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[Homestead] Magika DK PvP Build Discussion

  • psychotic13
    psychotic13
    ✭✭✭✭✭
    Lexxypwns wrote: »
    Lexxypwns wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    The set up i use is similar, rattlecage over BSW and Grothdarr over skoria (skoria is better for 1v1 though)

    I feel I do well enough and only been playing this class for a few weeks, although it lacks huge burst it does have insane pressure, and ferocious leap is good to execute.

    Has anyone tried to the new chains? Does it still not work due to issues with height or does it just suck?
    I keep hearing Rattlecage thrown around, but wouldn't Kagnarec's Hope be stronger? I mean, unless whatever you put in that slot that you aren't using for Major Sorcery gives you more DPS and utility than Kag's, it just doesn't seem worth it to me. Especially if you're running Destro. Seriously, Molten Armaments can make a fully charged Inferno staff attack hit for, like, 20k damage with the right buffs.

    On another note, I have tried Chains. I really like it, actually. It seems to work more often than not, for sure. I had more problems with the range than with the unreliability. It certainly has great synergy with *gasp* Eye of the Storm + Grothdarr setups.

    Don't believe the hype, rattlecage is a bad set. Kags and Julianos are both better as is BSW. Take your pick between entropy or igneous weapons, both are highly efficient skills and trigger multiple Passives. Rattlecage alone isn't all that much damage, but since it gives no sustain you need to seek some amount of that in your other sets...

    I thought the same thing till I tried it, it really is well suited for a DK, don't knock it till you tried it.

    Plus like already mentioned, the extra skill slot is really beneficial cause mDKs have so many skills.

    I have tried it though and I struggled to find something more efficient to slot in place of entropy/molten since they both activate so many passives, I found the damage to be severely lacking and found myself needing to dedicate my other 5pc to sustain, meaning my damage was capped out at what rattlecage gives. In a vacuum I don't think its terrible, but in a world where BSW, julianos, and Kags all exist I just can't see running rattlecage.

    So what's your set up out of curiosity? Skills ect?

    I'm running 5/1/1 Heavy. Rattlecage,seducer and Grothdarr.

    DW - Whip / Inferno / Embers / Talons / Fossilize / Leap

    Resto - DeepBreath / Engulfing flames / elusive mist / healing ward / volatile Armor

    I've tried SnB and am not a massive fan, also I'm not fond of dragon blood. I tried using SnB and dragon blood over Resto and healing Ward and still found healing Ward to better.

    But I couldn't imagine playing without one of my slotted skills, I mean I don't even have room for igneous shield what do you drop for major sorcery?

    This set up leaves me with 3k spell damage before wrath and weapon damage enchants
    Edited by psychotic13 on February 27, 2017 4:26PM
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    Ill be uploading my mdk light armor 1vX solo build soon
    No sustain problems ;) just getting zerged and not being able to escape as ezpz as stam is the issue

    Well of course you should have no sustain problems, in 5 light you get an extra 20% regen and 15% cost reduction! I would like to see how many people you can 1vX in light Armor though, could never make it work on my DK

    It was hard at first, but thanks to CP, im able to get my resists to 26-27k and buffed it goes up to 31-32k :)
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • psychotic13
    psychotic13
    ✭✭✭✭✭
    Ill be uploading my mdk light armor 1vX solo build soon
    No sustain problems ;) just getting zerged and not being able to escape as ezpz as stam is the issue

    Well of course you should have no sustain problems, in 5 light you get an extra 20% regen and 15% cost reduction! I would like to see how many people you can 1vX in light Armor though, could never make it work on my DK

    It was hard at first, but thanks to CP, im able to get my resists to 26-27k and buffed it goes up to 31-32k :)

    That's extremely high... how much of that resistance is from CP? You'll be missing points in ele defender/hardy/crit resist?
  • Zvorgin
    Zvorgin
    ✭✭✭✭✭
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.
  • Freeman
    Freeman
    ✭✭✭
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    Ill be uploading my mdk light armor 1vX solo build soon
    No sustain problems ;) just getting zerged and not being able to escape as ezpz as stam is the issue

    Well of course you should have no sustain problems, in 5 light you get an extra 20% regen and 15% cost reduction! I would like to see how many people you can 1vX in light Armor though, could never make it work on my DK

    It was hard at first, but thanks to CP, im able to get my resists to 26-27k and buffed it goes up to 31-32k :)

    That's extremely high... how much of that resistance is from CP? You'll be missing points in ele defender/hardy/crit resist?

    Yeah, i had to sacrifice points from Ele Defender but doesnt affect me much due to DK passives, and with Flappy Flap. The only thing that hurts is unreflectable ezpz bs Force Pulse.
    Currently running 70+ points into that light armor CP and only 10% ele defender. Im liking it so far :)

    We'll see how it goes this week with NO CP :/
    Edited by PainfulFAFA on February 27, 2017 8:30PM
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Zvorgin
    Zvorgin
    ✭✭✭✭✭
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.
  • PandaIsAPotato
    PandaIsAPotato
    ✭✭✭
    Zvorgin wrote: »
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.

