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Possible Rework for Dragon Knight-skills

TheDarkRuler
TheDarkRuler
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A Dragon Knights rework to be able to keep up with other classes.
Please keep in mind this rework idea is only a concept; if you feel something is overpowered or off-balanced please feel free to comment.

Ardent Flame

Molten Whip
While slotted increases the Spell Power of all Dragon Knight Abilities.

Inferno
While slotted grant Major Prophecy, increasing your Spell Critical Rating by X. Activate to surround yourself with a layer of flames dealing a burst of X flame damage upon activation within a 5 meters radius. While active all enemies within the radius will constantly take Y flame damage every second. See this visual from the Maelstrom Arena where a NPC already has this kind of flame coat.

screenshot_20160921_0owpsv.png

Flames of Oblivion
Increases the damage over time of all Dragon Knight Abilities versus targets below 50 percent maximum life by 33% and by 66% for all targets below 25%.

Cauterize
All allies within the flame coat and yourself heal by X every second and have one negative effect removed every three seconds.

Draconic Might

Volatile Armor
The magic spray released upon activation deals now fire damage instead.

Dark Talons, Burning Talons and Choking Talons
The Synergy now deals fire damage instead of magic damage.

Dragon Blood (Base ability)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second.

Green Dragon Blood (1st morph)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second. Also restore Y% of your maximum stamina every two seconds.

Coagulated Blood (2nd morph)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for 2X% of your maximum health every second. Also receive Major Vitality, increasing the healing received.

Reflective Plate (1st morph)
Increases the maximum number of reflected projectiles from 4 to 8.

Inhale (Base Ability)
Inhale essence from all nearby enemies healing yourself by X for each enemy. Exhale Fire after two seconds dealing fire damage to all enemies close-by.

Deep Breath (1st morph)
Interrupt enemies casting abilities. Casts Minor Vulnerability on them for three seconds.

Draw Essence (2nd morph)
Restore Magicka for each enemy hit by the Flame burst. Decrease the time between the bursts by 10% for each enemy hit by the initial essence drawing.

Iron Skin (Passive)
1st Rank: Block an additional 5% damage and 5% more from ranged attacks greater 7 meters away.
2nd Rank: Block an additional 10% damage and 10% more from ranged attack greater 7 meters away.

Burning Heart (Passive)
1st Rank: Increase your Magic and Weapon damage dealt by 2% percent for each enemy standing within a 10 meters radius around you.
2nd Rank: Increase your Magic and Weapon damage dealt by 3% percent for each enemy standing within a 12 meters radius around you.

Elder Dragon (Passive)
1st Rank: Increase your health recovery by 2% and your healing received by 3% for each Draconic Might ability slotted.
2nd Rank: Increase your health recovery by 4% and your healing received by 6% for each Draconic Might ability slotted.

Scaled Armor (Passive)
1st Rank: Increases Spell and Physical Resistance by X.
2nd Rank: Increases Spell and Physical Resistance by 2X.

Earthen Heart

Stone Giant (2nd morph)
Slam an enemy with a rock and stun them for 3 seconds and deal X Physical Damage. Gain Minor Resolve for 15 seconds. Change ability cost to Stamina and the damage dealt scale with Weapon damage.

Molten Armaments (2nd morph)
Make the bonus damage on full-charged heavy attacks be distributed to nearby players as well.

Igneous Shield (1st morph)
Increase the time the Major Mending is applied to 12 seconds. If a shield passes out while the affected player is wounded heal the player by the remaining damage shield value.

Fragmented Shield (2nd Morph)
Changes the explosion damage from Magic to Fire Damage. If a shield passes out add the remaining damage shield value to the explosion as additional damage.

Mountains Blessing (Passive)
1st Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 10 seconds. While being below 33% life in combat restore 2 Ultimate every two seconds.
2nd Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 20 seconds. While being below 50% life in combat restore 3 Ultimate every two seconds.

