Dragon Knight PTS discussion (homestead)

  • AhPook_Is_Here
    AhPook_Is_Here
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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.

    I wouldn't put it that way. The sum of your damage isn't the sum of whip. Banner was 20% of all your damage. 20% of maybe 4-5 dots, weaved attacks and whip. Whip is just whip whip damage. It's not a real trade off at all, its a straight up nerf for an overpriced ultimate. That's like saying we took 5% from your 200k IRA but added 5% to your 50k savings account to make up for it.
    “Whatever.”
    -Unknown American
  • Armitas
    Armitas
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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.

    I wouldn't put it that way. The sum of your damage isn't the sum of whip. Banner was 20% of all your damage. 20% of maybe 4-5 dots, weaved attacks and whip. Whip is just whip whip damage. It's not a real trade off at all, its a straight up nerf for an overpriced ultimate. That's like saying we took 5% from your 200k IRA but added 5% to your 50k savings account to make up for it.

    I am not so worried about the pve dps numbers because we also gain 8% from fire destro now (toward embers and whip). Although that is universal it should make up for a lot of dot loss. I'm mainly looking at it from a pvp perspective where I get 0 extra damage because everyone just evacuates the banner. That is a very nice gain. I don't know what the dps loss winds up being in reality but there are mitigating factors restraining it. Not sure why we lost the mitigation on it though.
    Edited by Armitas on January 4, 2017 3:32PM
    Retired.
    Nord mDK
  • Immovablestone
    Well, as an mDK, at least I get to free up a slot on my bars where Coagulating Blood used to be and figure something else out to use... Seriously ZOS, what the actual F?
  • Armitas
    Armitas
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    What does wings actually do now.

    It doesn't reflect poison injection because it's animation canceled giving you 0 visual notification.
    No one snipes after the fight starts
    Sorcs are using Lit staffs
    No one but noobs hard cast frags
    Force shock can't get reflected
    Frag procs are usually combo'd to avoid a reflect while bursting.

    What exactly does this skill do anymore besides scare children? What is going to keep me alive while sorcs sit behind their mine fortress spamming cheap encase, mortars, lit channels and force shocks? It's not even that good outnumbered because it only reflects two people that weave their ranged attacks. We were expecting a buff here not a nerf.
    Edited by Armitas on January 4, 2017 3:50PM
    Retired.
    Nord mDK
  • IxskullzxI
    IxskullzxI
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    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.
    #HowDoYouLikeYourDK?
  • Armitas
    Armitas
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    IxskullzxI wrote: »
    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.

    Why slot two nuke heals when you can just slot one from Resto that is valuable 100% of the time and also scales with magicka?

    Edited by Armitas on January 4, 2017 3:53PM
    Retired.
    Nord mDK
  • IxskullzxI
    IxskullzxI
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    Armitas wrote: »
    IxskullzxI wrote: »
    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.

    Why slot two nuke heals when you can just slot one from Resto that is valuable 100% of the time and also scales with magicka?

    Then do that? Calling it right now, people will be asking for dragon blood nerfs. Wr are sitting so much better off than we wete last patch and yet the tears flow. I can't believe zos even still has forum accounts.
    #HowDoYouLikeYourDK?
  • Armitas
    Armitas
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    IxskullzxI wrote: »
    Armitas wrote: »
    IxskullzxI wrote: »
    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.

    Why slot two nuke heals when you can just slot one from Resto that is valuable 100% of the time and also scales with magicka?

    Then do that? Calling it right now, people will be asking for dragon blood nerfs. Wr are sitting so much better off than we wete last patch and yet the tears flow. I can't believe zos even still has forum accounts.

    Because the intent of PTS is to provide feedback? If it doesn't make logical sense to use that skill then they should know about.

    What reasons do you have to believe the cDB will be OP? The point of the thread is to discuss, not shut down.
    Edited by Armitas on January 4, 2017 4:06PM
    Retired.
    Nord mDK
  • KisoValley
    KisoValley
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    IxskullzxI wrote: »
    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.

    Teach me how to change my heal during combat? Because i'd like to be able to swap to cdb when low magicka and something else when i'm full magicka constantly

    /s

    Typical response from someone who doesn't know how the game works lmao
  • Astanphaeus
    Astanphaeus
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    We have some of our mDKs running vigor... I don't see that changing.
  • leepalmer95
    leepalmer95
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    We have some of our mDKs running vigor... I don't see that changing.