    Molten... and Flames... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy.
    Supreme Leader Panda
    GM of Licinius Exploitation Incorporated
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Zvorgin wrote: »
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.

    Molten... and Flames... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy.

    Well to play the devil's advocate, he does not have anything slotted that would reliably set target off balance for lash proc, so he might as well use molten :)

    And while FoO by itself is underwhelming, it does what i call "delayed damage", that is damage that can happen outside of the normal skill CD allowing it to stack on top of another damaging skill (deep breath does the same thing) - its what causes burst.
  • PandaIsAPotato
    PandaIsAPotato
    ✭✭✭
    Sharee wrote: »
    Zvorgin wrote: »
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.

    Molten... and Flames... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy.

    Well to play the devil's advocate, he does not have anything slotted that would reliably set target off balance for lash proc, so he might as well use molten :)

    And while FoO by itself is underwhelming, it does what i call "delayed damage", that is damage that can happen outside of the normal skill CD allowing it to stack on top of another damaging skill (deep breath does the same thing) - its what causes burst.

    Molten doesn't do more damage than Power Lash though, that's the problem. It's just not a good choice for PvP anymore, and Flames... Flames is just... So bad. I'd use the AoE variant patches ago as Emp because it did decent damage and stacked on top of anything else but this new version is just Wrobel's version of a potato, only this potato is a fireball that flys off at some random sod.
    Supreme Leader Panda
    GM of Licinius Exploitation Incorporated
  • Zvorgin
    Zvorgin
    ✭✭✭✭✭
    Sharee wrote: »
    Zvorgin wrote: »
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.

    Molten... and Flames... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy.

    Well to play the devil's advocate, he does not have anything slotted that would reliably set target off balance for lash proc, so he might as well use molten :)

    And while FoO by itself is underwhelming, it does what i call "delayed damage", that is damage that can happen outside of the normal skill CD allowing it to stack on top of another damaging skill (deep breath does the same thing) - its what causes burst.

    Molten doesn't do more damage than Power Lash though, that's the problem. It's just not a good choice for PvP anymore, and Flames... Flames is just... So bad. I'd use the AoE variant patches ago as Emp because it did decent damage and stacked on top of anything else but this new version is just Wrobel's version of a potato, only this potato is a fireball that flys off at some random sod.

    Makes sense, moved that to Power lash and am going to try a variation of things in the spot where I had FoO since I really don't need major prophecy on the back bar and the damage is uncontrollable. Empowering chains into a ferocious leap has been a very effective tool so far as an execute. I'm liking it.
  • BlackMadara
    BlackMadara
    ✭✭✭✭
    Sharee wrote: »
    Zvorgin wrote: »
    Freeman wrote: »
    Zvorgin wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    I prefer 5BSW, 5Kags and 2 Skoria. No sustain issues in 5H/2L and around 3400 spell damage when BSW procs and it does all the time.

    @Zvorgin What enchants do you use on your armor and jewelry out of curiosity? I was thinking of doing this exact setup. And you run food or drinks? I'm just getting back into the game and not sure how the meta has changed since I took a break a long time ago. Also, how do you have your bars setup?

    I'm actually running infused with prismatic enchants on the large pieces, sturdy and impen on the rest with all magicka enchants except shield where I go max stamina. Running S&B and staff (I change the staff out a lot as I keep Kag's on both bars so I can run any of the 4 staff types at leisure, I like the flexibility).

    Jewelry is 1 magicka recovery and 2 spell damage, witch mother's brew. Sitting at 1800 magicka regen in 5H/2L with 3400 spell damage buffed and BSW proc'd.

    At work so may get some skill names wrong but current bars are:

    S&B:
    Absorb magicka, molten whip (morph that gives ardent flame damage), seating strike, empowering chains, inner light, ferocious leap

    Staff:
    Volatile armor, degeneration, flames of oblivion, igneous shield and coagulating blood with destro ult

    I'm going to try mixing more skills around but that's my current setup and it's very tanky and I find it enjoyable.

    Molten... and Flames... Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy.

    Well to play the devil's advocate, he does not have anything slotted that would reliably set target off balance for lash proc, so he might as well use molten :)

    And while FoO by itself is underwhelming, it does what i call "delayed damage", that is damage that can happen outside of the normal skill CD allowing it to stack on top of another damaging skill (deep breath does the same thing) - its what causes burst.

    Molten doesn't do more damage than Power Lash though, that's the problem. It's just not a good choice for PvP anymore, and Flames... Flames is just... So bad. I'd use the AoE variant patches ago as Emp because it did decent damage and stacked on top of anything else but this new version is just Wrobel's version of a potato, only this potato is a fireball that flys off at some random sod.

    Flames is actually decent. It's similar to a viper proc that scales with your own stats. The added critical is nice as well for back bar coag heals. I run it as well and have many killing blows with it, due to ignoring global cd, and missed many because I didn't have the buff up.
  • Sharee
    Sharee
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    Molten doesn't do more damage than Power Lash though, that's the problem.

    Power lash requires the target to be off balance. If you do not have any way to set target off balance, molten will be better. That was my point.
  • Lexxypwns
    Lexxypwns
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    Ishammael wrote: »
    Lexxypwns wrote: »
    Yeah, a skill slot is great, but what are you gonna slot, really?

