AverageJo3Gam3r wrote: »@Crizar molten whip is the PvE morph used by mDK DPS
AverageJo3Gam3r wrote: »@Crizar molten whip is the PvE morph used by mDK DPS
devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
AverageJo3Gam3r wrote: »@Crizar molten whip is the PvE morph used by mDK DPS
I would still use Flame Lash. The 100 or so extra spell damage for ardent flame skills is pretty weak compared to an extra free more powerful skill that heals but that's just me. Kind of feel like the healer should be healing you enough in pve but that doesn't always happen so the power lash heal helps in those uh-oh situations.
devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
AverageJo3Gam3r wrote: »@Crizar molten whip is the PvE morph used by mDK DPS
Plus this is a PvP thread if I recall so for PvP it's still useless.
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
It wasn't really AMOUNT of damage done.
The biggest problem was that some skills gained you more ultimate than others because the primary mechanisms were
1. Crits (+1 ult/ea)
2. Players hit
3. Healing (healing springs spam... ugh)
4. Damage
Ergo, AoE skills would get you a ton of ultimate by causing all of those things to happen (e.g. Talons, impulse, etc.)
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
It wasn't really AMOUNT of damage done.
The biggest problem was that some skills gained you more ultimate than others because the primary mechanisms were
1. Crits (+1 ult/ea)
2. Players hit
3. Healing (healing springs spam... ugh)
4. Damage
Ergo, AoE skills would get you a ton of ultimate by causing all of those things to happen (e.g. Talons, impulse, etc.)
Yep. You forgot the CC skill also granted ulti and I think it was 3 per CC including soft CC too. That is why talons was so OP, it was the skill that generated the most ultimate followed by streak. But talons .... it had radius of 8m and it was insane.
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
It wasn't really AMOUNT of damage done.
The biggest problem was that some skills gained you more ultimate than others because the primary mechanisms were
1. Crits (+1 ult/ea)
2. Players hit
3. Healing (healing springs spam... ugh)
4. Damage
Ergo, AoE skills would get you a ton of ultimate by causing all of those things to happen (e.g. Talons, impulse, etc.)
Yep. You forgot the CC skill also granted ulti and I think it was 3 per CC including soft CC too. That is why talons was so OP, it was the skill that generated the most ultimate followed by streak. But talons .... it had radius of 8m and it was insane.
Yeha I forgot about the soft CC. talons was at like 3ult per grab. Was crazy
8m lasted only till like 1.2 though.
devilsTear wrote: »devilsTear wrote: »Just out of curiosity, what were there dk's skills and passives when the game came out? Ps4 player here started last November so i don't know
it wasnt so much what the skills were (they havent changed for the most part apart from inferno and cinder storm) but its the mechanics that have changed but the DK hasnt been adjusted to factor in these changes.
So dynamic ulti = resources, thats gone now but we still dont have a way to gen resources outside of battle roar. No stam regen while blocking, we lost our ability to tank. 50% heal debuff for being in cyrodiil killed dragon blood. 50% damage reduction + burst meta while we are a sustain class just doesnt work
What was dynamic ultimate? I hope the can restore the class to its former glory, I've tried all classes but I always come back to my dk's
Ultimate generation was based on damage done. Today, ultimate regenerates at a constant rate (more or less, depending on abilities/sets etc. used)
Before, you could use a batswarm(or a banner, etc.), and cause enough damage with it to fully charge the ultimate again, allowing you to chain ults back to back(or close to).
It wasn't really AMOUNT of damage done.
The biggest problem was that some skills gained you more ultimate than others because the primary mechanisms were
1. Crits (+1 ult/ea)
2. Players hit
3. Healing (healing springs spam... ugh)
4. Damage
Ergo, AoE skills would get you a ton of ultimate by causing all of those things to happen (e.g. Talons, impulse, etc.)
Yep. You forgot the CC skill also granted ulti and I think it was 3 per CC including soft CC too. That is why talons was so OP, it was the skill that generated the most ultimate followed by streak. But talons .... it had radius of 8m and it was insane.
Yeha I forgot about the soft CC. talons was at like 3ult per grab. Was crazy
8m lasted only till like 1.2 though.
Yep. But hey now everybody can equip a bow and root people from 20m.
You didn't tag me and that is understandable, but I think what would make magic dk completely viable in pvp if one of the morphs of sea of flames made our fire dots un cleanse/purge able. Like force siphon or weakness to elements, a cast spells that makes your dots stick to that enemy.
This would make 1v1 vs all classes viable as a our main source of pressure damage and heals comes from dots, which evert class can just purge away
BurritoESO wrote: »Dragon blood should be unaffected by battle spirit, but capped at like a 10k heal or something so we don't have DK's running around with 50k health getting 30k+ heals being stupid op. Also having ways of getting major/minor heroism would help a lot in outnumbered/small-scale fights. Have ferocious leap, one of the morphs of leap, be a magicka morph. 3 quick ideas have
Shifting Standard - restore resources also when the ultimate is refreshed
Empowering Chains - fix it. If it works as invasion it would be awesome.
Flames of oblivion - hurricane style AoE which does damage and expands. It drains 1% magicka and stamina from your enemies every second. DKs do not have burst, they should drain the resources of his/her enemies. 15s duration free to cast but it drains 1000 magicka every second. If it is recast, it starts with the small radius again.
Ferocious Leap - Remove all negative effects, give you 6 seconds immunity to all CC, roots and snares plus the shield. Then this ultimate can be casted even when you are rooted.
Hardened Armor - the damage returned scales with health. 4% from your health.
