@CaliMade
You're not grasping my statement at all so I'll reiterate it for you.
You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.
You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.
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
@CaliMade
You're not grasping my statement at all so I'll reiterate it for you.
You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.
You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.
i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.
No DK buff will solve this issue
@Toc de Malsvi
Yeah you're right it is one sided because I've always dueled other stam DKs on my mag DK when I sit for pledges since I hate dueling on my stam DK. Every stam DK I've faced except for a proc set tremorscale one I've always won because I was able to consistently CC them until they had no resources then all I had to do was keep talons on them and whip them down while BsW proc'd on them.
Immovable pots/break frees do not stop me from using talons I mean sure a shuffle will for a few seconds but that's it, if you keep spamming it then you're done. They can fossilize me as well but as I always keep talons on them with a near 100% warmth up time I can keep on getting behind them while I attack them so again I believe that good stam DK rocking 5 med vs a good mag DK rocking 5 light will almost always lose to the mag DK.
@ZOS_RichLambert, @ZOS_JessicaFolsom
I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.
Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).
Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.
Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.
Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.
Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.
Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.
Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.
Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.
Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.
I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.
I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.
Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.
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
@ZOS_RichLambert, @ZOS_JessicaFolsom
I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.
Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).
Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.
Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.
Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.
Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.
Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.
Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.
Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.
Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.
I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.
I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.
Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.
Is this a troll?@CaliMade
You're not grasping my statement at all so I'll reiterate it for you.
You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.
You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.
i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.
No DK buff will solve this issue
Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.
If that happens then LA would actually work.
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 wrote: »@ZOS_RichLambert, @ZOS_JessicaFolsom
I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.
Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).
Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.
Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.
Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.
Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.
Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.
Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.
Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.
Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.
I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.
I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.
Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.
Looking at the skills, I see you are making this post more towards pvp. As a pve'er, I agree with flames of oblivion being AOE instead. Also, to make all DOT's and execute as a pure DK passive, would help stam DK's as well. Not saying stam DK's cant currently pull dps, but they dont offer any group support, AOE dmg or range possibility. Maybe the noxious breath would have a debuf like the morag tong 5 piece or something.
A stam NB, give 3% crit to team and can support with veil of blades.
A stam templar can support with power of the light and nova.
A stam sorc scales best with alkosh, since they already using rapid strike as a spamable and get additional 5% physical dmg, also counts on alkosh proc. They also can support with negate in some special situations.
Stam DK have only major sorcery and brutality to offer as group support, which the tank can give, allthough its only useful for cheap players in 4 man dungeons. Then they can chain or root once or twice, due to high magicka cost. They could somehow support with the shield from magma armor shell or what that ulti name was, but then again, barrier would be a better choice.
My stam DK are only wanted in raids because I can pull high single target dps, which btw I have seen range do same single target as me. Rearming trap and the bonus dmg from standard of might, are one of the reason I could reach high single target dps. If we dont get a buff in pve, I will be lowest dps next patch, both single and AOE (depends if the player have mastered their class or not), and I will have no group support to give, not even night mother gaze since its a magicka meta. The reason stam DK are considered strong ATM, is because the meta are hard to change mentally for some players. Before this magicka meta and one year ago when maelstrom daggers gave 3k wpn dmg on your DOT's, stam DK was flavor of the month. It is not anymore. I do have to add, I like that every mag class coming back to the game, dont get me wrong thereHappy to see my mag DK friends having fun with grotdarr and some theorycrafting ahead of them. But I feel stam DK gets pushed away each patch, because rumors say they are one of the strongest.
Is this a troll?@CaliMade
You're not grasping my statement at all so I'll reiterate it for you.
You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.
You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.
i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.
No DK buff will solve this issue
Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.
If that happens then LA would actually work.
Thats not a buff. Thats a nerf, and a big one. If u need to have it on both bars like bound armor its going to be the biggest nerf mDK got in a while. Lol. If u dont have to put it on both bars its still going to be a nerf cause they will remove its secondary effects.
@Sharee
It isn't hard to see that theirs a trap on the ground I mean come on mate seriously that's your reasoning?
Every Stam DK I've faced who don't rock tremorscale are stuck using heavy attacks with dizzing swing trying to CC me while I fossilize them/talon them while applying my warmth passive on to them which as you know slows them and since they're slowed all I need to do is walk to the side in order to break the dizzing swing or just block it.
Is this a troll?@CaliMade
You're not grasping my statement at all so I'll reiterate it for you.
You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.
You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.
i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.
No DK buff will solve this issue
Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.
If that happens then LA would actually work.
Thats not a buff. Thats a nerf, and a big one. If u need to have it on both bars like bound armor its going to be the biggest nerf mDK got in a while. Lol. If u dont have to put it on both bars its still going to be a nerf cause they will remove its secondary effects.
Obviously, the skill would have to be changed and have effects added to counter-act this. It really is the only way to make LA DKs viable in open world PvP though. We do not get the shields, mobility, or invisibility of other classes that can use LA.
Joshua_McCoy wrote: »My FOO tooltips for over 8k, and works very well when it procs with Valkyn Skoria at the same time I drop a Shooting Star.
Wings still reflect frags, flares and completely shut down whole classes, e.g. ranged magblades - no strife no scourge no impale.
I don't understand the pathetic whining, especially with all the buffs mDKs got this patch.
When will you be satisfied? mDKs have monstrous utility in melee range and happily reflect block or shield everything outside talon range. You got froststaff tanking, heavily increased damage, max magicka on black rose, huge leap damage increase and might possibly get another burst heal with reredesigned dragon blood some time soon while damage spikes from proccing opponents have been nerfed significantly.
If chains now turnout to work properly, good mDKs will be completely overpowered in PvP.
This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.
Ghost-Shot wrote: »Guys, its almost patch notes time, I'm scared...
This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.
This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.
The thing is, I do play the class and I think that:
1.) its already in a good spot and very powerful and doesn't need massive buffs.
2.) the incoming changes are really good
3.) the Magicka DK crowd cries way too much and most of em just need to get good.
But I'm fairly certain that I can't vocalize that w/o getting a ton of backlash and spite. Cus I think the 'usual suspects' of vocal magicka dk complainers don't actually want balance or to be on par, they just look at the class through nostalgia glasses and wont be satisfied until the class is back to the god mode status they once were. Anything short of that will leave em unsatisfied and still crying.
Blackfyre20 wrote: »Joshua_McCoy wrote: »My FOO tooltips for over 8k, and works very well when it procs with Valkyn Skoria at the same time I drop a Shooting Star.
With some lucky RNG and only 200 ultimate you almost got 3/4 of the burst that a mag sorc gets with 3 skills.
I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.
To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered
I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.
To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered
I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.
To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered