which reduces the effectiveness of healing on them by 30%. The standard also increases your damage by 20% and reduces the damage dealt to you by 20%. While the standard is up, an ally can activate Shackle to deal (x) Flame Damage and immobilize enemies in a 2.5m radius.)


    MUNDUS


    The Thief: The bonus to Spell Critical with 7 Legendary Divine Traits, if you happen to be so lucky as to have all Divines gear in an ensemble of 7 pieces of gear all of which are dropped with a random trait! This build is unusual in that it has neither Mage Light nor Inferno as a toggle on both bars, to fit more skills in, so it's nice to be able to boost one's spell critical chance with this Boon.



    Combat In-Depth


    Combat for a Lamp Knight is based on the following skill rotation:

    1.Molten Armaments (8 second duration)


    2.Elemental Blockade (8 second duration)


    3.Volcanic Rune (4 second stun)


    4.Heavy Attack since Volcanic Rune just proc'd Empower from Might of the Guild


    5.Cider Storm (18 second duration)


    6.Frost Clench (8 second CC)


    7.Engulfing Flames (10 second duration DoT and +7% flame damage)


    8.Elemental Blockage (to keep the Maelstrom staff damage bonus proc'd)


    9.Molten Whip (to set enemy off balance once per 5 seconds)


    10.Molten Armaments (8 second duration)


    11.Degeneration (14.4 second duration and proc'd Empower)


    12.Heavy Attack


    13.Deep Breath i(f needed for self-heal and interrupt)



    After the Thieves Guild DLC patch arrives hopefully the Spawn of Mephala set will still always proc 100% of the time on a heavy attack, and since it does Magic damage the Lamp Knight's Elemental Expert will now boost the damage of the Webs DoT. In any event, once you've stunned an opponent with a Rune (fire damage) so they'll hold still long enough for you to hit them with a heavy attack, they will then be snared already and have a daedric bomb places on them. When working in concert with another player who uses heavy attacks this will grant another damage boost, much higher than it appears on ESO sites online. Cinder Storm will further hamper their ability to come at you for a counter attack, adding another fire DoT to Elemental Blockage. Then Frost Clench them to freeze them in ice and hit them with Engulfing Flames to add another fire DoT and increase the flame damage yet more. If they're still moving around at that point use Molten Whip to set them off balance, recast Molten Armaments which has probably ended from the first cast, Degeneration for another DoT and to Proc Empower once again for another Heavy Attack.


    One's heavy attacks incur a -10% resistance on the target in addition to other Light Armor, Destructive Staff and Champion passive bonuses to penetration, +387 damage or so while standing in your Blockage and +567 or so from the Infallible Mage 5 piece Set bonus, +7% from Engulfing Flames, +66% to the burning status effect (which passives give a 100% chance to proc), +12% from Tri Focus, +14.3% Elemental Expert damage bonus, +20.4% from Staff Expert and a not inconsiderable Magicka restoration from heavy attacks and from killing an opponent with a Destruction Staff ability. This allows you to be rather profligate with Magicka spending, especially with all the Mage's Guild and Light Armor and other magicka regenation bonuses.


    In total the Destruction Staff heavy attack bonuses stack up to about +950 or so extra damage with a further +121% damage bonus, or +286% versus low health targets. This last number seems to be coming to an end with the severe Molten Armaments nerf from the Thieves Guild DLC patch and probably justifies moving the build's CP from Atronach to have only 30 points devoted to Staff Expert and instead dump them all into the Apprentice for more Elemental Expert and Elfborn bonuses, which are reflected below in the Champion Points which I've rejiggered in light of the changes currently on the PTS, taking all of the points out of Atronach and thus losing the +5% light and heavy weapon attack bonus against low damage targets below 20% health. Which is too bad; as you can see, the numbers above were exceptional when I first designed this build. After the initial 120 CP per tree this build is based on you can then spend any further points in Staff Expert. It would still be better to put a bunch of points into Staff Expert for single target DPS but since this is a group utility build it's hard to overlook the utility of Arcane Well and some extra Spell Precision. If I could I would test both versions and see what's most useful.


