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PTS Feedback Thread for Dragonknight Balance Improvements

  • Kilandros
    Kilandros
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    ✭✭✭
    KaiDynasty wrote: »
    Kilandros wrote: »
    KaiDynasty wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
    I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.
    Theorically you can reach this value without:
    - crit
    - buff of 12% of dk passive
    - buff by major vitality
    It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost

    You keep doing all of these calculations but they are irrelevant because you've misread the tooltip for the skill:

    This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.

    I've bolded the important part.

    This means that the calculation will be base heal multiplied by up to 1.33. So, for example, if the tooltip reads 10k, you should be looking at around 13,333k heal when coag is at it's max scaling. (I'm not factoring battlespirit).

    In other words, the amount of max health you have is totally and completely irrelevant to the healing values.

    Ok i think I understood, the missing heal condition a moltiplicator applied to the flat value, then, there is no more sense to stack health if we follow this logic, and stack instead of max magicka and spell damage, since the moltiplicator is passive and cannot be influenced by stats, we can only influence that flat value (that is affected by max magicka and spell damage). This is how you interpret the sentence right?

    Yeah, the max health stat becomes irrelevant to the calculation. You'll want to stack magicka/spell damage to increase the tooltip value. That value, then, is increased by up to 33% based on your percentage of missing health.

    So the calculation at max efficacy (lowest health) will be: [Tooltip value] x 1.33

    The only thing we don't know (because it's bugged) is how that scaling begins to work; is it linear, does it start at 50%, etc.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • silverhammer92
    silverhammer92
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    Kilandros wrote: »
    The only thing we don't know (because it's bugged) is how that scaling begins to work; is it linear, does it start at 50%, etc.

    I am shure it is a multiplier of 1 at 100% health and a multiplier of 1.33 at 0% health. Without testing it's hard to say if it is linear or not (i guess it is - just a guess). But I doupt it that it will start at a certain percentage like 50%. If it would the tooltip would read: "Heals you for x. If your health is below 50% this heals for an additional 33% based on missing health.."
    Found a typo? Keep it!
    (Wer Schreibfehler findet darf sie behalten.)
  • Fruity_Ninja
    Fruity_Ninja
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    Great change ZOS. Good DK changes overall without going overboard.

    Looking forward to putting dragon blood back on my bar!
  • Stamden
    Stamden
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    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    You're right, a minor buff to offense and mDKs will have the burst to kill good players.

    I think a good option would be to give Engulfing Flames a damage increase. If you look at this skill, the DoT is actually really pathetic. The only good thing about it is increasing other Flame abilities.

    If Inferno was AoE it would also allow DKs to put constant pressure on enemies and wear them down.

    If therese two changes were made, I think DKs would be good to go.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Adenoma
    Adenoma
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    I think one of the things that would help the class a lot is making more of the DOTs player-based AOE. If your opponents has a healer in group or a Templar throwing out extended rituals for the synergy it becomes pretty easy to remove a large portion of magDK offense. If DOTs are dependent on the magDK maintaining uptime it gives them a bit more of an edge against those players and it gives those players more of a challenge.

    Still wish they would fix wings a little bit. It's the marquis skill of magDKs and I haven't slotted it in a long, long time. It would be neat to tag major expedition on so that we could free up the bar space and remove mist form.
    Adenoma-Badenoma-Sadenoma
  • Glory
    Glory
    Class Representative
    Here is a rough tooltip comparison to help put things in perspective.

    3794 Breath of Life Small heal
    4908 dragon blood (without 33% buff)
    5314 Blessing of restoration
    6527 dragon blood (with 33% buff)
    7587 Breath of Life Big heal

    Dragon blood is around 6% cheaper than BOL to put that in perspective also.

    Hopefully my math is correct haha.


    #Magicka DK is back!

    It's a great step in the right direction but I think it's kind of funny how excited everyone is getting. Your numbers tell me that I need to have the 33% health buff to receive a heal that is a little more than half as strong as a skill that heals two people (the big heal comparison Dragon Blood is 85% as effective, 57% as effective if you consider both BoL heals). I get the benefit of having a solo heal I guess (although there are also downsides like not being able to help your teammates........).

