ZOS_GinaBruno 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.
AhPook_Is_Here wrote: »ZOS_GinaBruno 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.
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.
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?
IxskullzxI 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.
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.
Astanphaeus wrote: »We have some of our mDKs running vigor... I don't see that changing.
AhPook_Is_Here wrote: »ZOS_GinaBruno 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.
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.
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...
IxskullzxI 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.
Unreflectable Crushing Shock is actually a pretty big deal. Totally changes the DK/Sorc matchup dynamic.
because it works not that bad as cdb even when you have 20k stamina and 1600 wepdmg?)leepalmer95 wrote: »Astanphaeus wrote: »We have some of our mDKs running vigor... I don't see that changing.
Lmao why would any magicka build run vigor? xD
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""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.
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
Joy_Division wrote: »IzakiBrotheSs 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.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.
ssewallb14_ESO wrote: »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."
BlackMadara wrote: »@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.