    The Thieves Guild molten armaments nerf really does terrible disservice to this, one of the only really interesting Heavy Attack builds possible, but had I access to all of the gear that is required (I am missing some Infallible Aether due to being away from the game for 7 months and coming back after people essentially stopped running Sanctum) I would greatly enjoy playing this build as a change of pace. I can't count the number of times I've recently wished that everything was snared (for instance in the Maw of Lorkaj trial) and would stop running all over the place.



    PASSIVE SKILLS of relevance:


    •Kindling (Increases the damage of flame abilities' burning effect by 66%)


    •Warmth (Damaging enemies with Ardent Flame abilities also reduces their movement speed by 30% for 4 seconds.)


    •World In Flames (Increases the damage of flame-based area of effect abilities by 6%)


    •Magicka Controller (Increases Max Magicka and Magicka Regeneration by 2% for each Mages Guild ability slotted) This should make it a +8% bonus once Shooting Star is fixed.


    •Might of the Guild (Casting a Mages Guild ability grants Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds.) (rather than using Empowering Chains) (Thieves Guild DLC PTS) Might of the Guild: This passive ability can now proc the Empower buff from Magelight and its morphs


    •Tri Focus (While using a Destruction Staff Heavy Attack: Grants bonus affects based on the element used: Fully charged heavy fire attacks deal 12% additional damage. Fully charged heavy frost attacks grant a damage shield that absorbs 2[x] damage. Fully charged heavy shock attacks damage nearby enemies for 100% of the damage done)


    •Penetrating Magic (With Destruction Staff equipped: Allows your Destruction Staff spells to ignore 10% of an enemy's Spell Resistance)


    •Elemental Force (With Destruction Staff equipped Increases your chance of afflicting enemies with Burning, Concussion, and Chilled status effects by 100%.)


    •Ancient Knowledge (With Destruction Staff equipped: Reduces the time it takes to charge a heavy attack by 10%.)


    •Destruction Expert (With Destruction Staff equipped: Restores 2[x] Magicka when you kill a target with a Destruction Staff spell or Weapon attack.)


    •Mountain's Blessing (Thieves Guild DLC PTS) Mountain’s Blessing: 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.


    •Undaunted Mettle (Increase your Max Health, Stamina and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped.) Thus +6% for each due to using a pair of heavy and medium Undaunted set pieces.


    •Undaunted Command (Activating a Synergy ability restores 4% of your Max Health, Stamina and Magicka.)


    •Evocation (With one or more pieces of Light Armor equipped: Reduces the Magicka cost of spells by 3% per piece of light armor equipped.)


    •Recovery (With one or more pieces of Light Armor equipped: Increases Magicka Recovery by 4% per piece of light armor equipped.). +20% for 5 pieces of Light Armor worn; the constant fully charged heavy attacks and 4 Mage's Guild abilities slotted on the main bar make this build's magicka regeneration very high.


    •Prodigy (When a Light Armor set of 5 or more pieces is equipped: Increases your Spell Critical rating by 2191.) Even with the medium and heavy Undaunted pieces this build still receives this bonus.


    •Concentration (When a Light Armor set of 5 or more pieces is equipped: Increases you Spell Penetration by 4884.)


    •Wind Walker (With one or more pieces of Medium Armor equipped: Increases Stamina Recovery by 4% per piece of Medium Armor equipped. Also reduces the Stamina cost of abilities by 3% per piece of Medium Armor equipped.) Hepful for dodge rolls and such.


    •Athletics (With one or more pieces of Medium Armor equipped: Increases your Movement Speed while sprinting by 3% and reduces the Stamina cost of Dodge Roll by 4% per piece of Medium Armor equipped.) Improves the utility of Undaunted passives and using all 3 armor types.


    •Constitution (With one or more pieces of Heavy Armor equipped: Increases Health Recovery by 4% per piece of Heavy Armor equipped. Also restores Magicka and Stamina each time you are hit, but only once every 4 seconds. Amount restored is increased per piece of Heavy Armor equipped.)


    •Juggernaut (With one or more pieces of Heavy Armor equipped: Increases Max Health by 1% per piece of Heavy Armor equipped.) Just +1% but a worth the skill points if you're wearing 3 types of armor anyway.


    •Rapid Mending (With one or more pieces of Heavy Armor equipped: Increases healing received by 1% per piece of Heavy Armor equipped.)