    Is wings better than either the mages guild passives or bonus stam sustain from helping hands? Like, what do you really find to be a more effective use of a skill slot? I really respect you as one of the absolute best mDKs, one of the few who stuck to it, and I'm genuinely curious what skills you find to be so much more efficient that its worth giving up the damage from BSW or the sustain from a sustain set. If anyone could convince me it'd be you or @DKsUnite, but I really just can't see being so inefficient in making a build. Please, teach me.

    Up til this point I haven't heard a really solid argument for rattlecage on any build, tbh.

    I appreciate your faith in my ability, haha! I'm not really that good, just stubborn.

    First, an answer to your questions about RattleCage:
    1. Here is the standard mDK layout: Petrify, Whip, Talons --- Mist, Volatile, Igneous, Coag. That leaves three flex spots. I don't see mDK killing anything intelligent without Embers + Engulfing. Now you're down to one, choosing most likely from: Inhale, Wings, Entropy. They are all solid choices. I don't think that there is a particular correct answer.
    2. Without any other sets, the Rattle Cage set is worth 129*2 + 100 + (1335+129*2 + 100)*0.2 = 696.6 spell dmg. That's pretty good.
    3. Opportunity cost of GCD. If you don't have to cast Entropy, you have the option of casting something else. That is important, in my opinion, especially for mDK.

    Adjacent, but related, rant:

    mDK really isnt that good, even with the recent changes. There are some core class challenges that really haven't been addressed as the meta has shifted over the last year. I will be the first to admit that I said before the patch that all a mDK really need was a decent heal. Well, now we have it and its not really enough. So let's break this down:
    1. Over the eighteen months, PvE DPS has gone from ~20k to >50k due to a confluence of factors: more CP, better gear sets, damage skill increases. Character health has not doubled to match. These damage increases have spilled over into Cyrodiil.
    2. mDK has no defensive mechanic to allow it to either: (1) escape, or (2) stand its ground. The damage reduction benefit of RNG skills like Evasion and mobility skills like cloak and Streak are completely nonlinear. Dynamic ultimate + Battle Roar used to be this mechanic. Mist Form has been the recent replacement, but lets face it Mist Form isn't going to save you from a zerg. This is why most mDK players block.
    3. mDK has no viable gap closer. Chains is still ***. Essentially, there is absolutely no reason for a person to die to a mDK in open world combat. Every other class except for a mTemp can simply run away! Granted, this reality doesn't actually take place because so many players get tunnel vision. But consider it this way: a mDK can never, ever run from a fight unless the other player lets him. That is why mDKs are almost always pigeon-holed into semi-defensive builds.
    4. mDK passives are absolute utter garbage, excepting for two: Battle Roar and Helping Hands. They need to be updated to be relevant in the modern meta.
    5. Burst is king... and mDK has no burst. Vigor by itself can heal for amounts equivalent to ticks of Embers + Engulfing. Watch videos of Rhage or any other competent stam player. The amount of damage they can produce is one or two GCDs is outrageous compared to mDK. This is a huge disadvantage in PvP.
    6. Finally, I tend to agree with Panda. You're not really going to kill anything with assurance unless you're 100% specced into damage.

    Anyway, this all sounds like complaining. Don't misunderstand me: mDK is in a much better place post Homestead. Its viable now, but not super strong. Dynamic Ultimate would really put mDK back where it should be... but I don't think that will ever happen. So I think the Devs should consider Major and Minor heroism on passives or skills. This is why I generally favor Tava's Favor (haha).

    Thanks for the explanation, truly. I honestly think you can get away without engulfing if you're running BSW though. At that point you have room for 2/3 inhale, entropy, wings. Personally, I value the max mag and health, not the regen so much, but the easy access to empower is phenomenal, since an empowered lash hits hard. Furthermore, the presence of crit bonus on bsw improves both burst and heals. However, I acknowledge that there's no way to fit shuffle for a Tavas build without rattlecage or giving up other needed skills.

    I'm assuming the presence of a sustain set as the other 5pc.
    Edited by Lexxypwns on February 28, 2017 9:21PM
  • Ishammael
    Ishammael
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    Lexxypwns wrote: »
    Thanks for the explanation, truly. I honestly think you can get away without engulfing if you're running BSW though. At that point you have room for 2/3 inhale, entropy, wings. Personally, I value the max mag and health, not the regen so much, but the easy access to empower is phenomenal, since an empowered lash hits hard. Furthermore, the presence of crit bonus on bsw improves both burst and heals. However, I acknowledge that there's no way to fit shuffle for a Tavas build without rattlecage or giving up other needed skills.

    I'm assuming the presence of a sustain set as the other 5pc.