Helping Hands (Passive)
1st Rank: Activating an Earthen Heart ability restores 3% of your maximum Stamina to you and one ally nearby.
2nd Rank: Activating an Earthen Heart ability restores 4% of your maximum Stamina to you and two allies nearby.
Edited by TheDarkRuler on September 22, 2016 11:13AM
  • old_mufasa
    old_mufasa
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    I like some of your ideas.. but my biggest issue with my Magic DK is mana retention... compared to all my other magic based toons I run out the fastest and have the least amount of active regens vs other casters....

    The runs into two issue.. in pvp.. with out wearing light armor I lack mana regen.. with out heavy armor we lack survivability.

    Having to use ultimate skills to regen almost pigeon holes us into using low cost quick regen ultimate's..

    You idea on draw essence I'm sure you put in there do to that active mana regen issues.. but id rather have it on a different skill... also something other then targets hit.. as then it becomes only good for multi target fights.. and we already do that better then almost anyone... its single target spaming of our single target attacks during boss fights where I see the most mana issues.. as there is no real effective way to regen mana and the fights last much longer... having the mana gain only on multi target negates its usefulness on many fights.
  • Xvorg
    Xvorg
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    I miss the days when DKs just wanted a stam version of whip...
    Edited by Xvorg on September 22, 2016 2:27PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • susmitds
    susmitds
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    What ever buff that can be given to DKs right now has to be sure that it does not buff StamDKs in any way and also that it does not buff Magicka DK's PvE DPS.
  • Fvh09NL
    Fvh09NL
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    I agree with susmitds, I main a mDK and in pve I barely have issues, it's mostly in pvp, eventhough I still think the class is really strong if you know how to play it. I do agree with OP that inferno needs a rework and I really like his idea, I also agree with his statement that dragon Blood needs a rework because in my opinion it is so bad that a mDK actually always needs a resto staff for heals in pvp, and I would rather have a class skill for getting back health. Maybe just Let it restore a flat value. I also think draw essence is fine as it is, giving a lot of magicka back in situations where you are outnumbered. Maybe add 10/20% magicka Recovery to coagulating blood? Don't know if that makes it to op though. This way you can get back some mana in 1v1 situations as well, but not in flat values (as I think that makes a mDK to powerfull). Stamina DK does not need anything, no stamina version of whip Or something like that, they are really strong already. They can have the stamina fist but that ability sucks anyway.
  • Juhasow
    Juhasow
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    ✭✭✭✭✭
    A Dragon Knights rework to be able to keep up with other classes.
    Please keep in mind this rework idea is only a concept; if you feel something is overpowered or off-balanced please feel free to comment.

    Ardent Flame

    Molten Whip
    While slotted increases the Spell Power of all Dragon Knight Abilities.

    Inferno
    While slotted grant Major Prophecy, increasing your Spell Critical Rating by X. Activate to surround yourself with a layer of flames dealing a burst of X flame damage upon activation within a 5 meters radius. While active all enemies within the radius will constantly take Y flame damage every second. See this visual from the Maelstrom Arena where a NPC already has this kind of flame coat.

    screenshot_20160921_0owpsv.png

    Flames of Oblivion
    Increases the damage over time of all Dragon Knight Abilities versus targets below 50 percent maximum life by 33% and by 66% for all targets below 25%.

    Cauterize
    All allies within the flame coat and yourself heal by X every second and have one negative effect removed every three seconds.

    Draconic Might

    Volatile Armor
    The magic spray released upon activation deals now fire damage instead.

    Dark Talons, Burning Talons and Choking Talons
    The Synergy now deals fire damage instead of magic damage.

    Dragon Blood (Base ability)
    Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second.

    Green Dragon Blood (1st morph)
    Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second. Also restore Y% of your maximum stamina every two seconds.

    Coagulated Blood (2nd morph)
    Heal yourself for 33% of your maximum health instantly. While active heal yourself for 2X% of your maximum health every second. Also receive Major Vitality, increasing the healing received.

    Reflective Plate (1st morph)
    Increases the maximum number of reflected projectiles from 4 to 8.

    Inhale (Base Ability)
    Inhale essence from all nearby enemies healing yourself by X for each enemy. Exhale Fire after two seconds dealing fire damage to all enemies close-by.

