Joy_Division wrote: »
mzapkeneb18_ESO wrote: »WhiteNoiseMaker wrote: »TLDR: Get a grip and stop your whining. Learn to be patient.
I'm patient since damned beta, you don't really know what you are talking about. Since several patches we point out the major issues and patch for patch nothing changes. And we again start to point out the same old issues. I can't even remember the first time dragon blood was mentioned as issue.
Seriously, we deserve those adjustments.
His profile says joined april 27th...
of course he don't how long we wait ( yeah yeah i know magicka dks were op the first months, but thats nearly 1.5 years ago from 2 years game time in total )
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
RinaldoGandolphi wrote: »Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Yes please continue to buff the already mega powerful Stamina DK....meanwhile the magic version will continue to lie in the trash heap over here in the corner....
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
Ghost-Shot wrote: »Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
If you are using it on a stam DK you are doing it wrong.
I would really like to see our evasion come back through cinderstorm. Take the dot and ground effect off of it, give it evasion, and a constant snare around 25-40% to anyone in range of the DK for its entire duration. What I have in mind is fighting melee opponents, especially WB users, so the snare should allow us the mobility to get behind the cast, while shuffle will allow them to get around our snare.
Strider_Roshin wrote: »Ghost-Shot wrote: »Strider_Roshin wrote: »Not sure if this has been mentioned yet but can we have empowering chains cause poison damage since it's mainly stamina characters that use it?
If you are using it on a stam DK you are doing it wrong.
Lol ignorance is bliss. Enjoy my empowered Dawnbreaker of Smiting with a 40% increased in damage because ZOS, and its infinite wisdom allowed us to double dip from the champion tree.
I would really like to see our evasion come back through cinderstorm. Take the dot and ground effect off of it, give it evasion, and a constant snare around 25-40% to anyone in range of the DK for its entire duration. What I have in mind is fighting melee opponents, especially WB users, so the snare should allow us the mobility to get behind the cast, while shuffle will allow them to get around our snare.
Dont take the ground effect, let it be placeable. Then i agree with you (if you suggest to revert it back to its old state where every group member gained evasion)
Why? Well, then i gain benefit from that as a heal. Would be dumb if I had to stand beneath a boss to buff my tank with that for example.
flguy147ub17_ESO wrote: »Its ridiculous that the Magicka DK community has asked for changes for months and months and are ignored but in a week the Stamina DKs get their new poison animations redesigned due to them asking for changes which is just fluff and has no impact on combat at all. But that gets attended to asap while us magicka DKs are ignored for month after month.
I would really like to see our evasion come back through cinderstorm. Take the dot and ground effect off of it, give it evasion, and a constant snare around 25-40% to anyone in range of the DK for its entire duration. What I have in mind is fighting melee opponents, especially WB users, so the snare should allow us the mobility to get behind the cast, while shuffle will allow them to get around our snare.
Dont take the ground effect, let it be placeable. Then i agree with you (if you suggest to revert it back to its old state where every group member gained evasion)
Why? Well, then i gain benefit from that as a heal. Would be dumb if I had to stand beneath a boss to buff my tank with that for example.
I could be wrong but I suspect that they got rid of "Miss" so that it couldn't be an effective group evasion. My suggestion is designed under that belief.
It's been too long for me to remember but did miss chance apply to bosses? Anyway if it was a ground effect it wouldn't be as good in PvP because if you drop it now people just step off it and wait for you to leave it. You can cast it again but it's pretty expensive and they will just leave again so it winds up being useless on a lot of occasions. An AOE evasion would be really good in PvE though. It would be good if it could be attached to Eruption in a way that doesn't nerf the damage but I'm not sure how to do it fairly.
I would really like to see our evasion come back through cinderstorm. Take the dot and ground effect off of it, give it evasion, and a constant snare around 25-40% to anyone in range of the DK for its entire duration. What I have in mind is fighting melee opponents, especially WB users, so the snare should allow us the mobility to get behind the cast, while shuffle will allow them to get around our snare.
Dont take the ground effect, let it be placeable. Then i agree with you (if you suggest to revert it back to its old state where every group member gained evasion)
Why? Well, then i gain benefit from that as a heal. Would be dumb if I had to stand beneath a boss to buff my tank with that for example.
I could be wrong but I suspect that they got rid of "Miss" so that it couldn't be an effective group evasion. My suggestion is designed under that belief.
It's been too long for me to remember but did miss chance apply to bosses? Anyway if it was a ground effect it wouldn't be as good in PvP because if you drop it now people just step off it and wait for you to leave it. You can cast it again but it's pretty expensive and they will just leave again so it winds up being useless on a lot of occasions. An AOE evasion would be really good in PvE though. It would be good if it could be attached to Eruption in a way that doesn't nerf the damage but I'm not sure how to do it fairly.
I could be wrong but i think it applied to bosses. However, let them step out of it in PvP, would it be so bad? As long as you stand in this you would be much harder to kill. And wasn't exactly that the idea behind the DK, standing your ground to the very end? Pull them back in with chains, use it to heal up and (re)buff. I mainly play PvE but I think that is exactly what the people asked for for a long time now: a zone of "safety" for the dk where he can stand his ground. I can remember that the old cinderstorm could be castet without the last one disappearing and I think they should reimplement this then, espacially if they remove the damage.
If I understand your suggestion right you would implement it as a kind of "aura" like inferno was so you can "carry" it around and they can't step out easily?