    Last patch I ran Valkyn + Tava + Rattle or BSW in 5H. Leo ran this setup, too (I think he used Bloodspawn, though).
    Couple of reasons:
    1. Shuffle is the best defensive skill in the game.
    2. Tavas is a sustain set and its easier to control than BS. The 4- and 5-pc bonus are roughly equivalent in terms of ultimate gained to the BS bonuses (both are stam regen + ultimate).
    3. Valkyn provided that extra little bit of burst to finish someone off. Its hard to gauge effectiveness now that the procs can't crit. My gut says this is bad now -- anyone have any thoughts? 12k tooltip is nothing to sneeze at.
    4. I hate the Igneous Shield skill -- it consumes too many GCDs b/c of the 7s timer on the healing bonus.
    5. I think i will try this setup again, and build in FoO per the suggestion above (since it will increase Coag heals).
    6. Bats still returns resources equivalent to a 250 ultimate cost even though it only costs you 158.
  • Glory
    Glory
    Class Representative
    Ishammael wrote: »
    Lexxypwns wrote: »
    Thanks for the explanation, truly. I honestly think you can get away without engulfing if you're running BSW though. At that point you have room for 2/3 inhale, entropy, wings. Personally, I value the max mag and health, not the regen so much, but the easy access to empower is phenomenal, since an empowered lash hits hard. Furthermore, the presence of crit bonus on bsw improves both burst and heals. However, I acknowledge that there's no way to fit shuffle for a Tavas build without rattlecage or giving up other needed skills.

    I'm assuming the presence of a sustain set as the other 5pc.

    Last patch I ran Valkyn + Tava + Rattle or BSW in 5H. Leo ran this setup, too (I think he used Bloodspawn, though).
    Couple of reasons:
    1. Shuffle is the best defensive skill in the game.
    2. Tavas is a sustain set and its easier to control than BS. The 4- and 5-pc bonus are roughly equivalent in terms of ultimate gained to the BS bonuses (both are stam regen + ultimate).
    3. Valkyn provided that extra little bit of burst to finish someone off. Its hard to gauge effectiveness now that the procs can't crit. My gut says this is bad now -- anyone have any thoughts? 12k tooltip is nothing to sneeze at.
    4. I hate the Igneous Shield skill -- it consumes too many GCDs b/c of the 7s timer on the healing bonus.
    5. I think i will try this setup again, and build in FoO per the suggestion above (since it will increase Coag heals).
    6. Bats still returns resources equivalent to a 250 ultimate cost even though it only costs you 158.

    I also have been running Monster + Tava + Rattle in either 5H or 5L. Funny how DK minds think alike in using the set for sustain in lieu of other, more traditional sets.

    I have considered running Grothdarr or Valkyn for non-CP, although have currently been running Bloodspawn for tankiness and sustain. Non-CP also severely messes with the stamina management of shuffle on a magicka build - at 4k+ the build was cleverly built around utilizing the Unchained CP passive as a magicka user.

    Why are we considering FoO? Crit chance and free semi-DoT?
    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
    Curious about the adjustments people have made to accommodate the removal of CP this week.

    I have been slowly switching out damage for sustain until I find the ideal mixture between the two. So far I have gone from:
    • 1 sustain set (Seducer, Tava, Amber, etc.)
    • 1 damage set (Rattle, BSW, etc.)
    • 1 monster helm (BS, Grothdarr, Skoria)
    • 3 Spell damage enchants

    to:
    • 1 sustain set
    • 1 damage set
    • 1 monster helm
    • 1 spell damage enchant
    • 2 cost reduction enchants

    What have others been doing? I have also considered keeping damage enchants while swapping to two sustain sets, but I'm not sure how I feel about that.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Moglijuana
    Moglijuana
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    Glory wrote: »
    Ishammael wrote: »
    Lexxypwns wrote: »
    Thanks for the explanation, truly. I honestly think you can get away without engulfing if you're running BSW though. At that point you have room for 2/3 inhale, entropy, wings. Personally, I value the max mag and health, not the regen so much, but the easy access to empower is phenomenal, since an empowered lash hits hard. Furthermore, the presence of crit bonus on bsw improves both burst and heals. However, I acknowledge that there's no way to fit shuffle for a Tavas build without rattlecage or giving up other needed skills.

    I'm assuming the presence of a sustain set as the other 5pc.

    Last patch I ran Valkyn + Tava + Rattle or BSW in 5H. Leo ran this setup, too (I think he used Bloodspawn, though).
    Couple of reasons:
    1. Shuffle is the best defensive skill in the game.
    2. Tavas is a sustain set and its easier to control than BS. The 4- and 5-pc bonus are roughly equivalent in terms of ultimate gained to the BS bonuses (both are stam regen + ultimate).
    3. Valkyn provided that extra little bit of burst to finish someone off. Its hard to gauge effectiveness now that the procs can't crit. My gut says this is bad now -- anyone have any thoughts? 12k tooltip is nothing to sneeze at.
    4. I hate the Igneous Shield skill -- it consumes too many GCDs b/c of the 7s timer on the healing bonus.
    5. I think i will try this setup again, and build in FoO per the suggestion above (since it will increase Coag heals).
    6. Bats still returns resources equivalent to a 250 ultimate cost even though it only costs you 158.

    I also have been running Monster + Tava + Rattle in either 5H or 5L. Funny how DK minds think alike in using the set for sustain in lieu of other, more traditional sets.

    I have considered running Grothdarr or Valkyn for non-CP, although have currently been running Bloodspawn for tankiness and sustain. Non-CP also severely messes with the stamina management of shuffle on a magicka build - at 4k+ the build was cleverly built around utilizing the Unchained CP passive as a magicka user.

    Why are we considering FoO? Crit chance and free semi-DoT?

    Yes. FoO is honestly really strong in no CP (in CP mine crits for 7k lol) and can bring NB's out of cloak=)
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Zvorgin
    Zvorgin
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    Glory wrote: »
    Curious about the adjustments people have made to accommodate the removal of CP this week.

    I have been slowly switching out damage for sustain until I find the ideal mixture between the two. So far I have gone from:
    • 1 sustain set (Seducer, Tava, Amber, etc.)
    • 1 damage set (Rattle, BSW, etc.)
    • 1 monster helm (BS, Grothdarr, Skoria)
    • 3 Spell damage enchants

    to:
    • 1 sustain set
    • 1 damage set
    • 1 monster helm
    • 1 spell damage enchant
    • 2 cost reduction enchants

    What have others been doing? I have also considered keeping damage enchants while swapping to two sustain sets, but I'm not sure how I feel about that.

    I have 1500 regen in no CP with BSW, Kag's and Skoria running 5H/2L with one magicka regen enchant and 2 spell power enchants. Seems to be plenty, Kag's is nice that the 3 piece is regen. Also running witchmother's brew with atronach.

    I can't see the reason to go with a full second sustain set and sacrifice the damage from Kag's 5 piece.
  • Ishammael
    Ishammael
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    Zvorgin wrote: »
    I have 1500 regen in no CP with BSW, Kag's and Skoria running 5H/2L with one magicka regen enchant and 2 spell power enchants. Seems to be plenty, Kag's is nice that the 3 piece is regen. Also running witchmother's brew with atronach.

    I can't see the reason to go with a full second sustain set and sacrifice the damage from Kag's 5 piece.

    How do you manage your stam in this setup? You'll only have like ~10k.
    Glory wrote: »
    Curious about the adjustments people have made to accommodate the removal of CP this week.

    I have been slowly switching out damage for sustain until I find the ideal mixture between the two. So far I have gone from:
    • 1 sustain set (Seducer, Tava, Amber, etc.)
    • 1 damage set (Rattle, BSW, etc.)
    • 1 monster helm (BS, Grothdarr, Skoria)
    • 3 Spell damage enchants

    to:
    • 1 sustain set
    • 1 damage set
    • 1 monster helm
    • 1 spell damage enchant
    • 2 cost reduction enchants

    What have others been doing? I have also considered keeping damage enchants while swapping to two sustain sets, but I'm not sure how I feel about that.

    My adjustments are more or less what you have written.

    Last night I tried Seducer + Alteration Mastery + BS in 5H. Sustain seems OK, but the damage is pretty bad... even with 3x spelldmg glyphs. To be honest though, I was just getting run over by trains, was hard to find a fight.

    Really feel gimped on a mDK in noCP. Stam mgmt is really hard if you try to block, even with 4x Sturdy. Break free costs so much.
  • darthsithis
    darthsithis
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    I switched my khajiit stam dk to a dark elf magdk, and I am loving it!!!

    most fun ive had with a class in years- this is my first time playing as one!
    Message me if you want to do trials/dungeons, or need a trading guild! Flawless conqueror magsorc with a bad sense of armor fashion.
  • Zvorgin
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    @Ishammael 10 attribute points in Stam, infused big pieces with prismatic glyphs and stamina glyph on shield give me about 15k stamina. Use immovabilty and Tripots
  • Zvorgin
    Zvorgin
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    I switched my khajiit stam dk to a dark elf magdk, and I am loving it!!!

    most fun ive had with a class in years- this is my first time playing as one!

    I went throug Cadwell's gold as a mDK and then switched to Templar. Back to mDK and it is fun. Magicka toons are more fun then stamina to me and DK's just have a ton of versatility.
  • EldritchPenguin
    EldritchPenguin
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    Well, I'll admit I've harped on light armor MagDKs for a while now, but having spent all afternoon playing a light armor MagDK, I am now entirely aboard the light armor train. I'm running 5 Silks of the Sun, 5 Burning Spellweave, and 2 Grothdarr. S&B frontbar, Inferno backbar. Armor enchants are currently all Magicka (except for Stamina on shield), and I have 2 Magicka Recovery and 1 Spell Damage on jewelry. Comes out to about 31k Magicka, 22k Health, and 9k Stamina. 1100 Magicka Recovery and 42ish% crit chance on frontbar. My overall stats will improve over time, once I get around to grinding Undaunted (really don't want to do that) and getting some Prismatic glyphs.

    I thought I'd have a much harder time surviving, but it's actually not that bad in no CP, since incoming damage is waaayyyyyyy lower, and I hit like a truck. Between light armor passives and a Crusher enchant, I have about 6k extra spell penetration compared to what I had in heavy armor. I'm stacking less Magicka sustain, but I don't need it as badly, because no CP fights are shorter, there are no unkillable tanks, and I have enough offence to melt everyone's face off anyway.

    I'll have to play a lot more no CP.
    Edited by EldritchPenguin on March 2, 2017 12:51AM
    Lilelle Adlis - Dark Elf Dragonknight

    Vaynothah Sailenar - Dark Elf Templar

    Sherivah Telvanni - Dark Elf Sorcerer

    Nephiah Telvanni - Dark Elf Nightblade
  • Joy_Division
    Joy_Division
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    Well, I'll admit I've harped on light armor MagDKs for a while now, but having spent all afternoon playing a light armor MagDK, I am now entirely aboard the light armor train. I'm running 5 Silks of the Sun, 5 Burning Spellweave, and 2 Grothdarr. S&B frontbar, Inferno backbar. Armor enchants are currently all Magicka (except for Stamina on shield), and I have 2 Magicka Recovery and 1 Spell Damage on jewelry. Comes out to about 31k Magicka, 22k Health, and 9k Stamina. 1100 Magicka Recovery and 42ish% crit chance on frontbar. My overall stats will improve over time, once I get around to grinding Undaunted (really don't want to do that) and getting some Prismatic glyphs.

    I thought I'd have a much harder time surviving, but it's actually not that bad in no CP, since incoming damage is waaayyyyyyy lower, and I hit like a truck. Between light armor passives and a Crusher enchant, I have about 6k extra spell penetration compared to what I had in heavy armor. I'm stacking less Magicka sustain, but I don't need it as badly, because no CP fights are shorter, there are no unkillable tanks, and I have enough offence to melt everyone's face off anyway.

    I'll have to play a lot more no CP.

    9K stamina without the Constitution passive? I mean I can run my PvE build too, but how they hell does this work against someone who knows what they are doing (i.e. CCs you once every 7 seconds), to say nothing of a bunch of pugs who don't know what they are doing but through sheer numbers root, CC, and poison drain spam. Blocking and dodging occasionally is nice, especially for an immobile class.

    I think @Ishammael is right. I ran my DK and while it was better than before (how could it not be?), in order to kill any competent enemy, you have to trade off too much defense and even then Whip is a spammable, not a burst.

    The DK concept worked with the game's original design. The game changed and ZoS made DKs worse. But by all means, keep at it DKs; the more I see you in cyrodiil, the less I see classes I fear that will burst me down.
    Edited by Joy_Division on March 2, 2017 1:15AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • EldritchPenguin
    EldritchPenguin
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    Well, I'll admit I've harped on light armor MagDKs for a while now, but having spent all afternoon playing a light armor MagDK, I am now entirely aboard the light armor train. I'm running 5 Silks of the Sun, 5 Burning Spellweave, and 2 Grothdarr. S&B frontbar, Inferno backbar. Armor enchants are currently all Magicka (except for Stamina on shield), and I have 2 Magicka Recovery and 1 Spell Damage on jewelry. Comes out to about 31k Magicka, 22k Health, and 9k Stamina. 1100 Magicka Recovery and 42ish% crit chance on frontbar. My overall stats will improve over time, once I get around to grinding Undaunted (really don't want to do that) and getting some Prismatic glyphs.

    I thought I'd have a much harder time surviving, but it's actually not that bad in no CP, since incoming damage is waaayyyyyyy lower, and I hit like a truck. Between light armor passives and a Crusher enchant, I have about 6k extra spell penetration compared to what I had in heavy armor. I'm stacking less Magicka sustain, but I don't need it as badly, because no CP fights are shorter, there are no unkillable tanks, and I have enough offence to melt everyone's face off anyway.

    I'll have to play a lot more no CP.

    9K stamina without the Constitution passive? I mean I can run my PvE build too, but how they hell does this work against someone who knows what they are doing (i.e. CCs you once every 7 seconds), to say nothing of a bunch of pugs who don't know what they are doing but through sheer numbers root, CC, and poison drain spam. Blocking and dodging occasionally is nice, especially for an immobile class.
    Oh, yeah, don't get me wrong, having this little stamina sucks. But it's not nearly as bad as it was with CP in my experience. It's certainly difficult to play with 9k stamina, and I am absolutely going to farm those Prismatic Glyphs. However, it's merely difficult to play in no CP, whereas with CP activated, it was borderline unplayable.
    Lilelle Adlis - Dark Elf Dragonknight

    Vaynothah Sailenar - Dark Elf Templar

    Sherivah Telvanni - Dark Elf Sorcerer

    Nephiah Telvanni - Dark Elf Nightblade
  • Ishammael
    Ishammael
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    Zvorgin wrote: »
    @Ishammael 10 attribute points in Stam, infused big pieces with prismatic glyphs and stamina glyph on shield give me about 15k stamina. Use immovabilty and Tripots

    What are your final stats in no CP with that setup? You give up lots of dmg for that stam.

    My guess:
    24k HP
    25k mana
    14k stam
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Well, I'll admit I've harped on light armor MagDKs for a while now, but having spent all afternoon playing a light armor MagDK, I am now entirely aboard the light armor train. I'm running 5 Silks of the Sun, 5 Burning Spellweave, and 2 Grothdarr. S&B frontbar, Inferno backbar. Armor enchants are currently all Magicka (except for Stamina on shield), and I have 2 Magicka Recovery and 1 Spell Damage on jewelry. Comes out to about 31k Magicka, 22k Health, and 9k Stamina. 1100 Magicka Recovery and 42ish% crit chance on frontbar. My overall stats will improve over time, once I get around to grinding Undaunted (really don't want to do that) and getting some Prismatic glyphs.