    CHAMPION POINTS


    APPRENTICE 120

    •Elemental Expert 75 Increases your Flame, Frost and Shock damage by 20.4% (Thieves Guild DLC PTS) This ability now increases Flame, Frost, Shock, and Magic Damage dealt by you, instead of Flame, Frost, and Shock Damage only.


    •Elfborn 30 Increases your Spell Critical damage and healing by 10.8%


    •Spell Erosion 15 Increases the amount of Spell Resistance your spells ignore by 6.6%


    •Vengeance Guarantees your next spell will be a critical hit after you block three spells.


    •Spell Precision Increases your spell critical rating by 12%


    •Foresight Reduces the Magicka cost of your next spell by 80% after you drink a potion.


    •Arcane Well Gives you a 20% chance when you kill an enemy of opening an Arcane Well, which restores X Magicka to you and any allies within 2.5 meters of the enemy.


    TOWER 90

    •Magician 80 Reduces the magicka cost of spells by 13.9%


    •Ensnare grants a 33% chance to reduce an enemy's movement speed by 20% for 3 seconds any time you hit them with a bash attack


    •Inspiration boost Increases inspiration gain by 20%


    •Mara's Gift When killed heal all allies in an 8 meter radius for X


    LOVER 30

    •Arcanist increases your magicka regeneration by 10.8%


    •Plentiful Harvest granst you a 10% chance to double the yield from normal resource nodes.


    •Synergizer Grants 2 Ultimate any time you activate a synergy.


    SHADOW 10

    •Defile Inceases the effectiveness of healing reduction abilities by 5.7%


    •Fortune Seeker Increases the amount of gold you find in treasure chests by 50%


    STEED 30

    •Block Expertise 15 Reduces the cost of blocking by 6.6%


    •Spell Shield 15 Increases spell resistance by 6.6% (Thieves Guild DLC PTS) This ability now grants a flat amount of Spell Resistance per point spent that scales with your level, instead of granting a percentage increase to Spell Resistance.


    •Invigorating Bash Gives you a 20% chance to restore X health when you bash an enemy.


    •Phase After roll dodging, your armor and spell resistance is increased by X for 3 seconds


    LADY 75

    •Elemental Defender 30 Reduces flame, frost, and shock damage dealt to you by 10.8% (Thieves Guild DLC PTS) This ability now reduces Flame, Frost, Shock, and Magic Damage dealt to you, instead of Flame, Frost, and Shock Damage only.


    •Thick Skinned 10 Reduces the damage you take from damage over time effects by 4.9%


    •Hardy 35 Reduces poison, disease, and magic damage dealt to you by 12% (Thieves Guild DLC PTS) This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.


    •Spell Absorption Restores X magicka when you take magic damage equivalent to 30% of your health. This can only occur once every 10 seconds.


    •Resilient Restores X health when you are hit by a critical hit Critical


    •Critical Leech After critically striking a target, restore X health. This can only occur once every 5 seconds.


    LORD 15

    •Bastion 5


    •Nourishing 3


    •Quick Recovery 7

    Field Physician Reduces damage received while resurrecting another player by 15%.
  • Mettaricana
    Mettaricana
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    Alucardo wrote: »
    OK, so there was a thread for this, but it closed for review most likely because of the disgusting, unwarranted behaviour directed at Wrobel. In case you missed it, he was actually trying to help Stam DKs so you don't have to split points between so many trees and consolidate all your DoT damage into Mighty, just like magicka doesn't need to any more.
    No other details were given because it was just something he was thinking about, yet a lot of people went on a rant for no reason.

    I was late to the party on that post before it was closed so I just wanted to give my take on it in a constructive manner.

    Honestly, I like it, if it's done right. There's a few things they need to think about.

    1. If you're stamina, the ardent flame passives will need to enhance poison damage, not flame
    2. People roll Dark Elves to get the most out of DKs with their increased flame damage. A solution is to have 7% flame and 7% poison damage bonus, making the Dark Elf truly versatile for both Magicka and Stam builds, while at the same time not breaking the passive for existing dark elves. Considering poison and flame are separate entities as far as magicka and stam damage goes, I don't think it'd be too much of a problem to add this. Another option is to give them a 4% increase to all disease, poison and flame damage, but I think the first option is going to be the safest.

