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Dragon Knight PTS discussion (homestead)

  • Lord_Hev
    Lord_Hev
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    We always take feedback seriously. One Tamriel was so huge we had to focus on the balance and new item sets. With the next major update we will be focusing on class balance and abilities. We have a pretty cool new version of Dragon Blood planned that will help magicka DKs while maintaining it's power level for high health characters.
    Yup, we definitely have planned a good list of buffs for magicka DK and also balance in general for magicka vs stamina DPS.
    We want to make DK's have a unique playstyle that does not include an execute ability. Instead we want them to focus on pressuing enemy's health bars with DoT effects. We've got some sweet changes for magicka DKs planned for update 13!
    We're already got a pretty significant list of buffs for magicka DKs coming with update 13 and we have been reading your feedback.



    WHERE??


    We're already got a pretty significant list of buffs for magicka DKs coming with update 13 and we have been reading your feedback.



    WHERE???????? WHERE THE **** ARE THEY? ****ING BETRAYAL
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Thornen
    Thornen
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    recycle-bin.png

    I'm guessing in here.
  • skwherl
    skwherl
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    why not just delete magicka dk, thats what they seem to want to do
    Squirrel

    Viva La Aristocracy
  • krathos
    krathos
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    I AM NOT HAPPY
    Flapjack Palmdale
    <ANIMOSITY>

    Grand Overlord - Magicka Dragonknight
  • TheDefiantOne
    TheDefiantOne
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    What I think about the DK changes this patch ...

    THANK YOU SO MUCH ZOS. Seriously. I want to thank you personaly for caring so much about a portion of your player base. Because of your new changes, my grades, fitness, social life or anykind of my IRL life for the matter, will improve due to me pretty much quiting this game. Thats the buff we were looking for guys.

    So once again, thank you. @ZOS_GinaBruno can you please pass our thank you to the whole team, that'll be greatly appreciated. And also remind them that not consulting their player base, forum threads, etc..., for ideas and inputs for future improvements and balance is a great idea to have the game survive an other year or team. Cause i mean it's not like the answer to all of ESO problems hasn't been already identified by the players AND balance fixes brought up by us as well, right ? I mean... we are pretty dumb, unexperienced and have no knowledge of what we talk about, RIGHT ?

    So... yeah... once again, GREAT JOB ZOS. Thank you for listening to us :)

    (wrobel since you seem to be a special kind of smart person buddy ;).............. I AM BEING SARCASTIC)
  • TheDefiantOne
    TheDefiantOne
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    And also remind them that not consulting their player base, forum threads, etc..., for ideas and inputs for future improvements and balance is a great idea to have the game survive an other year or team.

    **survive an other year or two** MUH BAD.
  • KirinBlaze
    KirinBlaze
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    Nice to know our class will keep being punished for the way it was at launch.

    I really don't understand the Banner nerf either.

    Is it because Cor keeps posting videos of players dying in his banner due to his exceptional player skill and ability to place them where instantly exiting them is difficult? Or when some of those players just tunnel vision Qaevir while inside his banner and die? Are we trying to protect those players? I just don't get it.

    In group play, Banner isn't even good in most scenarios other than defense of a keep or bombing a group that you've lured to/is coming through a choke. The meta is, and will remain in Update 13, Negate and Destro Ultis. That's it. So WHY THE *** DID THEY NERF BANNER AGAIN?
    Kirin Blaze - Ebonheart Pact - Imperial Dragonknight
    Kïrïn Bläzë - Daggerfall Covenant - Imperial Dragonknight
    Kìrín Blàzé - Aldmeri Dominion - Imperial Dragonknight
    Vehemence - Omni - COMBUSTION
  • Lucky28
    Lucky28
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    I thought this was a balance patch. i really don't understand why magicka is being nerfed on pretty much all fronts but destro ult.... what a disappointment.
    Invictus
  • Ishammael
    Ishammael
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    No changes to:

    Stone Fist
    Inferno
    Eruption / CinderStorm
    Chains (ones that matter)
    Class Passives
  • KisoValley
    KisoValley
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    Nice to know our class will keep being punished for the way it was at launch.

    I really don't understand the Banner nerf either.

