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

  • BullNetch
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    don't know about poison... maybe bleed damage.

    Dragons have talons.

    Maybe disease.

    unstable flame and burning breath cause enemies to blister...disease damage. Kind of a stretch.

    Edited by BullNetch on February 16, 2016 5:17PM
  • BullNetch
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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.


    They would have to nerf the flame passive to accommodate the poison passive.

    Altmer get 4% to shock, flame, and frost.

    Poison will come at a cost. Instead of that 7% for flame, you're looking at 4% for poison and flame.
  • Tankqull
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    SkylarkAU wrote: »
    Stam DKs would be better off with poison dots instead of flame, 25% damage bonus from Mighty CP vs 7% racial passive.. sounds good to me.

    I wouldn't be suprised if a lot of Dark Elf stam DKs rolled back to magicka next patch anyway, no doubt many were running magicka before it was nerfed harder than a scruffy herder.

    only in the short run, some time you will reach max CP points (the 15 year value is just insane and will be revised at some point) and then 7% from racial/ardent passiv is more than nothing as you have capped mighty AND elemental expert.

    the problem though is the CP system was never intended to be minmaxed as it is done by us players, but with a balanced spent pointvalue. and i do have the urge that at some point down the road our decision makeing will be taken from us and replaced by a rotational automatic point allocation.

    and then this entire disscussion would be obsolot as everybody would have automatically spend the same amount (+/- 1 point) in mighty and e-expert.
    Edited by Tankqull on February 16, 2016 5:37PM
    spelling and grammar errors are free to be abused

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


  • Alucardo
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    Yuke wrote: »
    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.
    I actually agree with you, and that totally makes sense.
  • Darnathian
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    danno8 wrote: »
    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.

    Your own logic applies. Sorcs get double credit. Offense, defense all for stacking magicka.
  • Ilterendi
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    Alucardo wrote: »
    Yuke wrote: »
    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.
    I actually agree with you, and that totally makes sense.

    I'd be totally willing to reroll Argonian DK should that change happen like that. Currently Argonians are a joke unless you plan on playing the niche potionmaster build, which is situational at best and free AP at worst...

    But the prospect of potential class/race/animation aesthetics have me salivating....

    Also on the poison dragon complaints. Gilla Monster. Komodo Dragon. DRAGON.
  • Refuse2GrowUp
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    SkylarkAU wrote: »
    Stam DKs would be better off with poison dots instead of flame, 25% damage bonus from Mighty CP vs 7% racial passive.. sounds good to me. .

    I think that if it is designed right, it is a great idea. It needs to hold true to being a Dragon Knight...so a form of green mist spit and green dragon claw slash type of deal...maybe even finally give the stam community a poison whip. As long as it is visually designed to be dragonish, I love the idea. Hell, poison is, in and of itself, a DoT...perfect synergy says I (as is fire w/ burning effect).

    Personally, I could care less if they make Dark Elves aslo buff poison; that may be asking for a bit much. Since Mighty will scale soo well with poison, I think any stam race will synergize well.

    Edit: Might I add, after writing the post, I began theory crafting in my head while mindlessly running the daily gold key. Bow offhand with poison injection instead of the destro back bar would work well. More interesting is Vampire and the poison morph of Mist Form (damage reduction and an additional DoT). And...could you imagine a v16 (CP160) Morag Tong set with this build (if the devs keep their word and scale PvP vendor sets)?!?!

    Biggest disparity I think would be a viable monster helm set that synergizes with a physical DoT build (or physical builds in general)

    Edit 2: This might be a perfect opportunity to buff Maw of the Infernal set. It deals physical damage, but both the damage and proc rate are pitiful. Buff it! The fire damage special is ok because, even tho it wont hit as hard, it (assumingly) will have a chance to proc the burning effect and thus add another DoT. Might make for an interesting utility. A Dragon Knight, with a big Dragon Aligator head would be cool aesthetically...the chicks would dig it ;)
    Edited by Refuse2GrowUp on February 17, 2016 1:54AM
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  • dsalter
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    dark elves dabbled in poisons alot anyway hence the many assassin styled stuff in their history
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Vangy
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    All I need is for zos to bring back some class identity to the stam dk. With nerf to flappy wings cos of meteor I can just swap it out for defensive posture.... Frags can be dodge rolled anyway and snipe dosent to jack to my dk.... Essentially I'm just a 2h blade master as a stam dk. Stam sorcs at least get to feel pretty with streak and thundering.... AnyThing unique to stam dk please... At this point I'll take anything... All I have now is leap... And igneous which also got nerfed.. Also execute gone....
    Edited by Vangy on February 17, 2016 1:40AM
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  • Refuse2GrowUp
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    Yuke wrote: »
    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.

    Giving Argonians a Poison buff was my first thought also, tho for some reason i thought they had a max magic buff (or maybe it was in my head because soo many players have asked for it). If it doesn't have max magicka, then this might be a perfect option for a buff, and would seem to fit visually as well (green lizard spitting green poison lol).

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  • corrosivechains
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    lore wise a poison bonus would fit best with Argonians. Black Marsh is poisonous to all but the native races and species. Yeah Dunmer have a history of assassin culture, but so do Imperials, Bretons, and Redguards. A poisonous environment on the other hand is exclusive to Argonians.
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  • danno8
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    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
  • Alucardo
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    danno8 wrote: »
    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?

    That sprint speed is gonna be sexy next patch though
  • Drakilian
    Drakilian
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    danno8 wrote: »
    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?

    Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.

    A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.

    With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.

    Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.
    Just call me Drak
  • Refuse2GrowUp
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    Drakilian wrote: »
    danno8 wrote: »
    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?

    Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.

    A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.

    With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.

    Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.

    I think you are thinking too much in terms of PvP and too much in terms of 2h or typical stam abilities. If some of the skills in the current fire mage build were made poison stam morph and then suplemented by hard hitting stam weapon skills, I think it might be a viable, if not highly viable, PvE builds...and possibly PvP as well. Plus, it would certainly make the stam DK feel more like a DK than it does currently with, as you said, only a couple class skills being used by Stam DKs. Molten Whip, Engulfing Flames, Burning Embers, Flames of Oblivion, Eruption, and Standard of Might are class Firemage skills. If the other morph option of these skills offered stam/poison morph, then a stam poison DoT DK could be extremely viable...especially if the devs did this right and the Ardent Flame passives effected poison also. Use Bow Poison Injection instead of Destro Wall of Elements and you have a back bar viable DoT that is actually an execute. And with Poison being included in Mighty...I would actually be excited about trying it out.
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  • I_killed_Vivec
    I_killed_Vivec
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    Drakilian wrote: »
    danno8 wrote: »
    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?

    Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.

    A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.

    With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.

    Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.

    I think you are thinking too much in terms of PvP and too much in terms of 2h or typical stam abilities. If some of the skills in the current fire mage build were made poison stam morph and then suplemented by hard hitting stam weapon skills, I think it might be a viable, if not highly viable, PvE builds...and possibly PvP as well. Plus, it would certainly make the stam DK feel more like a DK than it does currently with, as you said, only a couple class skills being used by Stam DKs. Molten Whip, Engulfing Flames, Burning Embers, Flames of Oblivion, Eruption, and Standard of Might are class Firemage skills. If the other morph option of these skills offered stam/poison morph, then a stam poison DoT DK could be extremely viable...especially if the devs did this right and the Ardent Flame passives effected poison also. Use Bow Poison Injection instead of Destro Wall of Elements and you have a back bar viable DoT that is actually an execute. And with Poison being included in Mighty...I would actually be excited about trying it out.

    Except that when contemplating the poison theme for stamina variants they explicitly excluded a stam whip.

    The whole idea stinks of a botch to me. Ill-thought out CP; the removal of soft caps that destroyed hybrids and forced people to choose between stam or mag; a lack of stam variants, and the consequent loss of synergies; scaling (or not - GDB) power off magica/stamina.

    This poison idea is just papering over the cracks that are becoming more apparent. While it will address the CP problem associated with stam variants, it does nothing to address the fundamental problems.

    Even a "Poison" Stam DK will still only use a couple of DK class skills.

    P.S. I was playing with my Mag DK last night (because she's fun!) and came across the DK book that defines dragon knights "To Smite with Dragon Claws"...

    "If you anger us, you will burn."

    No mention of poison.

    You cannot win. We cannot lose.
    We are dragon knights. We are dragons.


  • Duiwel
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    Sorry to say but I am against this Dark Elf boost idea ( even though I have a Dunmer DK as well ) I would rather prefer it if no class got a natural poison boost as opposed to a single race getting the best of both worlds.
    @Duiwel:
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  • Alucardo
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    Duiwel wrote: »
    Sorry to say but I am against this Dark Elf boost idea ( even though I have a Dunmer DK as well ) I would rather prefer it if no class got a natural poison boost as opposed to a single race getting the best of both worlds.