    Deep Breath (1st morph)
    Interrupt enemies casting abilities. Casts Minor Vulnerability on them for three seconds.

    Draw Essence (2nd morph)
    Restore Magicka for each enemy hit by the Flame burst. Decrease the time between the bursts by 10% for each enemy hit by the initial essence drawing.

    Iron Skin (Passive)
    1st Rank: Block an additional 5% damage and 5% more from ranged attacks greater 7 meters away.
    2nd Rank: Block an additional 10% damage and 10% more from ranged attack greater 7 meters away.

    Burning Heart (Passive)
    1st Rank: Increase your Magic and Weapon damage dealt by 2% percent for each enemy standing within a 10 meters radius around you.
    2nd Rank: Increase your Magic and Weapon damage dealt by 3% percent for each enemy standing within a 12 meters radius around you.

    Elder Dragon (Passive)
    1st Rank: Increase your health recovery by 2% and your healing received by 3% for each Draconic Might ability slotted.
    2nd Rank: Increase your health recovery by 4% and your healing received by 6% for each Draconic Might ability slotted.

    Scaled Armor (Passive)
    1st Rank: Increases Spell and Physical Resistance by X.
    2nd Rank: Increases Spell and Physical Resistance by 2X.

    Earthen Heart

    Stone Giant (2nd morph)
    Slam an enemy with a rock and stun them for 3 seconds and deal X Physical Damage. Gain Minor Resolve for 15 seconds. Change ability cost to Stamina and the damage dealt scale with Weapon damage.

    Molten Armaments (2nd morph)
    Make the bonus damage on full-charged heavy attacks be distributed to nearby players as well.

    Igneous Shield (1st morph)
    Increase the time the Major Mending is applied to 12 seconds. If a shield passes out while the affected player is wounded heal the player by the remaining damage shield value.

    Fragmented Shield (2nd Morph)
    Changes the explosion damage from Magic to Fire Damage. If a shield passes out add the remaining damage shield value to the explosion as additional damage.

    Mountains Blessing (Passive)
    1st Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 10 seconds. While being below 33% life in combat restore 2 Ultimate every two seconds.
    2nd Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 20 seconds. While being below 50% life in combat restore 3 Ultimate every two seconds.

    Helping Hands (Passive)
    1st Rank: Activating an Earthen Heart ability restores 3% of your maximum Stamina to you and one ally nearby.
    2nd Rank: Activating an Earthen Heart ability restores 4% of your maximum Stamina to you and two allies nearby.

    Molten Whip
    I am fine with the change but it depends how much spell dmg it would give

    Inferno
    It was working like that before 1.6 but also halted magicka regen totally.

    Flames of Oblivion
    Stam DK would hit too hard from venomous claw empowered with maelstorms.

    Cauterize
    Passive AoE purging and healing ? OK so lets stack at DK tank and go inside keep untouchable. I can find atleast 10 situations where it would be way too OP but I dont want to create a novel here.

    Volatile Armor
    I am fine with that.

    Taloons
    Well synergy dealing magic dmg is better because everyone who'll use it will have pretty close dmg from it when flame dmg synergy gives dunmers dk's higher profits from clicking X then other players.

    Dragon Blood
    I am fine with that until HoT will have reasonable value.

    Green Dragon Blood
    Hmm can be too good for stam DK but that depends of restored stamina value.

    Coagulating Blood
    NO! DK already have Mojor Mending and 12% healing recived more from class passive. Adding additional 30% more healing recived with class ability is too strong. It would overcome Battle Spirit debuff , and adding to this Your previous Cauterize change it could not be countered with defiles etc.

    Reflecting Scales
    Not needed. 4 projectiles in 4 seconds is reasonable number , 8 projectiles would make DK able to totally counter certain builds even in 1vX.

    Inhale
    Isnt that skill working that way right now?

    Deep Breath
    Little too OP. I see DK tank walking inside zerg and spamming Deep Breath when rest of his group spam AoE's on enemies which will take bigger dmg and wont be able to use any cast time ability.