    Is it because Cor keeps posting videos of players dying in his banner due to his exceptional player skill and ability to place them where instantly exiting them is difficult? Or when some of those players just tunnel vision Qaevir while inside his banner and die? Are we trying to protect those players? I just don't get it.

    In group play, Banner isn't even good in most scenarios other than defense of a keep or bombing a group that you've lured to/is coming through a choke. The meta is, and will remain in Update 13, Negate and Destro Ultis. That's it. So WHY THE *** DID THEY NERF BANNER AGAIN?

    Cause it's still the best ult in PVE. Same reason they changed curse, it's all about PVE, claiming its a PVP change.
  • SpiderKnight
    SpiderKnight
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    Coagulating blood change made me sick when I read it.
    Edited by SpiderKnight on January 4, 2017 1:03AM
  • Kilandros
    Kilandros
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    Ishammael wrote: »
    No changes to:

    Stone Fist
    Inferno
    Eruption / CinderStorm
    Chains (ones that matter)
    Class Passives

    Yeah I don't get it. There was universal agreement that these skills (and our passives) needed reworking. This just feels like Orsinium all over again where the Developers promised buffs and failed to deliver.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Ishammael
    Ishammael
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    So WHY THE *** DID THEY NERF BANNER AGAIN?
    KisoValley wrote: »
    Cause it's still the best ult in PVE. Same reason they changed curse, it's all about PVE, claiming its a PVP change.

    Like Kiso said, its a PvE change. Since SoM isn't really used in PvP this change is largely irrelevant.

    In PvE it will be more than offset by the Inferno staff buff.
  • tinythinker
    tinythinker
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    So critting was the big change to making Dragon's Blood useful again. The boost to Volatile Armor is how we can now really pressure opponents with DoTs. And health matters now rather than just stam or magicka because... uhhh...

    But I guess I can just play on my MagBla--

    "Strife: Increased the cost of this ability and its morphs by approximately 38%."

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  • Xvorg
    Xvorg
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    Ardent Flame
    Burning Embers (Searing Strike morph): Fixed an issue where Rank IV of this morph was not allowing multiple Dragonknights to apply the Damage over Time component to the same target.
    Embers fix? I think it's a PvP oriented fix... meh... few people uses that skill in PvP.
    Fiery Grip: Increased the duration of the Major Expedition buff granted by this ability and its morphs to 8 seconds from 2 seconds.
    Major exp after chain? Is that going to solve the issues with the skill? No. It will still be a crappy skill. No reason to leave my shield. No real solution to movility (it's going to be fun to see the pull morph being used t get the MExp buff) I'll still insist in my idea, make dragon leap the DKs gap closer and give Unrelenting force as ulti. And erase chains.
    Inferno: Fixed an issue where this ability and its morphs would display an incorrect Spell Critical Strike Chance percentage on your character UI after swapping weapons.
    Inferno fix? OK... I didn't even knew it was buggy because.. oh dear lord, I don't use it 'cause it's crap
    Lava Whip: Increased the damage from this ability and its morphs by 5%.
    5% extra dmg on whip? What? It will be a moist noodle, nothing better than that... OK, you can use a flame staff to get a real buff... but who would do that having the wonderful passives given to frost staff? Crap
    Standard of Might (Dragonknight Standard morph): This morph now increases your damage done and decreases your damage taken by 12/13/14/15% while standing inside the standard, down from 17/18/19/20%.
    SoM nerf... besides being a hard to use skill, now it's nerfed. Great ZoS.
    Draconic Power
    Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
    How to begin with this? It is not only stupid, it is superstupid. Whenever I'm low health I hit the heal button, and that button is R (because of the beautiful battle roar passive). Now I have a heal that works if I have almost no magicka, and if I have no magicka to cast coag blood, I drink a pot or use the R button, and my heal is going to be crap. Please Zos, rework the skill
    Dragon Blood: This ability and its morphs can now Critically Strike.
    Who cares about a crappy crit if your heal is crap?
    Ferocious Leap (Dragon Leap morph): This morph now deals Flame Damage instead of Physical Damage.
    The only decent change in all the "let's buff mDK" promise.
    Hardened Armor (Spiked Armor morph): Increased the damage shield value granted by this morph to 15% of your Maximum Health from 10% of your Maximum Health.
    Do tanks really need a stronger shield? Because in a non tank build this is useless. In the case of PvE, the shield, for obvious bttlespirit reasons it's going to be nerfed to crap.
    Iron Skin: Reduced the amount of additional damage you can block from Rank I of this passive to 4% from 5%.
    Note that due to how percentages are calculated, the total damage blocked with this rank remains unchanged.
    Funny note "we are going to make a 1% reduction, that will not impact anything... :facepalm:
    Spiked Armor: Fixed an issue where this ability and its morphs would deal their thorns damage when the attacker procced a Disease or Poison Weapon Enchantment on the Dragonknight.
    I read the word "nerf" all over that sentence
    Volatile Armor (Spiked Armor morph): Increased the damage of the Damage over Time component of this morph by approximately 20%.
    Volatile remains as the default option for the skill. IDK why you took your time working on hardened if it is not going to do anything.
    Earthen Heart
    Battle Roar: Significantly revised this passive ability’s tooltip to more accurately describe the values of Health, Magicka, and Stamina it restores based on the Ultimate’s cost.
    Note that decimal values will be truncated from the tooltip, so values restored may be slightly higher than described.

