Here is a real value comparison of cDB and gDB. The heals you see are from me soloing a resource in a build I was testing with 24,601health and 29,759 magicka. Normally I would be at 27k health from HA and return more healing from gDB but im in LA.
If we compare the two obviously cDB yeilded greater numbers on occasions, but gDB always gave me a strong heal when I needed it. There were many times where I needed a heal but cDB couldn't give it to me and I had to run and LoS on the resource so I could lose some magicka. Battle roar actually made my healing difficult and put me in a few jams (I compared it multiple times). What sucked about gDB was that I could only press it once for a semi powerful heal and then after that it was useless. cDB was just circumstantially useless but at least on some occasions it could heal me to full.
I just don't understand why we have to have these frustrating unreliable heals? Given our battle situation, which is similar to the Templar with no mobility, why can't we get a solid heal without some sort of backwards hassle attached to it? Why do we have to live in a world where a power heal, like cDB, can not heal you when you need a heal? It's like a car that may get 200miles to the gallon but it also might not start in the morning.
gDB could be fixed if a strong and short duration hot were attached to it.
cDB could be fixed if it also had a healing ward that scaled up with full magicka (as I described in an earlier post), or any of the other suggestions added to it to deal with the problem of it refusing to heal when a heal is needed, such as after a gank.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
IxskullzxI wrote: »Here is a real value comparison of cDB and gDB. The heals you see are from me soloing a resource in a build I was testing with 24,601health and 29,759 magicka. Normally I would be at 27k health from HA and return more healing from gDB but im in LA.
If we compare the two obviously cDB yeilded greater numbers on occasions, but gDB always gave me a strong heal when I needed it. There were many times where I needed a heal but cDB couldn't give it to me and I had to run and LoS on the resource so I could lose some magicka. Battle roar actually made my healing difficult and put me in a few jams (I compared it multiple times). What sucked about gDB was that I could only press it once for a semi powerful heal and then after that it was useless. cDB was just circumstantially useless but at least on some occasions it could heal me to full.
I just don't understand why we have to have these frustrating unreliable heals? Given our battle situation, which is similar to the Templar with no mobility, why can't we get a solid heal without some sort of backwards hassle attached to it? Why do we have to live in a world where a power heal, like cDB, can not heal you when you need a heal? It's like a car that may get 200miles to the gallon but it also might not start in the morning.
gDB could be fixed if a strong and short duration hot were attached to it.
cDB could be fixed if it also had a healing ward that scaled up with full magicka (as I described in an earlier post), or any of the other suggestions added to it to deal with the problem of it refusing to heal when a heal is needed, such as after a gank.
Whu do you only have 29k magicka?
OrphanHelgen wrote: »Everyone forgot stam DK in this thread?
They are struggling as Standard of Might was one of the reasons they performed well. Mag DK's can use shifting standard, but thats weak on a stam.
Also the trap nerf didnt help either.
Flames of oblivion are nice ish, all though its fire dmg and single target, only good on sometimes with engulfing flames being a must in groups.
Noxious breath are only good to apply the poison status effect, which is weak af btw. Sometimes its good in AOE but still not worth slotting imh.
OrphanHelgen wrote: »Everyone forgot stam DK in this thread?
They are struggling as Standard of Might was one of the reasons they performed well. Mag DK's can use shifting standard, but thats weak on a stam.
Also the trap nerf didnt help either.
Flames of oblivion are nice ish, all though its fire dmg and single target, only good on sometimes with engulfing flames being a must in groups.
Noxious breath are only good to apply the poison status effect, which is weak af btw. Sometimes its good in AOE but still not worth slotting imh.
OrphanHelgen wrote: »Everyone forgot stam DK in this thread?
They are struggling as Standard of Might was one of the reasons they performed well. Mag DK's can use shifting standard, but thats weak on a stam.
Also the trap nerf didnt help either.
Flames of oblivion are nice ish, all though its fire dmg and single target, only good on sometimes with engulfing flames being a must in groups.