    I dunno, I'm excited to have the heal be stronger, but I honestly don't know how removing Minor Vitality and replacing it with a buffed heal will truly play out.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Glory
    Glory
    Class Representative
    Neighbor wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    You're right, a minor buff to offense and mDKs will have the burst to kill good players.

    I think a good option would be to give Engulfing Flames a damage increase. If you look at this skill, the DoT is actually really pathetic. The only good thing about it is increasing other Flame abilities.

    If Inferno was AoE it would also allow DKs to put constant pressure on enemies and wear them down.

    If therese two changes were made, I think DKs would be good to go.

    This would completely unbalance PvE and cause huge issues so...
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • MaxwellC
    MaxwellC
    ✭✭✭✭✭
    ✭✭
    @ebethke_ESO
    What would be unbalanced, the AoE of Flames of Oblivion? Just curious.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • Glory
    Glory
    Class Representative
    MaxwellC wrote: »
    @ebethke_ESO
    What would be unbalanced, the AoE of Flames of Oblivion? Just curious.

    Sorry I meant the Engulfing Flames damage buff idea. ZOS has often said that they try to balance mDK with PvE in consideration (which is fair). Raw buffs in damage have been avoided and instead they have played with other mechanics.

    It could be interesting to change the duration while maintaining damage or something!
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • MaxwellC
    MaxwellC
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    ✭✭
    @ebethke_ESO
    Ah I see, I'm not sure if he meant increasing the flame buff applied when using it on someone or the damage in general. I'm more focused on Flames of Oblivion (AoE) which is why I was wondering what you were talking about so I may defend my precious AoE that has been stolen.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    MaxwellC wrote: »
    @Sugaroverdose
    There has been countless discussion regarding the DK wings after IC it has been broken lol. I remember making a thread about it when meteors used to be reflect-able but suddenly after the thread got a lot of heat well... meteors don't reflect anymore because it's an ultimate. That was according to someone from ZOS who posted on the forum or stated it on ESO live, funny thing is Overload still reflects and so does the ranged ultimate in the bow category just not meteors.

    If you check through-out my history I'm sure you'll find it with people posting videos showing it; I vaguely remember someone showing a video where a crystal frag went through his wings in PvP... so yeah. Each patch notes after it has not suggested or stated that the bug with wings has been fixed.
    Meteor isn't projectile which goes from caster so why should it be reflectable? Also meteor was cloakable which was also fixed.

    I have vid's with bugs on my own(i believe that i also have wings-related bugs), so i don't need someones others, but still i run those, cause you know, major evasion(the only option to replace wings) is broken and gives too much for such little price, while wings are broken in other way - they don't work time to time, but when you need to hold ranged pugs - it's priceless.
    Edited by Sugaroverdose on January 24, 2017 6:55PM
  • Stamden
    Stamden
    ✭✭✭✭✭
    Neighbor wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    You're right, a minor buff to offense and mDKs will have the burst to kill good players.

    I think a good option would be to give Engulfing Flames a damage increase. If you look at this skill, the DoT is actually really pathetic. The only good thing about it is increasing other Flame abilities.

    If Inferno was AoE it would also allow DKs to put constant pressure on enemies and wear them down.

    If therese two changes were made, I think DKs would be good to go.

    This would completely unbalance PvE and cause huge issues so...

    It wouldn't. As you can see in my other thread, Sorcs have a about a 5k DPS edge over mDKs. This is despite the fact that mDKs are melee and have the worst magika sustain. It would really make a lot of sense in both PvE and PvP to, at the very least, make Inferno AoE again and increase DoT damage.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Veg
    Veg
    ✭✭✭✭✭
    Xvorg wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.

    Bleh, people dont like to read anymore do they? I'm all for a little more burst damage. I dont care if its an execute. Could be power lash like i recommended before. Or something easier to do; Ferocious leap gets a DoT.

    I think it would be better to give up on asking for dynamic ultimate regen and mobility and focus on small things that other classes do actually get changed.

    Getting a little more burst damage is realistic and could be done if enough people brought evidence proving that we need it.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Glory
    Glory
    Class Representative
    Neighbor wrote: »
    Neighbor wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    You're right, a minor buff to offense and mDKs will have the burst to kill good players.

