Does ignious shield buff the healing from burning embers?
All this carping about burning embers is a joke. Go to the PTS and try chains to get people near you so as to even hit them 2x with burning embers. The chains don't work half the friggin time due to the height level lunacy that AFFECTS NO OTHER FREAKING CLASS (way to go, ZOS -- you listen to a few whiners who *** about being pulled off a wall and torpedo an entire skill line for an entire class), and the guy is gone before you hit him 2x anyway. LOL.
Joy_Division wrote: »I think it's still good to slot it regardless of the heal. It's cheap decent damage that now can actually benefit from the CP system as opposed to getting neutered by it, and will be more effective Vs. sorcs and NBs. The heal is gravy. DKs would still need to inhale when multiple targets are within range regardless of what Embers does. Of course, a lot of the healing situation would get resolved if Dragon Blood wasn't compromised by the game's mechanics so maybe embers is ok as it is on the PTS.
Ravenfrost wrote: »@ZOS_GinaBruno extended chains is a huge NERF, not a buff.
This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.
Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...
I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.
Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
Ravenfrost wrote: »@ZOS_GinaBruno extended chains is a huge NERF, not a buff.
This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.
Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...
I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.
Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
Ravenfrost wrote: »@ZOS_GinaBruno extended chains is a huge NERF, not a buff.
This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.
Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...
I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.
Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
mr_wazzabi wrote: »With how beastly magicka dk will be, i'm not sure if they actually need an execute.
People are upset about the molten armaments changes, but let's face it; are you actually going to heavy attack to kill something?
100cp into ele exp and 67cp into thaum makes ridiculous fire dots that'll eat through everything. When the cp cap goes up, mag dk will put more into thaum.
I do full heavy attacks after every. single. skill I use. this change is bad.
Ravenfrost wrote: »@ZOS_GinaBruno extended chains is a huge NERF, not a buff.
This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.
Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...
I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.
Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
Ravenfrost wrote: »@ZOS_GinaBruno extended chains is a huge NERF, not a buff.
This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.
Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...
I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.
Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
After testing all the stuff like crazy i want to provide some feedback as well, but we all know that all the good ideas and feedback u guys/girls posted wont considered by the devs. Just like in the Past.
Played on my Dk nearly 2500 Hours, so this is just the opinion of an average Dk player since beta, and for your information, i dont want dk return to its former glory but we all know 1 thing. Dk WAS Balanced, and all other classes were just gimped by Zenimax in the beginning. Would have been better if they had back there pushed all other classes to get em to the same lvl that the dk had. Would be better then Nerfing. Take a look at sorcs/nb´s now. Pls show some love for temps as well ^^.
Ardent Flame
Dragonknight Standard- Shifting Standard
Cost should be around 175 or something, and if u move it it should NOT reset your Ultimate(right now it does).
Standard of Might
Zos, please raise the radius to activate the synergy. 3.5 Meters is a step into the right direction but 5 or 6 Meters would be better. Also adjust the cost down to 200, since 250 is way to high.
Fiery Grip & Morphs
Fix the damn elevation issue on this and make this ability work ALL THE TIME and so u can change the mag refund on one morph to something usefull. Also make it ignore block, since every gap closer ignores it.
Searing Strike & Morphs
Dmg could be raised a bit, otherwise its the only dk ability that is fine.
Fiery Breath
Dmg could be raised a bit
Lava Whip&Morphs
You guys need to raise the dmg of this ability or add another effect to it, like reduce healin on the opponent and FOR THE LOVE OF MOLAG BALL, listen to all your dk players and give us a Stam Whip, it cant be so hard and so we are not forced to use a particular weapon type to have a spamable.
Add Spellresistance debuff to it. So u make it hit harder.
Inferno & Morphs
Same goes here, no one will use that crappy poor mans version of magelight. U said once class abilities should be better then the ones everybody has access to. Revert this thing completely to what it was pre 1.5. the aoe around u that drains magicka. Nearly everybody complains about your changes since u touched this wonderfull skill that it used to be.
Give it a stam version as well.
Passives
Kindling and Warmth
seem to be ok.
World in Flames
Raise the value.
Suggestion, if u r fighting vampires and use fire dmg, it can trigger explosion dealing nice dmg, u may want to make this a passive for dk´s and give it a decent proc chance (would work similar to mages desintegration)
Draconic Power
Dragon Leap and Morphs
Seem to be ok now with the reduced phys dmg incoming via cp
Spiked armor and morphs
I like both Morphs, but u should make one morph called Burning Armor that deals each sec fire dmg and leave the other morph as spiked armor.
Talons
Seem ok now, i think.
Dragon Blood& Morphs
Battlespirit kills this ability. Either you exlude it from Battlespirit, or u rework this ability and make both morphs a HOT, like vigor. Green Dragon Blood as Stam Version, Coagulating Blood for Mag users. The way the ability is now, it is only sometimes usefull in pve.
Reflective Scales & Morphs
Better not touch it, u tried to "balance" it often enough. Your Best attempt to do this was in some patch where it could still reflect unlimited ammounts of projectiles, BUT each reflect has cost the same for u as it has cost for the caster to throw the crap at you. This way it was kinda Risk vs reward, it could drain your ressources to 0 if u didnt use it wisely.
Inhale & Morphs
Liek the way the skill works right now, but pls, make one of the morphs (Deep Breath) a Stamina version!! It sucks for us dk´s to rely more on weapon skills than on class skills. We still want to keep our identity ^^.
Passives
Iron Skin
Seems ok.
Burning Heart
Great passive, but EXCLUDE it from Battlespirit(or get rid of Battlesuckit and balance the game from there!!!!!!
Elder Dragon
CAN be nice for some hp regen builds, but overall its not that awesome as you at zos may think, pls rework it and make it something usefull. Keep the reg, but add something else. Forums are full of suggestions. Use search function!
Scaled Armor
This passive MUST grant also Physical Resistance and not only Spell Resistance. Either u keep em both at 3.3k or u raise the value to something usefull like 4-5k. But please give it also PHYSICAL RESISTANCE! Thx. Would fit the Dk way more. Since u once said we r supposed to stand our ground.
Earthen Heart
Magma Armor - Corrossive Armor
Hands down, its nice for us Stam users, but it also needs to ignore spell resistance. So its a good choice for both types of gameplay.
Magma Armor - Magma Shell
This Ult is really nice since u changed it, since it dont requires your team to put up a synergy. All they gotta do now is gettin close and they receive their shield. Thx for this change ^^. Cost at 200 is also fine.
Stonefist & Morphs
Come on Guys, same here like on Inferno. U had your time to make it worth using, please change this skill to a Finisher for us.
A lot of suggesstions floating around regarding Stonefist finisher. Give it a Stam and a Magicka Morph. Let it act as Short Range finisher max 7 Meters!!!!
Molten Weapons & Morphs
Nice try to let it act as group buff, but ppl will still run their own major Sorcery/Brutality Buffs.
Make one Morph "Major Brutality and increase your heavy attack dmg by 40%" and the other one u can leave as it is with the "Gives Major Sorcery and increase your heavy attack dmg by 40%". This way u can make both camps happy ^^.
Obsidian Shield
Either Raise the value that the shield provides for the caster and allies, or rework the skill completly. Ward from restostaff gives bigger shield + op healZ.
Petrify & Morphs
Can u remember when one of the morphs reduced the enemys regeneration values by 40%?
Can we pleaZE have this morph back? This is a nice way to put some preassure on your opponent.
Besides that, skill seems fine. But noone uses shattering rocks, so u may change this one to something usefull or considerable.
Ashcloud & Morphs
Give Major Evasion Back while Standing your ground inside ^^. Nothing more to add here.
Passives
Eternal Mountain
Hm....can leavy it as it is, but i would also take something enterylie else for this passive, maybe something like +hp,stam,mag regen? Look at Sorc or Nb with the regen. But dont make it tooo big.
Battle Roar
Dk´s best passive, hands down. All u need to do here is exclude the health return from battlespirit. Maybe u shoudl also make a newes article about the formula (i know it) for the ressource return so ppl may stop to complain how stupidly op this is. Do the math, and then try to complain Girls.
Mountains Blessing
Awesome except for the fact that u cant get MINOR BRUTALITY when u play on your own. At least it isnt showed up in the abilities tooltip.
Healping Hands
While 5% Return is nice, ppl often forget that it scales with your pool. Would be nice to have a fixed set value here, so Magicka Dk´s can also Benefit from this ability.
On 30k Stam its just a 1.5k Stam return, so it works as a ressource trade. Fixed value again, would be wayyyy better here.
DK´s and MIGHTY (CP TREE)
Zos, if u encourage us to use Stamdots, let them scale of Mighty, as well as Fire Dmg abilities that use stam as source. Thx.
LOL my ha now deal 50k + dmg, mu dps up, with tg not usefull this skill.mr_wazzabi wrote: »mr_wazzabi wrote: »With how beastly magicka dk will be, i'm not sure if they actually need an execute.
People are upset about the molten armaments changes, but let's face it; are you actually going to heavy attack to kill something?
100cp into ele exp and 67cp into thaum makes ridiculous fire dots that'll eat through everything. When the cp cap goes up, mag dk will put more into thaum.
I do full heavy attacks after every. single. skill I use. this change is bad.
Are u sure they're not medium weaves? Medium weaves do not receive the molten damage bonus.
The highest dps casters use medium weaves between spam dps skills like crushing shock. Fully charging heavy attacks slows dps as it's less crushing shocks etc hitting the target.
There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.
There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.
Templars have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
Dragonknights have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
- Major Fracture
- Major Brutality
- Major Sorcery
- Minor Maim
Nightblades have:
- Major Resolve
- Major Ward
- Major Evasion
- Major Defile
- Major Fracture
- Major Breach
- Major Brutality
- Major Sorcery
- Minor Maim
- Major Vitality
Sorcerers have:
- Major Resolve
- Major Ward
- Major Brutality
- Major Sorcery
While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.
Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.
Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.
leepalmer95 wrote: »There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.
There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.
