KaiDynasty wrote: »KaiDynasty wrote: »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.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..
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?
ZOS_GinaBruno wrote: »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.
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.
Stalwart385 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
IxSTALKERxI wrote: »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!
Stalwart385 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.
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
@ebethke_ESO
What would be unbalanced, the AoE of Flames of Oblivion? Just curious.
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
Meteor isn't projectile which goes from caster so why should it be reflectable? Also meteor was cloakable which was also fixed.@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.
ebethke_ESO wrote: »Stalwart385 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...
Stalwart385 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.
ebethke_ESO wrote: »Stalwart385 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.
Stalwart385 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.
Stalwart385 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)
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.
Stalwart385 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.
Stalwart385 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.
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
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.
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
This is most blatant lie I ever heared. The way to prove it is so easy: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.
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.silverhammer92 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.."
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.
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.