    If they were looked into and done correctly it could be a really nice change. Dark Elf is about being dynamic. They already have max stam and magicka, having a passive to increase their poison (physical) and flame (magicka) damage just makes sense to me anyway.

    Feel free to leave a comment, but PLEASE keep it civil and remember Wrobel never said he was intending on doing this - it was just an idea to help stam DKs, and there's nothing wrong with that.

    I'd say I give bosmer a poision and disease dmg to compliment their resistance bonus bonus. This would help a lot as well as I see new possibilities on stam dk with sheer venom set and a bow. They should also add a stam moroh for ash cloud like toxic cloud or acid cloud maybe sulphur cloud. Also a lava whip morph acid whip make it hit hard up front and apply a poison dot.
    Overall the poison morphs make sense I mean its akaviri martial arts and according to lore akaviri are a bunch of snake men and monsters so fire breathing venom spewing etc makes sense.
  • RAGUNAnoOne
    RAGUNAnoOne
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    Alucardo wrote: »
    OK, so there was a thread for this, but it closed for review most likely because of the disgusting, unwarranted behaviour directed at Wrobel. In case you missed it, he was actually trying to help Stam DKs so you don't have to split points between so many trees and consolidate all your DoT damage into Mighty, just like magicka doesn't need to any more.
    No other details were given because it was just something he was thinking about, yet a lot of people went on a rant for no reason.

    I was late to the party on that post before it was closed so I just wanted to give my take on it in a constructive manner.

    Honestly, I like it, if it's done right. There's a few things they need to think about.

    1. If you're stamina, the ardent flame passives will need to enhance poison damage, not flame
    2. People roll Dark Elves to get the most out of DKs with their increased flame damage. A solution is to have 7% flame and 7% poison damage bonus, making the Dark Elf truly versatile for both Magicka and Stam builds, while at the same time not breaking the passive for existing dark elves. Considering poison and flame are separate entities as far as magicka and stam damage goes, I don't think it'd be too much of a problem to add this. Another option is to give them a 4% increase to all disease, poison and flame damage, but I think the first option is going to be the safest.

    If they were looked into and done correctly it could be a really nice change. Dark Elf is about being dynamic. They already have max stam and magicka, having a passive to increase their poison (physical) and flame (magicka) damage just makes sense to me anyway.

    Feel free to leave a comment, but PLEASE keep it civil and remember Wrobel never said he was intending on doing this - it was just an idea to help stam DKs, and there's nothing wrong with that.

    I'd say I give bosmer a poision and disease dmg to compliment their resistance bonus bonus. This would help a lot as well as I see new possibilities on stam dk with sheer venom set and a bow. They should also add a stam moroh for ash cloud like toxic cloud or acid cloud maybe sulphur cloud. Also a lava whip morph acid whip make it hit hard up front and apply a poison dot.
    Overall the poison morphs make sense I mean its akaviri martial arts and according to lore akaviri are a bunch of snake men and monsters so fire breathing venom spewing etc makes sense.

    Sure buff another already useful dominion race come on already statistically the dominion bound races have the best passives over all the alliances yet you want one of them to be BETTER. the pact needs something as it is the only alliance with not one but two races that fail the meta test give agonians this one.
    Edited by RAGUNAnoOne on February 16, 2016 6:55AM
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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  • Yuke
    Yuke
    ✭✭✭✭✭
    In general i agree that they have to change the stamina dots to fit into the new cp synergy system. What i dont like tho is that you want to adjust Darkelf racials to make them better for stamina and magicka. Darkelf is already the best overall race since the beginning of ESO and there is no need to buff it even more...

    I think this is more of an opportunity to finally buff the argonian race. Give it a poison damage passive, which fits the posion resistance passive.

    The combination of Heal increase, poison resistance and poision damage passive would be a an awesome stam dk race choice.
    Save Us, Microsoft.

    Noricum & Kitesquad™
    YT-Channel
  • Wolfchild07
    Wolfchild07
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    So...change original classes to fit better with the broken CP system?