Templars have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
Dragonknights have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
- Major Fracture
- Major Brutality
- Major Sorcery
- Minor Maim
Nightblades have:
- Major Resolve
- Major Ward
- Major Evasion
- Major Defile
- Major Fracture
- Major Breach
- Major Brutality
- Major Sorcery
- Minor Maim
- Major Vitality
Sorcerers have:
- Major Resolve
- Major Ward
- Major Brutality
- Major Sorcery
While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.
Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.
Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.
Not all of them are actually needed though.
Major defile is useful, ward/etc... is also useful.
Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.
Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.
While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.
You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
Septimus_Magna wrote: »leepalmer95 wrote: »There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.
There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.
Templars have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
Dragonknights have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
- Major Fracture
- Major Brutality
- Major Sorcery
- Minor Maim
Nightblades have:
- Major Resolve
- Major Ward
- Major Evasion
- Major Defile
- Major Fracture
- Major Breach
- Major Brutality
- Major Sorcery
- Minor Maim
- Major Vitality
Sorcerers have:
- Major Resolve
- Major Ward
- Major Brutality
- Major Sorcery
While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.
Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.
Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.
Not all of them are actually needed though.
Major defile is useful, ward/etc... is also useful.
Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.
Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.
While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.
You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
It doesnt say everything but it would be nice to have a more equal distribution of class buffs.
Nightblades: 10 (effectively 9 because you dont need sorcery and brutality)
Dragon Knights: 8 (effectively 7 because you dont need sorcery and brutality)
Templars: 4
Sorcerers: 4 (effectively 3 because you dont need sorcery and brutality)
Most buffs have a debuff counter part, I think all classes should have at least one buff/debuff of each category.
leepalmer95 wrote: »You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
leepalmer95 wrote: »Not all of them are actually needed though.
Major defile is useful, ward/etc... is also useful.
Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.
Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.
While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.
leepalmer95 wrote: »You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
The toolset approach is a clear starting point for balance with clear comparisons and relatively clear solutions. It is not intended to be a panacea for all balancing issues.leepalmer95 wrote: »Not all of them are actually needed though.
Major defile is useful, ward/etc... is also useful.
Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.
Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.
While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.
The basic toolset provides common de/buffs and their counters along with Major Evasion, a powerful and often missing tool of the defensive toolset. Having Major Brutality removes the weapon restriction on Stamina builds, and Major Sorcery allows for a different source of it than the Mages Guild. In addition, these two buffs together allow the possibility of an effective hybrid build. Given the strength and prevalence of healing, Major Defile is the only known counter besides high burst damage, yet it is relatively inaccessible.
leepalmer95 wrote: »Septimus_Magna wrote: »leepalmer95 wrote: »There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.
There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.
Templars have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
Dragonknights have:
- Major Resolve
- Major Ward
- Major Mending
- Major Defile
- Major Fracture
- Major Brutality
- Major Sorcery
- Minor Maim
Nightblades have:
- Major Resolve
- Major Ward
- Major Evasion
- Major Defile
- Major Fracture
- Major Breach
- Major Brutality
- Major Sorcery
- Minor Maim
- Major Vitality
Sorcerers have:
- Major Resolve
- Major Ward
- Major Brutality
- Major Sorcery
While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.
Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.
Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.
Not all of them are actually needed though.
Major defile is useful, ward/etc... is also useful.
Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.
Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.
While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.
You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
It doesnt say everything but it would be nice to have a more equal distribution of class buffs.
Nightblades: 10 (effectively 9 because you dont need sorcery and brutality)
Dragon Knights: 8 (effectively 7 because you dont need sorcery and brutality)
Templars: 4
Sorcerers: 4 (effectively 3 because you dont need sorcery and brutality)
Most buffs have a debuff counter part, I think all classes should have at least one buff/debuff of each category.
I agree that they all should have access to the important ones, especially major defile since healing is so strong these days.
Though they don't need them all.
RoamingRiverElk wrote: »Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-
RoamingRiverElk wrote: »Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-
Love the use of rootedAmericans seem to have no idea what it really means to the rest of the English spreaking world.
Leap is one of, or in fact the most unreliable ultimates in the game.
Septimus_Magna wrote: »RoamingRiverElk wrote: »Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-
Love the use of rootedAmericans seem to have no idea what it really means to the rest of the English spreaking world.
Leap is one of, or in fact the most unreliable ultimates in the game.
Also the best ultimate for stam builds in the game.
Septimus_Magna wrote: »RoamingRiverElk wrote: »Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-
Love the use of rootedAmericans seem to have no idea what it really means to the rest of the English spreaking world.
Leap is one of, or in fact the most unreliable ultimates in the game.
Also the best ultimate for stam builds in the game.
And thats weird coz it have flame visual effect.
Kensei1318 wrote: »You totally make alla stamina builds useless with this DLC...shame on you zenimax. You chance pvp in a ridicolous spamming of magika detonation and meteor... Shame on youuuu!
Kensei1318 wrote: »You totally make alla stamina builds useless with this DLC...shame on you zenimax. You chance pvp in a ridicolous spamming of magika detonation and meteor... Shame on youuuu!
pjwb16_ESO wrote: »Please make Dragon Blood a heal again -.-