    I thought I'd have a much harder time surviving, but it's actually not that bad in no CP, since incoming damage is waaayyyyyyy lower, and I hit like a truck. Between light armor passives and a Crusher enchant, I have about 6k extra spell penetration compared to what I had in heavy armor. I'm stacking less Magicka sustain, but I don't need it as badly, because no CP fights are shorter, there are no unkillable tanks, and I have enough offence to melt everyone's face off anyway.

    I'll have to play a lot more no CP.

    9K stamina without the Constitution passive? I mean I can run my PvE build too, but how they hell does this work against someone who knows what they are doing (i.e. CCs you once every 7 seconds), to say nothing of a bunch of pugs who don't know what they are doing but through sheer numbers root, CC, and poison drain spam. Blocking and dodging occasionally is nice, especially for an immobile class.
    Oh, yeah, don't get me wrong, having this little stamina sucks. But it's not nearly as bad as it was with CP in my experience. It's certainly difficult to play with 9k stamina, and I am absolutely going to farm those Prismatic Glyphs. However, it's merely difficult to play in no CP, whereas with CP activated, it was borderline unplayable.

    Maybe your right lol. I mean, maybe it's just best to go in on a pure damage and just overwhelm the opponent with pure damage. By trying to make my DK able to sustain, defend, block, cc break, heal, etc., it winds up as a jack-of all-trades that isn't particularly good at anything.

    Didn't mean to jump all over you, it's just ZoS frustrates me so much when it comes to this class that. If what you got works for you and you're having fun, who am I to say otherwise?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Glory
    Glory
    Class Representative
    Moglijuana wrote: »
    Glory wrote: »
    Ishammael wrote: »
    Lexxypwns wrote: »
    Thanks for the explanation, truly. I honestly think you can get away without engulfing if you're running BSW though. At that point you have room for 2/3 inhale, entropy, wings. Personally, I value the max mag and health, not the regen so much, but the easy access to empower is phenomenal, since an empowered lash hits hard. Furthermore, the presence of crit bonus on bsw improves both burst and heals. However, I acknowledge that there's no way to fit shuffle for a Tavas build without rattlecage or giving up other needed skills.

    I'm assuming the presence of a sustain set as the other 5pc.

    Last patch I ran Valkyn + Tava + Rattle or BSW in 5H. Leo ran this setup, too (I think he used Bloodspawn, though).
    Couple of reasons:
    1. Shuffle is the best defensive skill in the game.
    2. Tavas is a sustain set and its easier to control than BS. The 4- and 5-pc bonus are roughly equivalent in terms of ultimate gained to the BS bonuses (both are stam regen + ultimate).
    3. Valkyn provided that extra little bit of burst to finish someone off. Its hard to gauge effectiveness now that the procs can't crit. My gut says this is bad now -- anyone have any thoughts? 12k tooltip is nothing to sneeze at.
    4. I hate the Igneous Shield skill -- it consumes too many GCDs b/c of the 7s timer on the healing bonus.
    5. I think i will try this setup again, and build in FoO per the suggestion above (since it will increase Coag heals).
    6. Bats still returns resources equivalent to a 250 ultimate cost even though it only costs you 158.

    I also have been running Monster + Tava + Rattle in either 5H or 5L. Funny how DK minds think alike in using the set for sustain in lieu of other, more traditional sets.

    I have considered running Grothdarr or Valkyn for non-CP, although have currently been running Bloodspawn for tankiness and sustain. Non-CP also severely messes with the stamina management of shuffle on a magicka build - at 4k+ the build was cleverly built around utilizing the Unchained CP passive as a magicka user.

    Why are we considering FoO? Crit chance and free semi-DoT?

    Yes. FoO is honestly really strong in no CP (in CP mine crits for 7k lol) and can bring NB's out of cloak=)

    Interesting, I may try it since everything else costs way too much as it is.
    Ishammael wrote: »
    Zvorgin wrote: »
    I have 1500 regen in no CP with BSW, Kag's and Skoria running 5H/2L with one magicka regen enchant and 2 spell power enchants. Seems to be plenty, Kag's is nice that the 3 piece is regen. Also running witchmother's brew with atronach.

    I can't see the reason to go with a full second sustain set and sacrifice the damage from Kag's 5 piece.

    How do you manage your stam in this setup? You'll only have like ~10k.
    Glory wrote: »
    Curious about the adjustments people have made to accommodate the removal of CP this week.

    I have been slowly switching out damage for sustain until I find the ideal mixture between the two. So far I have gone from:
    • 1 sustain set (Seducer, Tava, Amber, etc.)
    • 1 damage set (Rattle, BSW, etc.)
    • 1 monster helm (BS, Grothdarr, Skoria)
    • 3 Spell damage enchants

    to:
    • 1 sustain set
    • 1 damage set
    • 1 monster helm
    • 1 spell damage enchant
    • 2 cost reduction enchants

    What have others been doing? I have also considered keeping damage enchants while swapping to two sustain sets, but I'm not sure how I feel about that.