    No, thanks. Fix the CP system so it works better.
  • Katahdin
    Katahdin
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    ✭✭✭✭✭
    I feel it goes totally against what the DK is and how it has played since the beginning of the game. It just doesnt make any sense at all. Are they going to change the flame damage bonus to DKs as well or are they going to just change the skills to poison and make the flame damage bonuses totally worthless? If they want character diversity this is not where they need to look. They need to look at the weapons and skills that everyone is using, not the class skills which are the only things that are different between the classes. Or they need to make the class skills stronger so that people will want to use them instead of the ubiquitous wreaking blow etc.

    I made a dunmer DK in EP for the synergy between the dunmer flame passive and the DK flame skills.
    It was level 20ish character but I had spent 5 months upgrading its horse and bags. I have now decided to delete that character because of this. No point in even spending more time in leveling it if that is what they are going to do.

    I have a V16 Imperial stamina DK in DC. If they make this change, I have no interest in playing a DK because it will totally change the way the character plays. Good thing that character is my max crafter because otherwise there would be no reason to keep it.

    I agree with giving Argonians a poison passive. I also agree with giving NBs poison bonuses. That would make a lot more sense.
    Beta tester November 2013
  • xellink
    xellink
    ✭✭✭
    Also a lava whip morph acid whip make it hit hard up front and apply a poison dot.

    like the trailer high elf??

    Magicka DK

    The-Elder-Scrolls-Online-Wallpaper-Full-HD-Girl-Elf-1920x1080_zpswglodxnr.jpg

    Stamina DK

    Nluho35_zpsqmrgfoww.jpg

    Look! She respecced!! LOL
  • Alucardo
    Alucardo
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    ✭✭✭✭✭
    So...change original classes to fit better with the broken CP system?

    No, thanks. Fix the CP system so it works better.

    I get you, but we need to work with what we have. As of update 10 poison will be physical, so I'll take whatever I can get instead of something that's going to make me half effective.
    Or, like, just add flame damage into both Elemental Expert and Mighty. Could be interesting for Stamplars and Stam DKs, and they could make use of Skoria if they wanted too.
  • Mettaricana
    Mettaricana
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    ✭✭✭
    Alucardo wrote: »
    OK, so there was a thread for this, but it closed for review most likely because of the disgusting, unwarranted behaviour directed at Wrobel. In case you missed it, he was actually trying to help Stam DKs so you don't have to split points between so many trees and consolidate all your DoT damage into Mighty, just like magicka doesn't need to any more.
    No other details were given because it was just something he was thinking about, yet a lot of people went on a rant for no reason.

    I was late to the party on that post before it was closed so I just wanted to give my take on it in a constructive manner.

    Honestly, I like it, if it's done right. There's a few things they need to think about.

    1. If you're stamina, the ardent flame passives will need to enhance poison damage, not flame
    2. People roll Dark Elves to get the most out of DKs with their increased flame damage. A solution is to have 7% flame and 7% poison damage bonus, making the Dark Elf truly versatile for both Magicka and Stam builds, while at the same time not breaking the passive for existing dark elves. Considering poison and flame are separate entities as far as magicka and stam damage goes, I don't think it'd be too much of a problem to add this. Another option is to give them a 4% increase to all disease, poison and flame damage, but I think the first option is going to be the safest.

    If they were looked into and done correctly it could be a really nice change. Dark Elf is about being dynamic. They already have max stam and magicka, having a passive to increase their poison (physical) and flame (magicka) damage just makes sense to me anyway.

    Feel free to leave a comment, but PLEASE keep it civil and remember Wrobel never said he was intending on doing this - it was just an idea to help stam DKs, and there's nothing wrong with that.

    I'd say I give bosmer a poision and disease dmg to compliment their resistance bonus bonus. This would help a lot as well as I see new possibilities on stam dk with sheer venom set and a bow. They should also add a stam moroh for ash cloud like toxic cloud or acid cloud maybe sulphur cloud. Also a lava whip morph acid whip make it hit hard up front and apply a poison dot.
    Overall the poison morphs make sense I mean its akaviri martial arts and according to lore akaviri are a bunch of snake men and monsters so fire breathing venom spewing etc makes sense.

    Sure buff another already useful dominion race come on already statistically the dominion bound races have the best passives over all the alliances yet you want one of them to be BETTER. the pact needs something as it is the only alliance with not one but two races that fail the meta test give agonians this one.

    Not all of us play in our races faction not to mention wood elf only has stamina rec as a positive 3% max stam is pitiful
  • Drakilian
    Drakilian
    ✭✭✭
    danno8 wrote: »
    I think he is on to something.

    Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.

    I would have to say "no" to buffing Dunmer though. If that change went through, Dunmer would be the one and only class anyone should ever chose for DK, far and away. I would prefer to see race changes in-game, so anyone who feels they got the shaft for choosing a certain race for min-max reasons can simply switch it out.

    You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.


    It would most certainly not make dunmer the best stam DKs.

    You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
    Just call me Drak
  • skavenapsb16_ESO
    Why you wanna make Dark Elf the master race? His strong point on all elder scrolls was the fire damage. There will be always race that marry better with some classes or some play styles, but enforce this with another buff to DE don't make any sense
  • AzraelKrieg
    AzraelKrieg
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    ✭✭✭✭
    yake82 wrote: »
    I have nothing against poison dk idea but i think that poison damage racial would be more Argonian style.

    I was thinking that the poison boosting racial would be appropriate for a bosmer personally. Don't see why a dunmer should buff both poison and fire damage.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • Alucardo
    Alucardo
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    ✭✭✭✭✭
    Why you wanna make Dark Elf the master race? His strong point on all elder scrolls was the fire damage. There will be always race that marry better with some classes or some play styles, but enforce this with another buff to DE don't make any sense

    I don't want to many any the master race. I don't even play Dark Elf, but I know those who do, and they chose that race because of the increased flame damage for their DKs.
    Don't you think they are going to be upset if the entire tree is changed to poison damage, being completely ignored by their flame racial passive?
    This is why I put it in the suggestion.
  • MaxwellC
    MaxwellC
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    ✭✭
    @Alucardo
    I'd rather it be disease and we'd still get the flame damage but it would just inflict minor to major defile to reduce healing. To make it more unique they should either make the flame brighter for stamina morphs or make it blue to symbolize it's foulness (blue foulness referring to molag bal)
    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
  • Rex-Umbra
    Rex-Umbra
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    ✭✭
    I don't have a DK yet but wanted to make a Dark Elf flame magic version.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Alucardo
    Alucardo
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Alucardo
    I'd rather it be disease and we'd still get the flame damage but it would just inflict minor to major defile to reduce healing. To make it more unique they should either make the flame brighter for stamina morphs or make it blue to symbolize it's foulness (blue foulness referring to molag bal)

    That's not bad either @MaxwellCrystal
    I'd like it to be major defile so we can replace the buggy reverb bash with standard DK DoTs. If it were Minor Defile you could be spamming DoTs with Reverb bash - adding the new Guile (50% heal debuff) on top of all that would just be too insane.
  • MaxwellC
    MaxwellC
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    ✭✭
    @Alucardo Lol didn't think of that yeah it'll need to be major then so the buffs don't stack. Speaking of 50% defile I wish standards would go back to that :(
    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
  • Alucardo
    Alucardo
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    ✭✭✭✭✭
    Speaking of 50% defile I wish standards would go back to that :(

    @MaxwellCrystal ikr. It's an ultimate after all, and an expensive one just to sit a flag in the ground. If they did that, hopefully Guile wouldn't stack with it or you're looking at 100% healing debuff huehue
  • LiquidSchwartz
    LiquidSchwartz
    ✭✭✭✭✭
    Before we buff dark elf we need buffed nords and argonians
    May the Schwartz be with you.
    EP/XB1/NA

  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    I think I agree with both of your points @Alucardo, but I just wanted to make one of my own. I think it is really bad that they designed the Champion system in the way that they did. It should have been possible with Diminishing returns for any race to come on equal footing with any other race (at least more or less) for any purpose. Dunmer SHOULD be the go to choice for purist fire mages, or Altmer. I think that a Redguard or Khajiit should be able to become just as proficient though, despite what their innate racial passives suggest. One reason I suggest this is the philosophy of the game itself, as well as the historical way in which the ES games have been played. The be anyone do anything mantra that they touted can only work in a world where there are diminishing returns tied to specific stats. The problem I have with making Dunmer the only race with a bonus to Poison damage, is that I think it unfairly slights all manner of races that might even be more deserving of that effect (like Argonians or Bosmer). Anyway I like the general idea but I find myself needing to reiterate this issue of the need for Diminishing returns, and how it seems like the developers have lost interest in that concept.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    So...change original classes to fit better with the broken CP system?