    I think a good option would be to give Engulfing Flames a damage increase. If you look at this skill, the DoT is actually really pathetic. The only good thing about it is increasing other Flame abilities.

    If Inferno was AoE it would also allow DKs to put constant pressure on enemies and wear them down.

    If therese two changes were made, I think DKs would be good to go.

    This would completely unbalance PvE and cause huge issues so...

    It wouldn't. As you can see in my other thread, Sorcs have a about a 5k DPS edge over mDKs. This is despite the fact that mDKs are melee and have the worst magika sustain. It would really make a lot of sense in both PvE and PvP to, at the very least, make Inferno AoE again and increase DoT damage.

    Honestly I agree, but that is the argument that ZOS has brought up numerous times as justification for not buffing DK damage. :neutral:
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.

    Bleh, people dont like to read anymore do they? I'm all for a little more burst damage. I dont care if its an execute. Could be power lash like i recommended before. Or something easier to do; Ferocious leap gets a DoT.

    I think it would be better to give up on asking for dynamic ultimate regen and mobility and focus on small things that other classes do actually get changed.

    Getting a little more burst damage is realistic and could be done if enough people brought evidence proving that we need it.

    You said you "REALLY" wanted an execute... do I have to quote you?

    If you mean moar burts on a mDK, we have it in the buff given to whip. Do you want moar? Then put 75 points into thaum. Any moar? Use molten whip to get 100 extra spell dmg on the flame skill line (yes, it is crap, but may be it can work with the new Cblood + embers)
    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
  • Veg
    Veg
    ✭✭✭✭✭
    Xvorg wrote: »
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.

    Bleh, people dont like to read anymore do they? I'm all for a little more burst damage. I dont care if its an execute. Could be power lash like i recommended before. Or something easier to do; Ferocious leap gets a DoT.

    I think it would be better to give up on asking for dynamic ultimate regen and mobility and focus on small things that other classes do actually get changed.

    Getting a little more burst damage is realistic and could be done if enough people brought evidence proving that we need it.

    You said you "REALLY" wanted an execute... do I have to quote you?

    If you mean moar burts on a mDK, we have it in the buff given to whip. Do you want moar? Then put 75 points into thaum. Any moar? Use molten whip to get 100 extra spell dmg on the flame skill line (yes, it is crap, but may be it can work with the new Cblood + embers)
    Veg wrote: »
    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    yeh quote me
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Adenoma
    Adenoma
    ✭✭✭✭✭
    Rekt
    Adenoma-Badenoma-Sadenoma
  • Stamden
    Stamden
    ✭✭✭✭✭
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.

    Bleh, people dont like to read anymore do they? I'm all for a little more burst damage. I dont care if its an execute. Could be power lash like i recommended before. Or something easier to do; Ferocious leap gets a DoT.

    I think it would be better to give up on asking for dynamic ultimate regen and mobility and focus on small things that other classes do actually get changed.

    Getting a little more burst damage is realistic and could be done if enough people brought evidence proving that we need it.

    I am not sure what other evidence there is to show. There are a few videos on here demonstating how, even when evertyhing procs perfectly at the exact same time, it is still only enough to take good players down to around ~10% hp. And that is best case scenrio with some really RNG based mechanics like Skoria, so it should be pretty clear that DKs need more offensive capabilities.

    Burst might not actually be necassary but it's really a matter of doing enough offensive damage over a period of time that it puts the enemies on the backfoot and wears down their magika/stamina pools. This, from what I observe, what the developers want DKs to be. The problem is, this relies on applied DoTs that just get purged away.

    The best thing they could do is make inferno AoE so it puts out constant damage on an enemy that is not purgeable.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Veg
    Veg
    ✭✭✭✭✭
    Neighbor wrote: »
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.

    Bleh, people dont like to read anymore do they? I'm all for a little more burst damage. I dont care if its an execute. Could be power lash like i recommended before. Or something easier to do; Ferocious leap gets a DoT.

    I think it would be better to give up on asking for dynamic ultimate regen and mobility and focus on small things that other classes do actually get changed.

    Getting a little more burst damage is realistic and could be done if enough people brought evidence proving that we need it.