    That's cool, a lot of people have suggested Argonians get it, and I totally agree on that one.
  • Helluin
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    I would prefer Mighty, Piercing and Precise Strikes buffing all the stamina skills + Ultimates and Elemental Expert, Spell Erosion and Elfborn buffing all the magicka skills + ultimate than to have DK dealing poison damage instead of fire.

    It's better to simply change this in the champion system imho than to rework every single morph/skill for damage and animation/effect.

    This is another bad effect of 1.6 anyway, I agree with @I_killed_Vivec .
    Edited by Helluin on February 18, 2016 1:02PM
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  • Drakilian
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    Drakilian wrote: »
    danno8 wrote: »
    Drakilian wrote: »
    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).

    My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.

    Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.

    Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?

    Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.

    A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.

    With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.

    Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.

    I think you are thinking too much in terms of PvP and too much in terms of 2h or typical stam abilities. If some of the skills in the current fire mage build were made poison stam morph and then suplemented by hard hitting stam weapon skills, I think it might be a viable, if not highly viable, PvE builds...and possibly PvP as well. Plus, it would certainly make the stam DK feel more like a DK than it does currently with, as you said, only a couple class skills being used by Stam DKs. Molten Whip, Engulfing Flames, Burning Embers, Flames of Oblivion, Eruption, and Standard of Might are class Firemage skills. If the other morph option of these skills offered stam/poison morph, then a stam poison DoT DK could be extremely viable...especially if the devs did this right and the Ardent Flame passives effected poison also. Use Bow Poison Injection instead of Destro Wall of Elements and you have a back bar viable DoT that is actually an execute. And with Poison being included in Mighty...I would actually be excited about trying it out.

    Thing is, no matter what, in the end DoTs are not primary DPS. They're there to supplement existing DPS achieved by your spamable high damage ability. Which means your main DPS will still come from your weapon skill lines.

    Even the ultimate you mentionned, banner - absolutely no one uses that for the DoT (or at least, they shouldn't). That Ultimate's main purpose is the damage reduction and boost you receive while inside it. I literally couldn't care less about the DoT because I use that to boost the strength of my main stacks and spam ability, like most other DKs.

    So either way, that boost to poison damage would never end up providing as big a boost as you think it would. Unless you're a bow DK, in which case good luck with life. It's going to be hard.
    Just call me Drak
  • Dagoth_Rac
    Dagoth_Rac
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    The whole point of the Dragonknight is that dragons breathe fire. The fire aspects are such a crucial aspect of the class look and feel. I would prefer they leave DK as fire and change CP system:

    1). A star in The Mage that increases damage done by magicka-based skills by up to 25%.
    2). A star in the The Warrior that decreases damage done by magicka-based skills by up to 25%
    3). A star in The Mage that increases damage done by stamina-based skills by up to 25%.
    4). A star in the The Warrior that decreases damage done by stamina-based skills by up to 25%.
    5). A star in The Mage that increases damage done by ultimate skills by up to 25%.
    6). A star in the The Warrior that decreases damage done by ultimate skills by up to 25%.

    You solve a few issues this way.

    The first, of course, is that people build for magicka or stamina, not a particular damage type. No more worries about magicka skills that do poison damage or stamina skills that do magic damage or whatever.

    The second is that nearly every ultimate, and every ultimate available to 3 of the classes, do magic or elemental damage. Meaning magicka builds will always have 25% harder hitting ultimates than stamina builds. That is a serious hindrance to stamina builds that needs to be rectified. People will have to choose to explicitly invest in more ultimate damage, rather than have it be free bonus damage to some builds and not others.

    Finally, everything is balanced out in terms of each damage star in The Mage having a mitigation star in The Warrior.
  • dodgehopper_ESO
    dodgehopper_ESO
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    lore wise a poison bonus would fit best with Argonians. Black Marsh is poisonous to all but the native races and species. Yeah Dunmer have a history of assassin culture, but so do Imperials, Bretons, and Redguards. A poisonous environment on the other hand is exclusive to Argonians.

    You're forgetting Bosmer as well. Otherwise I agree. Argonians also have a culture that exists subsurface in the bogs and waterways. They have whole cities that exist underwater with the surface being just the tip of the iceberg. This is yet another reason why the Argonians are very hard to conquer. The cost prohibition of creating potions of water breathing and enchantments of waterbreathing for a pitched battle with argonians would be too expensive. Likewise Argonians are masters of alchemy and their high number of shadowscales make them particularly deadly in the use of poisons.
    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>
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