    Lmao why would any magicka build run vigor? xD
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • AhPook_Is_Here
    AhPook_Is_Here
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    Armitas wrote: »
    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.

    I wouldn't put it that way. The sum of your damage isn't the sum of whip. Banner was 20% of all your damage. 20% of maybe 4-5 dots, weaved attacks and whip. Whip is just whip whip damage. It's not a real trade off at all, its a straight up nerf for an overpriced ultimate. That's like saying we took 5% from your 200k IRA but added 5% to your 50k savings account to make up for it.

    I am not so worried about the pve dps numbers because we also gain 8% from fire destro now (toward embers and whip). Although that is universal it should make up for a lot of dot loss. I'm mainly looking at it from a pvp perspective where I get 0 extra damage because everyone just evacuates the banner. That is a very nice gain. I don't know what the dps loss winds up being in reality but there are mitigating factors restraining it. Not sure why we lost the mitigation on it though.

    I agree it will be good for PVP builds since whip is somewhat reliable non-dot damage. I just think we shouldn't conflate banner nerfs with whip buffs as the products of their calculations are not identical. I don't think they need to be attached as trade-offs, and a nice balance for banner's damage nerf could be a 25% reduction in ULT cost for the ability.
    “Whatever.”
    -Unknown American
  • Strider_Roshin
    Strider_Roshin
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    Let the DK meta begin! Lol
  • brtomkin
    brtomkin
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    Ghost-Shot wrote: »
    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.

    I always assumed that the six target limit was due to the AOE cap (I think the tooltip says "nearby enemies", not "6 enemies"). So, until this is tested, I'm holding onto some hope...

    Edited by brtomkin on January 4, 2017 4:26PM
    PS5 NA: Pickmans__Model, CP 2600+
  • Quantum_V
    Quantum_V
    Class Representative
    Hey, at least chairs, tools and benches are now interactable, we can sit in them while we cry about our coagulating blood change...

    #BuffDragonBlood
    Quantum - Magicka DK

    Youtube Channel

  • leepalmer95
    leepalmer95
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    brtomkin wrote: »
    Ghost-Shot wrote: »
    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.

    I always assumed that the six target limit was due to the AOE cap (I think the tooltip says "nearby enemies", not "6 enemies"). So, until this is tested, I'm holding onto some hope...

    No it's 6 because it's 6. It used to be 3.

    Ether way inhale isn't too good anymore. It's a heal based off damage and when damage and heals and both lowered it becomes ineffective
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • MattSpartan29
    MattSpartan29
    Soul Shriven
    I can't see why anyone would've put Coagulating Blood in like that without thinking about every situation. Like if you're getting ganked and somehow manage to survive just long enough to try to heal and.... damn I wish i was out of Magicka so i could heal through this. Looks like i gotta Burning Embers spam to try to survive... dead. Or of course talons then hit whip twice for that nice burst heal from power lash... dead.

    I feel like we have a lot of heals in this game but none of them are actually useful for PVP the way we need them to be. I'm happy with the buff to whip but that wasn't as much of an issue as trying to actually heal reliably. I like the suggestions of Vigor type heal, the BOL type heal doesn't sound like the right direction but its what would happen if we based dragon blood off of our max magicka. Perhaps something in between...
  • IxskullzxI
    IxskullzxI
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    Armitas wrote: »
    IxskullzxI wrote: »
    Armitas wrote: »
    IxskullzxI wrote: »
    This community is so toxic. PTS isnt even up yet and you are all crying like children you didn't get the change you wanted. This change isnt that bad. Slot something else to use when you're at full magicka.

    Why slot two nuke heals when you can just slot one from Resto that is valuable 100% of the time and also scales with magicka?

    Then do that? Calling it right now, people will be asking for dragon blood nerfs. Wr are sitting so much better off than we wete last patch and yet the tears flow. I can't believe zos even still has forum accounts.

    Because the intent of PTS is to provide feedback? If it doesn't make logical sense to use that skill then they should know about.

    What reasons do you have to believe the cDB will be OP? The point of the thread is to discuss, not shut down.