Noxious breath are only good to apply the poison status effect, which is weak af btw. Sometimes its good in AOE but still not worth slotting imh.
Stam DK is going to be even more garbage than it was pre-patch. No AoE is just really bad for trials, and that has always been Stam DK's biggest problem. Now with the stam nerfs, there is no reason to ever bring one into a trial.
Unless they change Inferno to an AoE with a stam morph, you can forget about ever taking a Stam DK into any endgame PvE content ever again.
lucky_Sage wrote: »OrphanHelgen wrote: »Everyone forgot stam DK in this thread?
They are struggling as Standard of Might was one of the reasons they performed well. Mag DK's can use shifting standard, but thats weak on a stam.
Also the trap nerf didnt help either.
Flames of oblivion are nice ish, all though its fire dmg and single target, only good on sometimes with engulfing flames being a must in groups.
Noxious breath are only good to apply the poison status effect, which is weak af btw. Sometimes its good in AOE but still not worth slotting imh.
Stam DK is going to be even more garbage than it was pre-patch. No AoE is just really bad for trials, and that has always been Stam DK's biggest problem. Now with the stam nerfs, there is no reason to ever bring one into a trial.
Unless they change Inferno to an AoE with a stam morph, you can forget about ever taking a Stam DK into any endgame PvE content ever again.
id be fine with that one morph fire cloak other posion. the healing morph sucks what magdks need as healers is a obsidian shield morph to scale of max magicka
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@OrphanHelgen
Well most people are shying away from Stam DK because people keep saying that we're the best in PvP as if we're some insurmountable force that needs zerg to bring them down. Every-time I press someone in regards as to why Stam DK is so OP to them, they either state that we somehow synergize with ever new meta whether it be ransack into reverb into bash or dizzing swimg into take flight (even though smiting dawnbreaker does more damage and so does onslaught).
Noxious breath is terrible in PvP but I do use it to get enemies out of stealth but my main issue with it is how unreliable it is. It sometimes will never provide the debuff (not sure if it's lag related) but the enemy's health isn't showing a bar over it (which would indicate it's buffed by fortifying status like major resolve) and it still wouldn't debuff them. The delay is incredibly annoying and the immediate damage is considerably weak (literally hitting 4k crits on NPCs which aren't affected by battle spirit in PvP lmao..).
Standard of might I really wish they'd increase the duration of this ultimate by like 15 seconds or if anything make it cost 200 again and apply it's 50% major defile. I'm tired of the lack uniqueness in this game, how should an ultimate's debuff especially when it costs 250 still be on par with other abilities in the game. That right there is annoying.
What made my angry like 3-4 title updates ago was the fact that the sorcerer class got hurricane WHICH WAS STOLEN FROM DRAGON KNIGHTS...!! We had Flames of Oblivion and that in its self was an awesome ability but it came with so many negative effects such as I believe being slowed was one and also another was draining your magicka at a constant rate. It was taken from us because of 'graphical issues with the client' but then we get B-slapped in the face by @Wrobel when he decides "Oh yeah sorcerers should have that ability"
^Flames of Oblivion needs to make a come back to us and if anyone wants to complain about it not being a unique skill then remove sorcerers hurricane and replace it to what it was before because that ability was originally ours to begin with. I still want flames of oblivion to give a new effect with no negatives such as buffing all DoT damage by X percent and maybe inflicting some new kind of debuff.
It would be nice if since we're the class of sustain (LOL not anymore) and holding your ground (that died long ago) could get 10% stamina back per earthen heart skill that would at-least aid recovering stamina somewhat better that sorcerers who recover from dark exchange or dark deal health/mag and health/stam (which is bs imo).