    Presentational change. That's not a change, neither an improvement, it is just the job you had to do more than one year ago.

    This is the second worst case of *** fixes in this game... only surpassed by the nerfs you did to mageblades in this very same patch.

    No reason to keep on playing.
    Edited by Xvorg on January 4, 2017 1:30AM
    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
  • Joy_Division
    Joy_Division
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    All those people who were convinced mDKS would be the new overlords in the upcoming patch clearly have not been paying attention to ZoS's patching and balance history.

    Basically all the classes got pissed on in this patch.

    It's clear as day that the designers believe that the vast majority of these skills in the game since the 1.6 patch have been and are viable, interesting, and reasonably effective enough that only minor tweaks every 9 months or so is needed. I feel sorry for those people who were anticipating a long list of interesting balance changes and were genuinely looking forward to playing in 2017, but ... what made you think this was coming when the last "big" DK balance patch only gave them a poorly performing gap closer that conflicts with what DKs are expected to have in PvE and a dubious design of a spammable DoT as its best functional self-heal?

    DK works very well with stamina because it provides the two things a DK does not have in its kit: burst damage and convenient self-heals. If you really want to continue playing the class without being pissed off every night to throw your computer out the window, I'm sorry but start farming stamina sets, (or more accurately, you should have started farming the moment IC came out and your whips were dodgable and Battle Spirit was introduced but I digress). You wont be as good as a stam sorc, but at least you can actually kill other players occasionally.
    Edited by Joy_Division on January 4, 2017 2:00AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • DKsUnite
    DKsUnite
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    Yeh I think my time as a mDK is coming to an end. Stam DK is just so tanky compared...
    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
  • Sugaroverdose
    Sugaroverdose
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    Armitas wrote: »
    [/list]

    Dragonknight
    • Ardent Flame
      • Burning Embers (Searing Strike morph): Fixed an issue where Rank IV of this morph was not allowing multiple Dragonknights to apply the Damage over Time component to the same target.
      • Fiery Grip: Increased the duration of the Major Expedition buff granted by this ability and its morphs to 8 seconds from 2 seconds.
      • Inferno: Fixed an issue where this ability and its morphs would display an incorrect Spell Critical Strike Chance percentage on your character UI after swapping weapons.
      • Lava Whip: Increased the damage from this ability and its morphs by 5%.
      • Standard of Might (Dragonknight Standard morph): This morph now increases your damage done and decreases your damage taken by 12/13/14/15% while standing inside the standard, down from 17/18/19/20%.
    • Draconic Power
      • Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
      • Dragon Blood: This ability and its morphs can now Critically Strike.
      • Ferocious Leap (Dragon Leap morph): This morph now deals Flame Damage instead of Physical Damage.
      • Hardened Armor (Spiked Armor morph): Increased the damage shield value granted by this morph to 15% of your Maximum Health from 10% of your Maximum Health.
      • Iron Skin: Reduced the amount of additional damage you can block from Rank I of this passive to 4% from 5%.
        • Note that due to how percentages are calculated, the total damage blocked with this rank remains unchanged.
      • Spiked Armor: Fixed an issue where this ability and its morphs would deal their thorns damage when the attacker procced a Disease or Poison Weapon Enchantment on the Dragonknight.
      • Volatile Armor (Spiked Armor morph): Increased the damage of the Damage over Time component of this morph by approximately 20%.
    • Earthen Heart
      • Battle Roar: Significantly revised this passive ability’s tooltip to more accurately describe the values of Health, Magicka, and Stamina it restores based on the Ultimate’s cost.
        • Note that decimal values will be truncated from the tooltip, so values restored may be slightly higher than described.