    I am not sure what other evidence there is to show. There are a few videos on here demonstating how, even when evertyhing procs perfectly at the exact same time, it is still only enough to take good players down to around ~10% hp. And that is best case scenrio with some really RNG based mechanics like Skoria, so it should be pretty clear that DKs need more offensive capabilities.

    Burst might not actually be necassary but it's really a matter of doing enough offensive damage over a period of time that it puts the enemies on the backfoot and wears down their magika/stamina pools. This, from what I observe, what the developers want DKs to be. The problem is, this relies on applied DoTs that just get purged away.

    The best thing they could do is make inferno AoE so it puts out constant damage on an enemy that is not purgeable.

    I'd love to see the old FoB come back. It sucks that the devs wont even try giving good damage to mDKs on the pts. This is the time to test new things and yet we never get to try something powerful like a fire damaging dawnbreaker or FoB doing aoe damage.

    The devs seem so scared of people going nuts about mDK being over powered again so they just ignore any demands for kill mechanics.

    What really gets to me is the backlash changes. They clearly want magic templars to have more burst damage when they already have more than us and more healing and better tanking. Just give us something already this is getting stupid.1442126898887.gif
    Edited by Veg on January 25, 2017 3:00AM
    ᕙ༼ຈل͜ຈ༽ᕗ
  • cjddrumnub19_ESO
    cjddrumnub19_ESO
    ✭✭✭
    Thank you so much for the change to dragon blood, It will make a world of difference to PvPing as a MDK. As some others in this forum have said, I would really like to see a change made to Flames of oblivion, possibly even having it reverted to itțs original form. It used to be a great skill for both PvP and PvE but it is now ONLY useful to PvE. :disappointed: Either way, with this change to dragon blood... I just want to hug someone at zos for finally fixing this skill. :smile:
    THANK YOU!
  • CubanRay
    CubanRay
    ✭✭
    Can a good tank tell me what are the changes to heavy armor so far,since the first pts patch notes,can't find all the info.Please
  • MaxwellC
    MaxwellC
    ✭✭✭✭✭
    ✭✭
    I've been screaming @ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom and @Wrobel regarding Flames of Oblivion but not one has commented on this forum or my other stating if it will come back or if they would remove stam sorcs hurricane (if it came down to technical problems) and give it back to the rightful owners us DKs. I just really want this ability back since it's uses far surpass the current Flames of Oblivion.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • FloppyTouch
    FloppyTouch
    ✭✭✭✭✭
    ✭✭✭
    MaxwellC wrote: »
    I've been screaming @ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom and @Wrobel regarding Flames of Oblivion but not one has commented on this forum or my other stating if it will come back or if they would remove stam sorcs hurricane (if it came down to technical problems) and give it back to the rightful owners us DKs. I just really want this ability back since it's uses far surpass the current Flames of Oblivion.

    I would love to use this ability again more then anything I feel like it just got forgotten about
  • IcyDeadPeople
    IcyDeadPeople
    ✭✭✭✭✭
    ✭✭
    Would it be possible for CDB to continue scaling off max magicka stat, but getting that extra boost if you are low on health? perhaps even larger boost if low on magicka and low on health at same time?
  • Veg
    Veg
    ✭✭✭✭✭
    CubanRay wrote: »
    Can a good tank tell me what are the changes to heavy armor so far,since the first pts patch notes,can't find all the info.Please

    If you're tanking pve then it doesn' matter. pve tanking always has been and always will be a joke. At least back in soft cap days you could do dps while tanking for a new fun play style.

    for pvp you get a little less stamina return from heavy attacks. Doesn't hurt magic dks since we already get 0 magic return from heavy attacks. So we went from crap recovery to crap recovery. Other than that the trainee set and a couple others got nerfed to uselessness.

    So get your 5 burning spell weave and 5 sun ready for next patch.