    My adjustments are more or less what you have written.

    Last night I tried Seducer + Alteration Mastery + BS in 5H. Sustain seems OK, but the damage is pretty bad... even with 3x spelldmg glyphs. To be honest though, I was just getting run over by trains, was hard to find a fight.

    Really feel gimped on a mDK in noCP. Stam mgmt is really hard if you try to block, even with 4x Sturdy. Break free costs so much.

    Yeah, I also am getting the feeling that it's no longer sustainable to run Tava's anymore as stam management is too rough. Sad, since I love that build.

    Light armor seems to have much better magicka sustain, but you trade off some tankiness and stam sustain. Real tough choices to make right now.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    Lexxypwns wrote: »
    Lexxypwns wrote: »
    Lexxypwns wrote: »
    Glory wrote: »
    Calboy wrote: »
    good damage and no sustain...

    This is the only thing you can strive for on a Magicka Dragonknight anymore, our sustain is shot to ***. Obviously don't sacrifice all of it but don't try to increase it any more than normal, it's just "there" and it's why I tell almost everyone that wants to play mDK to get a good Templar buddy running Luminous Shards and Energy Orb for your sustain, it's effective, the heals and damage the Templar can provide pretty much doubles everything you can do, and provided you have good DKs and a good Templar, you're legitimately unkillable unless you get zerged.

    I sat inside an enemy keep for probably 2hrs against 8-12 constant EP healing 2 mDKs, granted, it took a while to effectively wipe them and give us breathing room. But we only died because one of the DKs got a little to trigger happy and leaped into the upper keep leaving us to low on damage and CC to outlast. Kept 2-3 Energy Orbs up the entire time, Breath of Life when needed. Dropped Luminous if one of the Dks called for stam/mag. GG EZ.

    TL;DR, don't solo as a DK, ever. Get another DK or Templar at minimum.

    We all know that being carried by a pocket healer makes any class or build trivial lol. Many in this thread want to build to be effective both independently and within a group.

    This, who want a healer lol

    Most accessible solo build has gotta be 5 seducer 5 BSW 2 Skoria. Damage and sustain, you still have limited burst tho

    The set up i use is similar, rattlecage over BSW and Grothdarr over skoria (skoria is better for 1v1 though)

    I feel I do well enough and only been playing this class for a few weeks, although it lacks huge burst it does have insane pressure, and ferocious leap is good to execute.

    Has anyone tried to the new chains? Does it still not work due to issues with height or does it just suck?
    I keep hearing Rattlecage thrown around, but wouldn't Kagnarec's Hope be stronger? I mean, unless whatever you put in that slot that you aren't using for Major Sorcery gives you more DPS and utility than Kag's, it just doesn't seem worth it to me. Especially if you're running Destro. Seriously, Molten Armaments can make a fully charged Inferno staff attack hit for, like, 20k damage with the right buffs.

    On another note, I have tried Chains. I really like it, actually. It seems to work more often than not, for sure. I had more problems with the range than with the unreliability. It certainly has great synergy with *gasp* Eye of the Storm + Grothdarr setups.

    Don't believe the hype, rattlecage is a bad set. Kags and Julianos are both better as is BSW. Take your pick between entropy or igneous weapons, both are highly efficient skills and trigger multiple Passives. Rattlecage alone isn't all that much damage, but since it gives no sustain you need to seek some amount of that in your other sets...

    I thought the same thing till I tried it, it really is well suited for a DK, don't knock it till you tried it.

    Plus like already mentioned, the extra skill slot is really beneficial cause mDKs have so many skills.

    I have tried it though and I struggled to find something more efficient to slot in place of entropy/molten since they both activate so many passives, I found the damage to be severely lacking and found myself needing to dedicate my other 5pc to sustain, meaning my damage was capped out at what rattlecage gives. In a vacuum I don't think its terrible, but in a world where BSW, julianos, and Kags all exist I just can't see running rattlecage.

    So what's your set up out of curiosity? Skills ect?

    I'm running 5/1/1 Heavy. Rattlecage,seducer and Grothdarr.

    DW - Whip / Inferno / Embers / Talons / Fossilize / Leap

    Resto - DeepBreath / Engulfing flames / elusive mist / healing ward / volatile Armor

    I've tried SnB and am not a massive fan, also I'm not fond of dragon blood. I tried using SnB and dragon blood over Resto and healing Ward and still found healing Ward to better.

    But I couldn't imagine playing without one of my slotted skills, I mean I don't even have room for igneous shield what do you drop for major sorcery?

    This set up leaves me with 3k spell damage before wrath and weapon damage enchants

    Double snb

    Bsw/slimecraw/seducer I've got sharp BSW sword with reinforced shield and 3 bsw jewels 2 torugs snb back bar. 5 seducer, light gloves, medium waist, 3 heavy. 2 heavy slimecraw.

    Ember, fossilize, whip, inhale, talons. meteor
    volatile, entropy, coag, mist, flex. bats

    Near unlimited sustain(as far as DK goes), 4k spell damage + minor berserk
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