    Fair enough. We are now rewarded for stacking a high magicka pool and having bad sustain. I agree this skill will be useless if you get ganked, so slot annulment. Block cast that a couple times and you'll be down some magicka to use gDB. The fact that it can crit now too is awesome. I know this isnt what everyone was hoping for, and it isnt very good for heavy armor builds since magicka crit will be low on them, but i think it's better than what it's getting credit for. We will see I guess. MDKs are usually low magicka during a fight anyways.
    #HowDoYouLikeYourDK?
  • Sugaroverdose
    Sugaroverdose
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    Ishammael wrote: »

    Unreflectable Crushing Shock is actually a pretty big deal. Totally changes the DK/Sorc matchup dynamic.

    yep, mele mdk now can be killed by shieldstacking mine sitting sorc without huge problems due to broken selfheal and zero distance of inhale and embers
    We have some of our mDKs running vigor... I don't see that changing.

    Lmao why would any magicka build run vigor? xD
    because it works not that bad as cdb even when you have 20k stamina and 1600 wepdmg?)
    IxskullzxI wrote: »

    Fair enough. We are now rewarded for stacking a high magicka pool and having bad sustain. I agree this skill will be useless if you get ganked, so slot annulment. Block cast that a couple times and you'll be down some magicka to use gDB. The fact that it can crit now too is awesome. I know this isnt what everyone was hoping for, and it isnt very good for heavy armor builds since magicka crit will be low on them, but i think it's better than what it's getting credit for. We will see I guess. MDKs are usually low magicka during a fight anyways.
    You know that you actually doesn't say anything? "we didn't have selfheal and now ability which was "oh ***" became "i'm low on magicka, i can spam it, oh wait, it cost f 3.5k magicka and i don't have it enough""

    mDK was already rewarded for stacking damage/magicka, but in combination with healstaff and nothing changes to those who run it, while heavy builds are messed up by this f idiots.
    Edited by Sugaroverdose on January 4, 2017 5:00PM
  • forzajuve212
    forzajuve212
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    Lord_Hev wrote: »
    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

    @Wrobel @ZOS_RichLambert
  • forzajuve212
    forzajuve212
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    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

    I think it's cool some people are seeing a silver lining and trying to make this work. We certainly do need people actually testing this stuff because we have been wrong about the PTS before.

    My issues with DK stem all the way back to the changes in the 1.6 patch, when I think the base game, which had accommodated the DK so well - it was by far the best class design IMHO - had been undermined by the direction the developers had took the game. I always saw the DK built as a sustain class that wore down opponents through attrition and I felt that was a very viable strategy before 1.6, especially with the way dynamic ultimate worked.

    After 1.6 however, it seems like the only way I can get a kill on a good player is with on demand burst. I also disliked just about every change they made to DK skills: inferno, cinderstorm, the 200 ultimate standard, scales, battleroar, etc., all sapped much of the enthusiasm I had for the class; the only change I liked was the heal on burning embers.

    I am probably in the minority though because most DKs have specifically pointed to the Dragon Blood heal as their #1 priority, which tells me they can live without burst damage, provided they get a decent heal. Maybe they are content with being tanks. Don;t get me wrong, I don't mind being the last one alive in the middle of an enemy zerg, there is a certain awesomeness to that. But I'd like the option of doing that or actually killing players, and without burst and the relative easy manner in which good players can sustain, trying to do damage in PvP on a DK is like running on a treadmill.

    If ZoS had done something with light armor, I'd be more optimistic about trying something, but I think I'll stick with pvping with my other classes.

    See i really think mag dk damage is in a relatively ok place right now, only due to the new sets (BSW, rattle, spinner, groth etc). So it wasnt like zos balanced whip, they just gave us sets to work with that maxmize our damage output.

    The main issue for me is two fold - a proper class self heal and reworking outdated passives
  • BlackMadara
    BlackMadara
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    @leepalmer95 Heals based on damage are no longer double nerfed by battle spirit, or at least that is how it should be due to the change ZOS implemented a couple of patches ago. If that's what you mean of course.

    @Joy_Division mDKs do have single target burst, it's just kinda funky. A lot of people overlook the stone giant change. It hits like a truck on the stun. It's situational, yes, but most burst combos involve a cc anyway. Reflect can be played around. Dodge is the enemy of all. Despite all of this Empowering chains (still buggy)>stone giant>whip>power lash>take flight (is physical damage but instant and ferocious is changing) is a very high damage combo. Throw in FoO (I know people hate it, but it is basically a decent dps skill that ignores gcd every 5 seconds) and you have 6 skills firing in 5 GCD with an empowered nuke and a power whip.