    Draw Essence
    Same like before too Op when DK tank walk into group of enemies. He would be able to spam this ability with almost instant bursts which would restore him large part of ability cost. Unkillable builds would be possible.

    Iron Skin
    There is already passive reducing projectile dmg in 1h+shield. This 2 passives combined would be too strong against projectiles.

    Burning Heart
    According to previous ideas I assume You really want to make DK that walk into group of enemies kill everyone but in the same time is immortal dont You? :wink:

    Elder Dragon
    For each ability? NO! For 1 ability? Yes

    Scaled Armor
    Current 3,3k is good enough

    Stone Giant
    Range skill with stun for stam DK? NO

    Molten Armanents
    Not needed. There are classes like sorc who have teir own buffs to heavy attacks so it could provide too strong heavy attacks builds , but overall it would not change much. I preffered old version of that skill when it was some kind of execute which was dealing up to 150% more dmg from heavy attack to low hp targets.

    Igneous Shield.
    Not needed and even OP from certain sitations perspective.

    Fragmented Shied
    Could be nice.

    Mountain Blessing.
    NO! Combined with battle roar passive would make DK OP like hell especially in PvP.

    Helping Hands.
    Not needed and pretty useless. As a healer or tank You'll have not much stamina so You'll give group nothing. In the other hand group of stam DK's would have unlimited stamina by using igneous shield one by one. 5% to Yourself is much better.










  • Autolycus
    Autolycus
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    If Cauterize is to be changed, it should not be a HoT. We don't need more HoTs. What we need is a burst heal that can target the caster. It should be like every other class and heal the caster + one other ally, and it needs to be buffed to heal for a more comparable amount to that of BoL or Matriarch. Right now it's half as many targets, half the healing, and can't hit the caster.
  • Xvorg
    Xvorg
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    Autolycus wrote: »
    If Cauterize is to be changed, it should not be a HoT. We don't need more HoTs. What we need is a burst heal that can target the caster. It should be like every other class and heal the caster + one other ally, and it needs to be buffed to heal for a more comparable amount to that of BoL or Matriarch. Right now it's half as many targets, half the healing, and can't hit the caster.

    Something like the blood of a dragon? Coag blood could have a strong "heal an ally" component but first it should go back to its former glory.

    And inferno can go back to what it used to be, a toggle DoT that consumed magicka.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    some good ideas but your numbers are way off. all ardent flame dots are executes! lol would be soooo op.
    dragon blood heal 33% max AND 2% tics(its 20 seconds no)AND maj vitality LOL wtf you smoking seriously
    Edited by dylanjaygrobbelaarb16_ESO on September 23, 2016 8:43PM
  • Autolycus
    Autolycus
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    Xvorg wrote: »
    Autolycus wrote: »
    If Cauterize is to be changed, it should not be a HoT. We don't need more HoTs. What we need is a burst heal that can target the caster. It should be like every other class and heal the caster + one other ally, and it needs to be buffed to heal for a more comparable amount to that of BoL or Matriarch. Right now it's half as many targets, half the healing, and can't hit the caster.

    Something like the blood of a dragon? Coag blood could have a strong "heal an ally" component but first it should go back to its former glory.

    And inferno can go back to what it used to be, a toggle DoT that consumed magicka.

    Eh... I'm not really sure how to respond to this. I'm certainly not saying Dragon's Blood is fine and should be left as-is.

    Despite what most people say, I use Cauterize all the time and value it a great deal. Reverting it back to be a pure dps skill would be a big disappointment imho. It seems to me that when they introduced Cauterize it was supposed to be the DK BoL or Matriarch... and it's not. Even if I do like the skill and use it (including as a healer in vMoL, yes DK healers can do that), it still has limited functionality. Heck, I'd just settle for having the same range (28m).
  • eserras7b16_ESO
    eserras7b16_ESO
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    You're bad in the head m8... If this changes would be implemented Dragonknight would rock. Sure, like, rocking above anything else this game ever had = UNBALANCED AS ****

    !!!!You need small changes directly to the Magicka Open world PvP DK design and only that!!!!


    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
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