    No, thanks. Fix the CP system so it works better.

    You do have a point here.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Alucardo
    Alucardo
    ✭✭✭✭✭
    ✭✭✭✭✭
    So...change original classes to fit better with the broken CP system?

    No, thanks. Fix the CP system so it works better.

    The CP system just magnifies what you're already getting. At its heart, poison will be physical damage, so even without CPs you're getting that benefit. Champion points just enhance it.
    Edited by Alucardo on February 16, 2016 4:05PM
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Alucardo wrote: »
    Why you wanna make Dark Elf the master race? His strong point on all elder scrolls was the fire damage. There will be always race that marry better with some classes or some play styles, but enforce this with another buff to DE don't make any sense

    I don't want to many any the master race. I don't even play Dark Elf, but I know those who do, and they chose that race because of the increased flame damage for their DKs.
    Don't you think they are going to be upset if the entire tree is changed to poison damage, being completely ignored by their flame racial passive?
    This is why I put it in the suggestion.

    I think its very sensible and agree in that respect, although again I'd like to point out that really this is a problem of the developers not using diminishing returns.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • RAGUNAnoOne
    RAGUNAnoOne
    ✭✭✭✭✭
    Alucardo wrote: »
    OK, so there was a thread for this, but it closed for review most likely because of the disgusting, unwarranted behaviour directed at Wrobel. In case you missed it, he was actually trying to help Stam DKs so you don't have to split points between so many trees and consolidate all your DoT damage into Mighty, just like magicka doesn't need to any more.
    No other details were given because it was just something he was thinking about, yet a lot of people went on a rant for no reason.

    I was late to the party on that post before it was closed so I just wanted to give my take on it in a constructive manner.

    Honestly, I like it, if it's done right. There's a few things they need to think about.

    1. If you're stamina, the ardent flame passives will need to enhance poison damage, not flame
    2. People roll Dark Elves to get the most out of DKs with their increased flame damage. A solution is to have 7% flame and 7% poison damage bonus, making the Dark Elf truly versatile for both Magicka and Stam builds, while at the same time not breaking the passive for existing dark elves. Considering poison and flame are separate entities as far as magicka and stam damage goes, I don't think it'd be too much of a problem to add this. Another option is to give them a 4% increase to all disease, poison and flame damage, but I think the first option is going to be the safest.

    If they were looked into and done correctly it could be a really nice change. Dark Elf is about being dynamic. They already have max stam and magicka, having a passive to increase their poison (physical) and flame (magicka) damage just makes sense to me anyway.

    Feel free to leave a comment, but PLEASE keep it civil and remember Wrobel never said he was intending on doing this - it was just an idea to help stam DKs, and there's nothing wrong with that.

    I'd say I give bosmer a poision and disease dmg to compliment their resistance bonus bonus. This would help a lot as well as I see new possibilities on stam dk with sheer venom set and a bow. They should also add a stam moroh for ash cloud like toxic cloud or acid cloud maybe sulphur cloud. Also a lava whip morph acid whip make it hit hard up front and apply a poison dot.
    Overall the poison morphs make sense I mean its akaviri martial arts and according to lore akaviri are a bunch of snake men and monsters so fire breathing venom spewing etc makes sense.

    Sure buff another already useful dominion race come on already statistically the dominion bound races have the best passives over all the alliances yet you want one of them to be BETTER. the pact needs something as it is the only alliance with not one but two races that fail the meta test give agonians this one.

    Not all of us play in our races faction not to mention wood elf only has stamina rec as a positive 3% max stam is pitiful

    Yeah but unlike other races you don't have to factor sustain into your build and 3% is better than zero also on console it is less common for people to want to spend money so most likely we have fewer Adventurer pack purchasers. Faction locking races was a stupid idea on ZOS side especially since they can't balance them they need to remove the lock and gave everyone who purchased the pack 800 crowns
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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