    I like the whip change. Basically they took 5% off standard of might and gave it to whip. We will lose some dot damage in PvE with our banner down but we will gain 5% whip damage while the banner is charging. I'm not going to math that but I really like the extra flat whip damage we got out of it.

    Dragonblood is really confusing. Can't tell if it's giving me magicka or health based on my magicka. Guess I'll have to wait till pts is downloaded.

    I'm glad to see volatile armor get a buff can't wait to see what it ticks for (specially with Thaumaturge)

    Engulfing flame and dragon leap should make for a nice combo.

    What does everyone else think?
    MDK looses not only 5% damage, but also 5% mitigation with overpriced standard(which didn't even get dot damage buff), that's flat nerf even with 5% more damage to overpriced lash, coaguling blood made completely useless, dot damage from violate armor is stupid, if they'd increase damage return to mele it would be buff, but making unnoticeable damage a little more?
    Edited by Sugaroverdose on January 4, 2017 4:55AM
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    Wow, really disappointed at the salt level in this thread. At first, I was confused by the patch notes, then it hit me. This patch is gonna be very good for mDKs. The issue mDKs have had for a long time is they need to stack all three stats: magicka for damage, health for CDB, and stamina for blocking.

    You have to look at the patch notes in their entirety. When you consider the entire notes, with an ice staff we only have to stack a single stat...magicka. With our magicka pool, we can now block, heal, and deal damage! We gain light attacks that actually deal damage instead of tickle. With large magicka pools we gain the ability to use damage shields that are actually decently sized.

    Let me repeat that...no longer do we have to split our stat pool!!!

    I don't think you realize how much you'll be able to permablock with an ice staff and desert rose.

    The CDB changes will be better than old CDB in every way. My magicka pool, even with trainee and argonian passives, is 10k higher than my health pool. Of course my DB heals will be stronger. Only scenario where they won't is when I'm ganked. I don't recall the last time I was ganked where I didn't die instantly to 5 proc sets going off at the same time, so not worried about that scenario really (and am not convinced the proc set nerf will change this, but that's a different thread).

    Flame leap will be a cheaper ult than meteor that hits just as hard, and doesn't require a fossilize to guarantee a hit because it doesn't telegraph.

    Whips hit harder.

    In PvE, whip damage is buffed 13% with destro staff changes.

    I'm excited about these changes. In @Wrobel we trust!
    Edited by AverageJo3Gam3r on January 4, 2017 4:20AM
  • Sugaroverdose
    Sugaroverdose
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    Wow, really disappointed at the salt level in this thread. At first, I was confused by the patch notes, then it hit me. This patch is gonna be very good for mDKs. The issue mDKs have had for a long time is they need to stack all three stats: magicka for damage, health for CDB, and stamina for blocking.

    You have to look at the patch notes in their entirety. When you consider the entire notes, with an ice staff we only have to stack a single stat...magicka. With our magicka pool, we can now block, heal, and deal damage! We gain light attacks that actually deal damage instead of tickle. With large magicka pools we gain the ability to use damage shields that are actually decently sized.

    Let me repeat that...no longer do we have to split our stat pool!!!

    I don't think you realize how much you'll be able to permablock with an ice staff and desert rose.