    ᕙ༼ຈل͜ຈ༽ᕗ
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Veg wrote: »
    What really gets to me is the backlash changes. They clearly want magic templars to have more burst damage when they already have more than us and more healing and better tanking. Just give us something already this is getting stupid.
    This is most blatant lie I ever heared. The way to prove it is so easy:
    1. Install CombatMetrics.
    2. Do 2v11 with strong non-healbot templar
    3. Check real hard data.
    4. Notice that DK will outheal, out dps and out tank templar.
    5. Or just L2P.
    Giving more of what? You now have strong heals with embers, breath and whip that in combine in Cyro grant same hps as templar and now with working blood dk lost their last weakness - they now can directly counter burst builds. You have best of the best single taget and AoE CCs with roots, stuns, interrupts, disorients, you have best resource returns skills for tanking and abilities to mitigate damage. With all your dots you can deal more dps than templar. Oh, you don't have execute that not working majority of fights unless you love Xv1...
    Having almost everything that required for proper class and still claim class is weakest...It is just post-1.4 dk syndrome, when DK were so brokenly OP that could wipe in 1v1 emperor of another class, but claim they were balanced.
    Kilandros wrote: »
    The only thing we don't know (because it's bugged) is how that scaling begins to work; is it linear, does it start at 50%, etc.

    I am shure it is a multiplier of 1 at 100% health and a multiplier of 1.33 at 0% health. Without testing it's hard to say if it is linear or not (i guess it is - just a guess). But I doupt it that it will start at a certain percentage like 50%. If it would the tooltip would read: "Heals you for x. If your health is below 50% this heals for an additional 33% based on missing health.."
    I highly doubt that you get max multiplier at 0%. All sets that provide bonuses based on hp % get their max bonuses at 10%-20% of hp. Doubt that zos will grant dks bonus that won't work at it's full strength.
    Edited by Cinbri on January 25, 2017 7:50AM
  • KaiDynasty
    KaiDynasty
    ✭✭✭
    Veg wrote: »
    CubanRay wrote: »
    Can a good tank tell me what are the changes to heavy armor so far,since the first pts patch notes,can't find all the info.Please

    If you're tanking pve then it doesn' matter. pve tanking always has been and always will be a joke. At least back in soft cap days you could do dps while tanking for a new fun play style.

    for pvp you get a little less stamina return from heavy attacks. Doesn't hurt magic dks since we already get 0 magic return from heavy attacks. So we went from crap recovery to crap recovery. Other than that the trainee set and a couple others got nerfed to uselessness.

    So get your 5 burning spell weave and 5 sun ready for next patch.

    And die against 2 players because I have no chance to move and shield stacking... I love too much the old school DK to forgive it
    Edited by KaiDynasty on January 25, 2017 7:32AM
  • Ariades_swe
    Ariades_swe
    ✭✭✭✭✭
    ..
    Edited by Ariades_swe on January 25, 2017 10:02AM
  • Saint_Bud
    Saint_Bud
    ✭✭✭✭
    A dps increase for some dots would be needed, in pvp this would not bring much, but for pve dk have hardest rotation and no execute. But at the time other classes get really close or will outdps dk next patch with much easyer rotation and a brain afk button for low boss life fights. Dk as damagedealers are not really exist in non hardcore raidguilds. Its evry time a hard fight 2 find 2 that plays dk freely for chaining in vmol.
    PVP Saint-Bud magicka Templar: AR 49
    PVE Lord Victarion mDK : dro'm-Athra-Destroyer pre Morrowind retired for crafting
    PVE Ramsay-Bolton magicka NB: Voice of Reason Clockwork City Patch retired
    VAA hm/ VHRC hm/ VSO hm/ VMOL hm/ VHOF hm/ VAS hm clear

    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • CubanRay
    CubanRay
    ✭✭
    Veg wrote: »
    CubanRay wrote: »
    Can a good tank tell me what are the changes to heavy armor so far,since the first pts patch notes,can't find all the info.Please

    If you're tanking pve then it doesn' matter. pve tanking always has been and always will be a joke. At least back in soft cap days you could do dps while tanking for a new fun play style.

    for pvp you get a little less stamina return from heavy attacks. Doesn't hurt magic dks since we already get 0 magic return from heavy attacks. So we went from crap recovery to crap recovery. Other than that the trainee set and a couple others got nerfed to uselessness.

    So get your 5 burning spell weave and 5 sun ready for next patch.

    Ok thanks ,I play pve only so I guess no issues then,thumbs up
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