I would love some new skills so we can actually get some stamina spam-able skills for the stam DK variant but that's not happening in a long time since ZOS is focused on homestead and the next DLC which most likely will include a trial.
usmcjdking wrote: »Stam DK is an overperformer, although in a different manner than say Stam Sorc. You don't need to highlight any single skill to see how strong stam DK is - just equip S&B and proceed to face tank 30 dudes for 20 seconds regardless of your build.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
5 SCIENTIFIC REASONS WHY YOU SHOULD BUFF DRAGON LEAPhttps://youtu.be/Jx_Cxkc_t3I
Part of a vid im working on that goes more in depth on mDK's pvp kill mechanics or lack there of. tl;dr F-leap is our only chance at doing anything other than tanking. A dragon blood that heals for 100% of our missing health still wont change what we can do in pvp.
5 SCIENTIFIC REASONS WHY YOU SHOULD BUFF DRAGON LEAPhttps://youtu.be/Jx_Cxkc_t3I
Part of a vid im working on that goes more in depth on mDK's pvp kill mechanics or lack there of. tl;dr F-leap is our only chance at doing anything other than tanking. A dragon blood that heals for 100% of our missing health still wont change what we can do in pvp.
5 SCIENTIFIC REASONS WHY YOU SHOULD BUFF DRAGON LEAPhttps://youtu.be/Jx_Cxkc_t3I
Part of a vid im working on that goes more in depth on mDK's pvp kill mechanics or lack there of. tl;dr F-leap is our only chance at doing anything other than tanking. A dragon blood that heals for 100% of our missing health still wont change what we can do in pvp.
IxskullzxI wrote: »5 SCIENTIFIC REASONS WHY YOU SHOULD BUFF DRAGON LEAPhttps://youtu.be/Jx_Cxkc_t3I
Part of a vid im working on that goes more in depth on mDK's pvp kill mechanics or lack there of. tl;dr F-leap is our only chance at doing anything other than tanking. A dragon blood that heals for 100% of our missing health still wont change what we can do in pvp.
Out of curiosity, what is the tooltip of your f leap in the video? And are you wearing heavy or light armor?
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Obsidian Shard – Doubled the speed of the projectile.
- Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Obsidian Shard – Doubled the speed of the projectile.
- Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.
It'd be nice if it gave enemies affected by the leap Minor Fracture/Breach for X seconds after being affected by the Leap. This would give it nice damage and a debuff when a group of targets are hit.Making leap undodgeable is nice but it does nothing to make it a valid kill mechanic ability. The damage simply doesn't compete with dawnbreaker. Take flight still does less damage than dawnbreaker in the first frame of damage since the dot from dawnbreaker starts when the ability hits the targets.
ZOS_RichLambert wrote: »Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
ZOS_RichLambert wrote: »[*] Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
Making leap undodgeable is nice but it does nothing to make it a valid kill mechanic ability. The damage simply doesn't compete with dawnbreaker. Take flight still does less damage than dawnbreaker in the first frame of damage since the dot from dawnbreaker starts when the ability hits the targets..
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Obsidian Shard – Doubled the speed of the projectile.
- Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.
ZOS_RichLambert wrote: »[*] Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
undoggeable gap-close? really? Is that what mDK needed?
Seems like we learn nothing from lotus fan....
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Obsidian Shard – Doubled the speed of the projectile.
- Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
- Obsidian Shard – Doubled the speed of the projectile.
- Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
- Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.
As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.
All good, sensible, changes and I'm glad to see the book isn't closed on cDB, but I'm a bit worried that dk reflect isn't being considered. If this goes live with force shock and injection cancels what do you see as the purpose and functionality of our reflect? How do you envision the balance between us fighting a sorc given encase spam and mines? In what real world cases does this remain valuable? Many of us PvPers see this as unhinging any balance we had against sorcs.
I also wonder why we are continually passed up for an increase to sustain.
ZOS_RichLambert wrote: »[*] Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
undoggeable gap-close? really? Is that what mDK needed?
Seems like we learn nothing from lotus fan....
This only means that chains will act like the 2h crit rush or the 1h-shield gap closer where it applies a snare and moves you tot he target. You can still dodge the damage.