    Wearing gold bsw and a sustain set(say amberplasm), in light armor, and dual sharpened swords (with amber and bsw you can get 2100 buffed recovery with 48% crit, 3400 sd, 12000 pen, and run thief, ah the dream seducer ftw though) you can deal about 27000 damage to a buffed, 2000 impen, heavy armor target on average (using the arithmagic crit damage calculator). Of course this a statistical scenario but with purple gear, a charged dagger, atro mundus, and me not being that great at pvp, I hit 4-8k stone giants on the stun depending on crits and the enemy. My highest whip was 8.7k against some sorc not wearing impen. Of course the only real issue is playing light, but dampen, healing ward, and mist has been enough for me to survive and kill regularly, and I'm a scrub.

    Edit due to leaving ult out of the combo
    Edited by BlackMadara on January 4, 2017 5:14PM
  • Xvorg
    Xvorg
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    The only case I see Cblood is going to work is when you have less than half magicka pool.

    In simple words, a mDK with 30k magicka pool, so if he gets 10K magicka (20k magicka missing) he will heal for 6.6K, which is a good number.

    The problem is that BS reduces the heal in a 50%, so you get 3.3 K healing. Then, If you hit the heal button again you will get a better heal, because you already used magicka, and the difference between what you have and what you miss is stronger. (this does not consider buffs that can be applied)

    The thing is that magicka cost reduction is going to affect your healing with Cblood for obvious reasons: the cheaper the cost of Cblood, the crappier the next heal. In order to make it insteresting, you MUST have a big magicka pool, while being a expensive heal. That goes against any logic, because you need a cheap spammable skill like whip to actually kill your enemy.

    This does not consider the effect on stam DKs or tanks which have smaller magicka pools. The case of tanks is borderline ridiculous because they need the healing received buff provided by Cblood.

    So, a more in-deep analysis shows that the skill could be somewhat useful for mDKs in PvE, but in PvP will be better to slot a resto staff.

    The other thing we need to ses is the behaviour of the skill, now being critable, but most of the melee mDKs out there run with less than 30% crit, so a situational heal that crits is not going to do anything.

    In summary

    1- This skill is great for destro users and crap for tanks.
    2- You need 5 pieces HA to make it work properly (increased cost)
    3- Magicka, magicka, magicka. Otherwise the heal is going to be crap
    4- Magickasteal buff will be key
    5- forget about cost reduction. A more expensive cBlood implies better heals
    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
  • ssewallb14_ESO
    ssewallb14_ESO
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    Chains will be useless for gap closing as long as it can be dodged. Major Expedition can be 5 minutes, it won't matter

    The Dragon Blood change is actually worse than the current version. Only having burst heals with low magicka makes absolutely no sense, regardless of your max magicka. If I'm being bursted down with high magicka I'm dead? No one will use this ability.

    Please just give magicka DKs a decent heal. Just buff the existing version, make it a burst heal, a strong HoT, whatever.. The class is unique enough, we don't need impractical abilities for the sake of "class individuality."
  • IxskullzxI
    IxskullzxI
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    Chains will be useless for gap closing as long as it can be dodged. Major Expedition can be 5 minutes, it won't matter

    The Dragon Blood change is actually worse than the current version. Only having burst heals with low magicka makes absolutely no sense, regardless of your max magicka. If I'm being bursted down with high magicka I'm dead? No one will use this ability.

    Please just give magicka DKs a decent heal. Just buff the existing version, make it a burst heal, a strong HoT, whatever.. The class is unique enough, we don't need impractical abilities for the sake of "class individuality."

    I'll take the new dragon blood over the old one any day. Old db wont save you from being bursted down. Neither would adding a hot to it. DKs have poor sustain amd high costing skills and now we have a heal that plays into that. We can run lowet regen in favor of damage/max magicka and it's better. They also gave is a low cost ult that deals decent damage and gives a 50+% damage shield to give you magicka back when you need it.
    #HowDoYouLikeYourDK?
  • Joy_Division
    Joy_Division
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    @leepalmer95 Heals based on damage are no longer double nerfed by battle spirit, or at least that is how it should be due to the change ZOS implemented a couple of patches ago. If that's what you mean of course.

    @Joy_Division mDKs do have single target burst, it's just kinda funky. A lot of people overlook the stone giant change. It hits like a truck on the stun. It's situational, yes, but most burst combos involve a cc anyway. Reflect can be played around. Dodge is the enemy of all. Despite all of this Empowering chains (still buggy)>stone giant>whip>power lash is a very high damage combo. Throw in FoO (I know people hate it, but it is basically a decent dps skill that ignores gcd every 5 seconds) and you have 5 skills firing in 4 GCD with an empowered nuke and a power whip.

    Wearing gold bsw and a sustain set(say amberplasm), in light armor, and dual sharpened swords (with amber and bsw you can get 2100 buffed recovery with 48% crit, 3400 sd, 12000 pen, and run thief, ah the dream seducer ftw though) you can deal about 27000 damage to a buffed, 2000 impen, heavy armor target on average (using the arithmagic crit damage calculator). Of course this a statistical scenario but with purple gear, a charged dagger, atro mundus, and me not being that great at pvp, I hit 4-8k stone giants on the stun depending on crits and the enemy. My highest whip was 8.7k against some sorc not wearing impen. Of course the only real issue is playing light, but dampen, healing ward, and mist has been enough for me to survive and kill regularly, and I'm a scrub.

    @BlackMadara -

    Sometimes I feel as I probably shouldn't comment in DK threads because while I used to play the class a lot, I pretty much only PvE on them now. I still think my basic assessments are generally correct, but most of my PvP experience regarding them is now as an opponent of mDKs.

    Perhaps you are right. Enough DKs that I respect seem to be content with it's damage. I won't argue with them as their natural bias would actually lean toward my perspective (we need moar damage). It's just from my experience for the past year or so, the DKs that I have found most threatening are Fossilize spammers (which is stupid in that it requires double CC break) and the incredibly frustrating can't turn in talons "feature" that prevents me from attacking them if they move, which all the good ones do (I don't care about root spam, I do care that I don't have the option to simply stay there and fight it out with them). The only time I fear their damage is from the destro ult, but that's got more to do with the destro ult than the DK.

    We'll see more when the PTS comes online.

    Regardless, I still think having a heal based on missing magicka is a highly dubious concept. If ZoS wanted to go in that direction, the base heal should be dependent on low health and then provide an additional bonus based on missing magicka. And ZoS really needs to stop nerfing Standard of Might.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • OtarTheMad
    OtarTheMad
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    This is certainly a blow to mDKs, especially after all the hype about buffing. The good news is usually things change a lot in the PTS server.

    Recent examples: Desto ultimate was originally super underwhelming but now is the go to ultimate for DPS. (Side note- I can only imagine what the new fire staff change will do to it w/ DKs lolz). Also you can't forget about how OP the 2H ultimate seemed when it hit PTS and all of the PvPer's going either "@$%^ That!" and stamina ones just drooling but now... not sure I have even been hit with it. (Then again I took a very long break)

    I'd also like to throw in how OP a lot thought the Swarm Mother monster set might be for Sorcs after Sypher posted his video but now I don't see it pretty much at all.

    I am going to steer on the side of cautious/stupid optimism and say that this was just the beginning and after getting a feel of our reactions to the changes that more will come in the next patch(s). I am thinking ZOS aimed low and wanted to see how we reacted. If they stick with this and change nothing going forward then it's back to Skyrim Special Edition for me lol.
  • Armitas
    Armitas
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    Why can't cDB calculate based on magicka and health and output the higher one? That would at least mitigate the glaring issue of getting ganked. We had better hopes for it but they don't have much history in changing direction on the pts. Maybe they can at least compromise with our concerns.
    Edited by Armitas on January 4, 2017 5:48PM
    Retired.
    Nord mDK
  • Ishammael
    Ishammael
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    What if Coagulating was like this?

    Heals for 33% of missing HP
    Bonus heal based on missing mana.
    No 8% buff

  • IxskullzxI
    IxskullzxI
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    Ishammael wrote: »
    What if Coagulating was like this?

    Heals for 33% of missing HP
    Bonus heal based on missing mana.
    No 8% buff

    It wouldn't save you througj gank.
    #HowDoYouLikeYourDK?
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