Dragon blood - Remove battle spirit from its calculations. If you cast the heal and you are over 50%, it doesn't heal you but in the next 20 seconds if you drop under 50% it heals you automatically.
Reflective Plate - Absorb all projectiles for 4 seconds
Dragon Fire Scale - Reflect 4 projectiles in the next 8 seconds and it gives snare and root immunity (similar to forward momentum)
Iron skin - reduce the block cost with 10%
Elder Dragon - Reduce the ultimate cost with 10%
Scaled Armor - Physical resistance too.
Stone Giant - remove the CC and increase the damage and reduce the cost. The damage should be lower than molten whip. Nobody should take this skill for PvE over molten whip but it should give the chance for PvP for some range skill that you can combine with a staff for animation cancelling.
Fragmented Shield - damage should scale with health. Similar to blazing shield.
Cinder Storm - 20% dodge chance + slow + disorient maximum 3 enemies around you. The dot start ticking 3 seconds after the skill is casted.
Thanks for the topic. I hope that some of the devs will read it.
dylanjaygrobbelaarb16_ESO wrote: »You didn't tag me and that is understandable, but I think what would make magic dk completely viable in pvp if one of the morphs of sea of flames made our fire dots un cleanse/purge able. Like force siphon or weakness to elements, a cast spells that makes your dots stick to that enemy.
This would make 1v1 vs all classes viable as a our main source of pressure damage and heals comes from dots, which evert class can just purge away
it would be completely overpowered to break purge.BurritoESO wrote: »Dragon blood should be unaffected by battle spirit, but capped at like a 10k heal or something so we don't have DK's running around with 50k health getting 30k+ heals being stupid op. Also having ways of getting major/minor heroism would help a lot in outnumbered/small-scale fights. Have ferocious leap, one of the morphs of leap, be a magicka morph. 3 quick ideas have
ya it needs to be looked at, but the problem is any improvement will also help stamina dk and if they got oldschool gdb + vigor roll spam they would be a F ing nightmare. i honestly dont know how to approach it
dylanjaygrobbelaarb16_ESO wrote: »Shifting Standard - restore resources also when the ultimate is refreshed
Empowering Chains - fix it. If it works as invasion it would be awesome.
Flames of oblivion - hurricane style AoE which does damage and expands. It drains 1% magicka and stamina from your enemies every second. DKs do not have burst, they should drain the resources of his/her enemies. 15s duration free to cast but it drains 1000 magicka every second. If it is recast, it starts with the small radius again.
Ferocious Leap - Remove all negative effects, give you 6 seconds immunity to all CC, roots and snares plus the shield. Then this ultimate can be casted even when you are rooted.
Hardened Armor - the damage returned scales with health. 4% from your health.
Dragon blood - Remove battle spirit from its calculations. If you cast the heal and you are over 50%, it doesn't heal you but in the next 20 seconds if you drop under 50% it heals you automatically.
Reflective Plate - Absorb all projectiles for 4 seconds
Dragon Fire Scale - Reflect 4 projectiles in the next 8 seconds and it gives snare and root immunity (similar to forward momentum)
Iron skin - reduce the block cost with 10%
Elder Dragon - Reduce the ultimate cost with 10%
Scaled Armor - Physical resistance too.
Stone Giant - remove the CC and increase the damage and reduce the cost. The damage should be lower than molten whip. Nobody should take this skill for PvE over molten whip but it should give the chance for PvP for some range skill that you can combine with a staff for animation cancelling.
Fragmented Shield - damage should scale with health. Similar to blazing shield.
Cinder Storm - 20% dodge chance + slow + disorient maximum 3 enemies around you. The dot start ticking 3 seconds after the skill is casted.
Thanks for the topic. I hope that some of the devs will read it.
lol do you even think about class balance when making your suggestions EVERYTHING here is overpowerd except fix chains and stone giant, unless ALL classes were reveamped.
lucky_Sage wrote: »make ferocious leap deal fire damage and do a 6 sec HoT instead of bubble and make the range to 28 meters standard cause the other morph give cost reduction and damage buff which is enough
make igneous shields scale off magicka instead of health it give major mending which makes it a healing spell so it should scale magicka
elder dragon passive should increase max health
dragon blood should heal 20% of max health and scale with health missing like healing ward we dont have a execute so we should have counter to one
green dragons blood should be changed to iron dragons blood where it grants immovability granting cc immunity
empowering chains should set enemy off balance the 2 sec speed is crap
lava whip give it a small amount of splash damage
lucky_Sage wrote: »make ferocious leap deal fire damage and do a 6 sec HoT instead of bubble and make the range to 28 meters standard cause the other morph give cost reduction and damage buff which is enough
make igneous shields scale off magicka instead of health it give major mending which makes it a healing spell so it should scale magicka
elder dragon passive should increase max health
dragon blood should heal 20% of max health and scale with health missing like healing ward we dont have a execute so we should have counter to one
green dragons blood should be changed to iron dragons blood where it grants immovability granting cc immunity
empowering chains should set enemy off balance the 2 sec speed is crap
lava whip give it a small amount of splash damage
+ Make DK DOTs unremovable. If we are to be the only class without an execute, we need some way to put pressure on the enemy.
Eric Wrobel said on one of the ESO lives that they did not want to give DK an execute so that fighting him would feel different, so that, loose quote, "you do not have to be afraid you'll be executed when fighting a DK". That's fine, but what are people supposed to be afraid of when fighting a DK then?
Getting more and more pressure on them as the fight duration increases seems to be the perfect answer.