@TheDefiantOne, the synergies you mentioned with stam and stam weapons made me wonder, why is it that lightning attacks don't deal extra damage to those in 5+ heavy armor? I mean hears this walking sweaty conductor, they should take a little extra shock damage. Such ideas will likely never happen, but something along these lines may be all magicka need to be up there with stam in PvP.
Someone encased in metal armor would actually be better protected from electric currents than someone who is not:A Faraday cage or Faraday shield is an enclosure used to block electric fields. It is formed by conductive material...
...They are also used to protect people and equipment against actual electric currents such as lightning strikes and electrostatic discharges, since the enclosing cage conducts current around the outside of the enclosed space and none passes through the interior.

pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
Ghost-Shot wrote: »pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
You are better off using deep breath and talons for an aoe rotation, you will hit harder, apply an aoe root, and heal/aoe interupt. I've been finding blockade fairly useful in group fights but you need to be in a group big enough that you can afford the bar slot for it.
pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
Ghost-Shot wrote: »pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
You are better off using deep breath and talons for an aoe rotation, you will hit harder, apply an aoe root, and heal/aoe interupt. I've been finding blockade fairly useful in group fights but you need to be in a group big enough that you can afford the bar slot for it.
Problem is, those skills have such a ridiculously high mana cost.
pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
Impulse has been *** since 1.6. It really needs to just be reworked. Talons, deep breath, engulfing are all better options.
WoE only got good when they buffed the damage in the IC patch.
Actually, destro staff is pretty bad in comparison to the other weapon lines. The passives in particular. The ult, of course, is amazing.
If mDK had a magicka gap closer it would be worth considering to run destro front bar because weaving damage really helps.
Ghost-Shot wrote: »Ghost-Shot wrote: »pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
You are better off using deep breath and talons for an aoe rotation, you will hit harder, apply an aoe root, and heal/aoe interupt. I've been finding blockade fairly useful in group fights but you need to be in a group big enough that you can afford the bar slot for it.
Problem is, those skills have such a ridiculously high mana cost.
Yes they do but running 5 Rattlecage/5 Sun with 1 reduced cost glyph in group fights I'm able to keep it up fairly well.
Ghost-Shot wrote: »pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
Impulse has been *** since 1.6. It really needs to just be reworked. Talons, deep breath, engulfing are all better options.
WoE only got good when they buffed the damage in the IC patch.
Actually, destro staff is pretty bad in comparison to the other weapon lines. The passives in particular. The ult, of course, is amazing.
If mDK had a magicka gap closer it would be worth considering to run destro front bar because weaving damage really helps.
I've actually been able to run a destro/resto set up with mine, its not as good as destro/resto on a sorc or nb obviously but it was actually fun playing it kind of different from the sword and board resto or sword and board destro way we've all played since launch.
Ghost-Shot wrote: »Ghost-Shot wrote: »pjwb16_ESO wrote: »pjwb16_ESO wrote: »Let's talk about caster mDKs
I am surprised that caster (light armor w/ staff) mDKs get no attention at all, even on this post. The classic heavy armor mDK needs help, yes, but the caster DK has been in an even worse position for the entirety of this game. It's really a damn shame because caster DKs would be really cool to see more of in PvP.
The main problem is that all of our nukes and damage is melee only. Whip, engulfing flames, embers.. going in this close in light armor is a bad idea. If you compare caster DKs to caster Sorcs, you can see that they get outclassed in damage, shields, and mobility.
By adjusting a few skills, caster DKs can become more well rounded. While they may never be as good as caster Sorcs, they could become much more viable. So here is what needs to be done:
Stone Fist - This skill needs to become a 28m nuke (on the level of Crystal Frags). Currently this skill is completely useless. Instead of trying to buff a skill that has no purpose, it would be much better if it was turned into a useful skill for long range. This would give casters a reliable damage ability at at range, and also give them burst damage which is vastly superior to DoTs in PvP.
Dragon Blood - This skill needs to scale off magika. Caster Sorcs get shields, DKs should get healing. If it were changed into a HoT than that would also be at least better than what it currently is. For such an expensive skill to cast, it needs to be worth it.
Fiery Grip (Chains) - The current form of this skill just does not work that well in PvP. This is just due to the way Hard-CC timers work. As I have stated before, there should be a morph that turns this skill into a tether of sorts. It latches onto an enemy, and keeps them from going out of range for x amount of time. This would help DKs with the mobility that other classes have, which mDKs currently struggle a lot with.
If you play a Caster DK you would probably use Fire Staff tho which will force you to kinda go melee too, cause wall and ele ring arent range which would force you into having a proper gap close which would probably result in running sword n boardlight or heavy isnt a real discussion tho, light armor is in such a bad state you are going to deal as much damage in heavy and have similar sustain too
Who woud ever se elemental ring over force shock?
Maybe blockade is an option but ring?
Ring is aoe...
You are better off using deep breath and talons for an aoe rotation, you will hit harder, apply an aoe root, and heal/aoe interupt. I've been finding blockade fairly useful in group fights but you need to be in a group big enough that you can afford the bar slot for it.
Problem is, those skills have such a ridiculously high mana cost.
Yes they do but running 5 Rattlecage/5 Sun with 1 reduced cost glyph in group fights I'm able to keep it up fairly well.
What monster set do you with that setup?
Bandit1215 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.