    The CDB changes will be better than old CDB in every way. My magicka pool, even with trainee and argonian passives, is 10k higher than my health pool. Of course my DB heals will be stronger. Only scenario where they won't is when I'm ganked. I don't recall the last time I was ganked where I didn't die instantly to 5 proc sets going off at the same time, so not worried about that scenario really (and am not convinced the proc set nerf will change this, but that's a different thread).

    Flame leap will be a cheaper ult than meteor that hits just as hard, and doesn't require a fossilize to guarantee a hit because it doesn't telegraph.

    Whips hit harder.

    In PvE, whip damage is buffed 13% with destro staff changes.

    I'm excited about these changes. In @Wrobel we trust!
    you weren't ganked cause you were saved by blob what you run

    In pvp mDK became worse and FYI if you run trainee you already have *** ton of health, and DB in all morphs cost magicka so mDK heals 100% with magicka on live.
  • Sanct16
    Sanct16
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    Wow, really disappointed at the salt level in this thread. At first, I was confused by the patch notes, then it hit me. This patch is gonna be very good for mDKs. The issue mDKs have had for a long time is they need to stack all three stats: magicka for damage, health for CDB, and stamina for blocking.

    You have to look at the patch notes in their entirety. When you consider the entire notes, with an ice staff we only have to stack a single stat...magicka. With our magicka pool, we can now block, heal, and deal damage! We gain light attacks that actually deal damage instead of tickle. With large magicka pools we gain the ability to use damage shields that are actually decently sized.

    Let me repeat that...no longer do we have to split our stat pool!!!

    I don't think you realize how much you'll be able to permablock with an ice staff and desert rose.

    The CDB changes will be better than old CDB in every way. My magicka pool, even with trainee and argonian passives, is 10k higher than my health pool. Of course my DB heals will be stronger. Only scenario where they won't is when I'm ganked. I don't recall the last time I was ganked where I didn't die instantly to 5 proc sets going off at the same time, so not worried about that scenario really (and am not convinced the proc set nerf will change this, but that's a different thread).

    Flame leap will be a cheaper ult than meteor that hits just as hard, and doesn't require a fossilize to guarantee a hit because it doesn't telegraph.

    Whips hit harder.

    In PvE, whip damage is buffed 13% with destro staff changes.

    I'm excited about these changes. In @Wrobel we trust!
    And how exactly will you sustain permablocking while having 0 Magicka Regen and your Magicka pool being drained by blocking? You won't even be able to use 2x 5p sets + 2p Undaunted.

    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Airyus
    Airyus
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    I'll admit i was mad as @#$% when i first read the patch notes. Some of the changes appear viable, but it still seems as if they failed to consider any of the constructive feedback the MDK community had to offer.

    In all honesty though, can't knock it until you test it. Remember how enraged the community was regarding the useless destro ult? We shall see...

    Whatever the case is, I'm mag dk for life bruh.
  • usmcjdking
    usmcjdking
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    Ignoring the rather large indirect buff Inhale got by increasing the dmg in place for AOE caps.
    0331
    0602
  • Ghost-Shot
    Ghost-Shot
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    usmcjdking wrote: »
    Ignoring the rather large indirect buff Inhale got by increasing the dmg in place for AOE caps.

    Inhale only hits 6 targets for the heal, there is no change to inhale.
  • Sanct16
    Sanct16
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    usmcjdking wrote: »
    Ignoring the rather large indirect buff Inhale got by increasing the dmg in place for AOE caps.
    1. I would assume the heal is limited to 6 targets.
    2. If you hit enough people to actually feel a significant effect of this you are *** anyway if you don't have a group with you.
    3. I doubt anyone will actually feel any noticeable difference from this.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    @Sanct16 desert rose or black rose. Same way that you get stam back while blocking today. With undaunted sets not being able to crit, I'm not sure they'll continue to be BiS anyways. We'll have to see how that plays out. The first setup I plan on trying is 5 black rose, 5pc dps set (probably BSW), 1pc infernal guardian, master resto back bar for more magicka on the shield bar.

