Calling all PvP Magicka DKs - Document to the DEVs

  • Xvorg
    Xvorg
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    Sharee wrote: »
    Natas013 wrote: »
    @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.

    61479129.jpg
    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
  • pjwb16_ESO
    pjwb16_ESO
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    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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...
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • Ghost-Shot
    Ghost-Shot
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    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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.
  • Stamden
    Stamden
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    Ghost-Shot wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Ishammael
    Ishammael
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    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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.
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    The other major issue with destro is the loss of a set piece. In my experience, mDKs need an offensive 5pc, a defensive 5pc, and an offensive monster set. Using destro means you give up one of those.
  • Ghost-Shot
    Ghost-Shot
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    Neighbor wrote: »
    Ghost-Shot wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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
    Ghost-Shot
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    Ishammael wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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.
  • pjwb16_ESO
    pjwb16_ESO
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    Well you all totally missed my point lol, no where i recommended to use ele ring over e.g. talons as mentioned, i was ju t pointing out that the aoe options of a caster dk would still require you to be in melee range, guess most people cant read anymore
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • Ishammael
    Ishammael
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    Ghost-Shot wrote: »
    Neighbor wrote: »
    Ghost-Shot wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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?
  • Ishammael
    Ishammael
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    ✭✭
    Ghost-Shot wrote: »
    Ishammael wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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.

    The critical difference between DK and Sorc/NB on a destro/resto setup us that they lack a skill to reset the fight like Streak or Cloak. (Or to at least give yourself some breathing room)

    The dmg output difference between destro and SW/sh is significant.
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    Like @Ishammael said, mDK lack a way to reset the fight. That means you often have to fight in suboptimal locations. Hence why the majority of mDKs run 1HS because it provides the best survivalability in these situations.
  • Ghost-Shot
    Ghost-Shot
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    Ishammael wrote: »
    Ghost-Shot wrote: »
    Neighbor wrote: »
    Ghost-Shot wrote: »
    pjwb16_ESO wrote: »
    Xvorg wrote: »
    pjwb16_ESO wrote: »
    Neighbor 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 board :D light 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?

    Groth or BS
  • DKsUnite
    DKsUnite
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    the battle is done my friends, we have won, mDK will live once again!
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
  • Bashev
    Bashev
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    DKsUnite wrote: »
    the battle is done my friends, we have won, mDK will live once again!

    Almost, I still have to test the gap closer how reliable will be on live.
    Because I can!
  • Bandit1215
    Bandit1215
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    Bashev wrote: »
    DKsUnite wrote: »
    the battle is done my friends, we have won, mDK will live once again!

    Almost, I still have to test the gap closer how reliable will be on live.

    Does the gap closers still give cc immunity to the person you use it on? If that's the case then I will never use it.
    CP 561
    • vSO HM - Completed
    • vAA - Completed
    • vHRC - Completed

  • DKsUnite
    DKsUnite
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    Bandit1215 wrote: »
    Bashev wrote: »
    DKsUnite wrote: »
    the battle is done my friends, we have won, mDK will live once again!

    Almost, I still have to test the gap closer how reliable will be on live.

    Does the gap closers still give cc immunity to the person you use it on? If that's the case then I will never use it.

    the pull to you still does but the pull to them never did
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
  • Sharee
    Sharee
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    I've been using the pull now on live in anticipation of the patch and found it surprisingly fun. It is the perfect tool for trolling eye of the noob ball groups. Hit pull, jump off tower before it hits target, target gets pulled off tower as well :wink:

    Also, while it does give immunity, it also carries a (very)short stun. I've found that even such a very short stun is sometimes enough to screw up someone's rotation and get them killed(templar casting BoL a split second too late etc.). Some people even CC break it, in which case it is just as good as any other stun.

    Another use is chasing a misting enemy. Since he's immune to the pull, you always get refunded the cost of the chain, and it gives 2 seconds of major expedition(soon to be 6), so you basically get a permanent major expedition for free while you are chasing him.

    And everytime i see someone dodge dodge dodge it, it brings a smile to my face: "yeah enjoy it while it lasts sucka!" :)
  • Rossphi
    Rossphi
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  • Bashev
    Bashev
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    It looks like some of the changes that we wanted were implemented in the warden class --> https://forums.elderscrollsonline.com/en/discussion/347265/dk-skills-vs-warden-skills
    Because I can!
  • Qbiken
    Qbiken
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    Bashev 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.

    Make one of the morph increase duration and reflect more, and the other morph snare immunity (maybe increase the cost for since it adds snare immunity)
  • FloppyTouch
    FloppyTouch
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    We lost the fight my mdk will spend most of the time as my crafter and farmer it was a fun run with homestead. GG ZoS
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