The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.
I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"
Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.
the healers i play with do 15-20k BoL. Sorcs can get 30k shields. These are done with builds that are still very viable and playable even in solo environments (maybe not optimal but playable). Now if you consider what a DK must sacrifice to get a full health heal of dragon blood, its not even comparable. They need to sacrifice every bit of damage reduction, damage output, sets pieces and mundus.
While i understand where you are coming from, i dont think its a valid reason not to exclude it from battle spirit
Look at it from the viewpoint of someone in ZOS: "If this heal can be scaled upwards, then exempting it from battle spirit could potentially make it unbalanced".
I am afraid that this line of thinking will prevent the ability from ever getting boosted to a decent level. Fixing it at 33% creates a safeguard that will put such fears to rest. That is all.
This does not mean i wouldn't like DB to get a better boost, i just don't think it is realistic atm, and i would rather have something than nothing.
tbh, they need to remove the battle spirit debuff because it really screws with abilities especially when trying to balance pve vs. pvp and instead they need to rebalance the entire game to less damage and adjust pve accordingly.
Preface and reason for Proposal.
I have another one that I want to hear peoples thoughts on before I add it. It has been mentioned before that "Health" should play a larger role in the in DK mechanics. Right now health is the singular factor in our healing through DragonBlood, the damage we cause from burning through kindling, and the shield we create for our group and ourselves. To buff either of these means to sacrifice damage through choosing magicka over health.
Other classes share a single resource that improves damage along with healing, shielding, dodging, and stealthing. This is what I call parallel offense and defense. We have what would be called perpendicular offense and defense in that our survival, through shielding and healing, come from a non damage stat.
Proposal
So here is what I propose. Add health as a damage stat via the kindling passive that increases the damage of any ardent flame dot simultaneously with magicka though at a weaker rate. That will make health and magicka a parallel stat by directly increasing our damage, and by relaxing the sacrifice between magicka and health we improve our survival through a larger health bar to defend against burst and executes, larger dragon blood heals, and larger igneous shield for the group and ourselves.
How it can work
To keep this from affecting PvE there would need to be an algorithm that dealt with default health in a way that minimizes it's effect. Because magicka would still be the most efficient dps stat in PvE peoples health bars will remain at the same levels they are now. Battle spirit would actually improve your damage directly through it's added health in PvP.
If the right algorithm is created to separate our base health from improving PvE dps, then this could also be changed to work on all ardent flame abilities rather than just dots. Thus improving our damage with whip. I think we could also improve elder dragon by adding max health per draconic ability slotted. With Draconic being a survival line it should remain clear of buffing PvE dps.
Let me know what you think, what could be improved, or if you hate it. If no one responds I will assume it isn't interesting or it sucks and so I will exclude it from the sheet.
Magicka DKs are the only class that is punished so hard from roots and snares. That is why one of the wings' morph should be increased to 8s and gives snare and root immunity. It still can reflect a fix amount of projectiles.
@DKsUnite can you add this proposal to the list?
All stamina builds has no issue with snare and roots, magicka Templar can cleanse, magicka Sorc can streak (not optimal), magicka NB can use image (not optimal). It is funny that magicka DKs are the only fully mele class from all classes and has no utility to deal with roots and snares. Even for our speed buff first we need to target someone and second we should prey that the skill will work.
ebethke_ESO wrote: »[*] Conciseness is an important skill to have. I could make a 26 page document on my lonesome, but both the editor and the end-reader will appreciate short, succint information over rambles.
ebethke_ESO wrote: »Magicka DKs are the only class that is punished so hard from roots and snares. That is why one of the wings' morph should be increased to 8s and gives snare and root immunity. It still can reflect a fix amount of projectiles.
@DKsUnite can you add this proposal to the list?
All stamina builds has no issue with snare and roots, magicka Templar can cleanse, magicka Sorc can streak (not optimal), magicka NB can use image (not optimal). It is funny that magicka DKs are the only fully mele class from all classes and has no utility to deal with roots and snares. Even for our speed buff first we need to target someone and second we should prey that the skill will work.
Jesus Christo I would be invincible lol. This is kind of what I was talking about when I said we shouldn't go overboard with our suggestions. Would I like to have an 8 second immunity to roots and snares from a skill I already use? Yes! Would it be way too strong? Yes! It's a really cool concept, but it does not seem balanced at all.
Master_Kas wrote: »Needed imo:
1. Evasion on cinder storm (casted where the player is standing).
2. Buff dragonblood.
Nice addition:
Flame dots does 10-25% more damage to low health targets (only flame to not buff stamdks further).
@ZOS_JessicaFolsom
Master_Kas wrote: »Needed imo:
1. Evasion on cinder storm (casted where the player is standing).
2. Buff dragonblood.
Wrobel wants DKs to be unique in not having an execute and relying on DOTs. Alright, that's totally acceptable. But something needs to be improved upon with DOTs to make it viable in PvP. I think one of the ardent flame passives should allow -any- Dragonknight class skill that apply a fire DOT... to have it's damage per tick increase proportionally to the duration it lasts + amplified when a target stays within execute range.(kind of like what unstable flame stam morph does) This should be a class mechanic for DK. It should not be exclusive to a stamina morph for only 1 skill. By doing this, you allow DKs to fight a war of attrition in a meta that is all about burst. Now DKs have a niche. This would not affect PvE either.... since bosses are going to melt to radiant destruction, and every other execute that other classes can just spam.
Wrobel wants DKs to be unique in not having an execute and relying on DOTs. Alright, that's totally acceptable. But something needs to be improved upon with DOTs to make it viable in PvP. I think one of the ardent flame passives should allow -any- Dragonknight class skill that apply a fire DOT... to have it's damage per tick increase proportionally to the duration it lasts + amplified when a target stays within execute range.(kind of like what unstable flame stam morph does) This should be a class mechanic for DK. It should not be exclusive to a stamina morph for only 1 skill. By doing this, you allow DKs to fight a war of attrition in a meta that is all about burst. Now DKs have a niche. This would not affect PvE either.... since bosses are going to melt to radiant destruction, and every other execute that other classes can just spam.
What if you made the DK fire DoTs unpurgeable for 5s or so?
To people saying magdk should outlast his enemies:
Then why on earth whip costs 3k magicka (without any reduce cost stuff) and hits so weak?
Damage should be slightly buffed and cost reduced by around 500 magicka. Basically return cost to pre-DB patch.