    4pc necro with 1pc infernal guardian, 1pc grothdar is another option. 5pc desert rose+5pc rattlecage. Lots of stuff to try out!
    Edited by AverageJo3Gam3r on January 4, 2017 5:42AM
  • Ghost-Shot
    Ghost-Shot
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    @Sanct16 desert rose or black rose. Same way that you get stam back while blocking today. With undaunted sets not being able to crit, I'm not sure they'll continue to be BiS anyways. We'll have to see how that plays out. The first setup I plan on trying is 5 black rose, 5pc dps set (probably BSW), 1pc infernal guardian, master resto back bar for more magicka on the shield bar.

    4pc necro with 1pc infernal guardian, 1pc grothdar is another option. 5pc desert rose+5pc rattlecage. Lots of stuff to try out!

    Not all undaunted sets are damage sets, pirate skeleton and bloodspawn just got a lot more appealing.
  • Savos_Saren
    Savos_Saren
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    Ferocious Leap Flame damage OP. We finally have some decent burst boys. I can already feel the Powerlash into Dragon Leap combo with Engulfing and Burning up. Can't wait to put on some PvP gear. Been stuck in PvE for way too long.
    Toast_STS wrote: »
    I'm excited for the Ferocious Leap change. I was playing around with take flight in cyrodiil yesterday on my mDK and hitting 10k leaps so it will be nice to add some spell pen and CP into that.

    Edit: oh but take flight does more damage and costs less anyway. I'm not that excited anymore

    I'd love to see how Ferocious Leap will compare to Take Flight. If anyone tests it tomorrow in the PTS- could you please post about it? I'm specifically concerned with the tooltip readout for it. Is it a firey AOE? (Does it synergize with the DK passive World in Ruin?) Will it still knock back enemies?

    I'm thinking of a good PVP move with a Dunmer mDK tank build from the updates:

    Black Rose, Burning Spellweave, Valkyn Skoria

    Ferocious Leap into a crowd to proc a firey AOE DOT. Toss up Burning Talons, roll dodge out of the crowd, hit Eruption. This should proc Valkyn Skoria, using Eruption should replace the stamina of the roll dodge. Let the DOTs do the inital damage for your group to come in and clean up.

    @DKsUnite @Joy_Division @leepalmer95 @Rohamad_Ali
    Edited by Savos_Saren on January 4, 2017 5:55AM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • arakis99ub17_ESO
    I've never been more upset with changes to my class than I am now.

    Really seems like ZoS is just telling mDK players to go *** themselves and re-roll stamina.

    I re-rolled stamina last month because hearing that they are going to buff mDK in a future update in an unspecified way did not fill me with confidence. Apparently, I made the right choice.
  • TheDefiantOne
    TheDefiantOne
    ✭✭
    jaburns wrote: »
    Ferocious Leap Flame damage OP. We finally have some decent burst boys. I can already feel the Powerlash into Dragon Leap combo with Engulfing and Burning up. Can't wait to put on some PvP gear. Been stuck in PvE for way too long.
    Toast_STS wrote: »
    I'm excited for the Ferocious Leap change. I was playing around with take flight in cyrodiil yesterday on my mDK and hitting 10k leaps so it will be nice to add some spell pen and CP into that.

    Edit: oh but take flight does more damage and costs less anyway. I'm not that excited anymore

    I'd love to see how Ferocious Leap will compare to Take Flight. If anyone tests it tomorrow in the PTS- could you please post about it? I'm specifically concerned with the tooltip readout for it. Is it a firey AOE? (Does it synergize with the DK passive World in Ruin?) Will it still knock back enemies?

    I'm thinking of a good PVP move with a Dunmer mDK tank build from the updates:

    Black Rose, Burning Spellweave, Valkyn Skoria

    Ferocious Leap into a crowd to proc a firey AOE DOT. Toss up Burning Talons, roll dodge out of the crowd, hit Eruption. This should proc Valkyn Skoria, using Eruption should replace the stamina of the roll dodge. Let the DOTs do the inital damage for your group to come in and clean up.

    @DKsUnite @Joy_Division @leepalmer95 @Rohamad_Ali

    anyclass on destro ultimate bomb (mDK included) just did the exact same thing that you described, but three times better. Being a tank, from that ''move'' description, is irrelevant since you dont tank.

    Having a pvp environment where anything outside of destro ultimate and negate is irrelevant proves the imbalance.
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