AhPook_Is_Here wrote: »Bow might be better than s/s, dks don't have many ways to make distance, bow is your lowest cost bet.
AhPook_Is_Here wrote: »If you are in a group or zerg surfing that's fine, but the only ranged abilities you will have are scale and stone fist, and your only way out of trouble is going to be either invisibility+speed pots or maneuvers that will eat most of your sta and reduce your other options if you are on your heels. If you run around solo looking for fights it will be a rough road as you will mostly just find small groups of nightblades the wrong way who have tools to open your can and will just run away if they fail usually wasting one of your pots in the process.
Current setup I run for non-CP:
Gear
2x Bloodspawn
5x Blackrose
5/4x Werewolf Hide OR <any mix of Agility / Endurance> OR Hulking Draugr, possible vMA 2h backbar
You kinda want Robust (stamina) jewelry, so I stick to the 3x Agility + mixed pieces till I get what I want, the end result is similar anyway, the farm for specifics weapons can be a pain >.>
Possible traits: Infused on large armor pieces, Sturdy on any piece, Impenetrable on any piece. CP campaigns are more crit-heavy, so you might want more Impen there. For weapons, Sharpened on the 2h, Defending on the SnB one (interesting note: casting Venomous claw from your backbar means it benefits from Sharpened, even if you swap to your SnB bar).
For CP campaigns, depending on how well you sustain, you can use Fury and / or 7th legion as well.
For enchants, a majority of stamina enchants will help both your survivability and damage (DKs have great synergies with max resources more so than recovery). 3x Weapon enchant if you have little sustain issues, 2x and a cost reduction glyph on jewelry otherwise. Try to weave heavy attacks in as many abilities as possible, it takes some time getting used to it.
Abilities
SnB:
Igneous Shield / Resolving Vigor / <flex> / Ransack / Reverberating bash // Spell Wall
2H:
Critical Rush / Executioner / Forward Momentum / Hardened armor / Venomous Claw // Take Flight
Dawnbreaker is bugged and scales based on magic penetration, so #HailTakeFlight. <flex> can be Shuffle (you can then use Rally instead of Forward Momentum), Absord magic or any utility. If necessary, you can swap it with Hardened armor (if you want to use Caltrops or Rapid maneuvers for instance).
Races
Redguard, Orc, Imperial are the best picks.
Consumables - Potions
Speed, immovable, stamina / All you need to compensate for the lack of Major expedition besides Rapid maneuvers, CC immunity and stamina for a huge sustain boost, one of the best open world picks.
Immovable, Major savagery, stamina / Aggressive alternative, when you're already in close quarters with your opponent and where mobility isn't as relevant
Detection, Immovable / Self explanatory, ganking countermeasure.
Consumables - Poisons
Depends on encounters. I see a majority of magicka builds right now, so I'm double slotting Magicka cost increase (simple effect, 10.5s duration) poisons, it's possible to go for a mixed option (stamina / magicka cost increase). For more burst, double damage DoT is a good option. You can play around different poisons quite easily, there are many options available.
Mundus
Thief for maximum healing + burst opportunities, Tower for balanced sustain / damage
Food
Max health / stamina
Vampire / WW
No point to werewolf, we don't slot the ultimate.
Vampire - we don't spend much time in stealth, there are quite a few Dawnbreakers out there, we have low base recovery and fire is a very popular element, so not recommended.
General comments
Defending on main bar, because Sharpened is of no help against shields, it's also going to be your primary bar for fights where you are pressured. 2H is your finisher & buff bar, your usual crit rush > Take Flight > Executioner combo is there.
Positioning yourself is going to be the first reason you die, it takes a bit of experience to know whether it's time to go all-in or take a few steps back.
You have basically only one AoE available, and it's an ultimate, so don't expect to perform well in large-scale fights, this build has good tankiness and single target burst, but poor sustained damage and AoE. It is possible to pop Spell wall, rush a light-armored target in the middle of a group, kill him then get back in a safer position while under heavy fire.
It does require a good amount of bar swapping as is, but practice makes perfect. If it's too much trouble, swap Venomous claw to the flex slot on the front bar.
You can drop Ransack on your SnB bar and use Dizzying swing instead, you can then use Noxious Breath for the Major fracture.
Skooma
But this one iz thirsty, you haz skooma, yez?<
Current setup I run for non-CP:
Gear
2x Bloodspawn
5x Blackrose
5/4x Werewolf Hide OR <any mix of Agility / Endurance> OR Hulking Draugr, possible vMA 2h backbar
You kinda want Robust (stamina) jewelry, so I stick to the 3x Agility + mixed pieces till I get what I want, the end result is similar anyway, the farm for specifics weapons can be a pain >.>
Possible traits: Infused on large armor pieces, Sturdy on any piece, Impenetrable on any piece. CP campaigns are more crit-heavy, so you might want more Impen there. For weapons, Sharpened on the 2h, Defending on the SnB one (interesting note: casting Venomous claw from your backbar means it benefits from Sharpened, even if you swap to your SnB bar).
For CP campaigns, depending on how well you sustain, you can use Fury and / or 7th legion as well.
For enchants, a majority of stamina enchants will help both your survivability and damage (DKs have great synergies with max resources more so than recovery). 3x Weapon enchant if you have little sustain issues, 2x and a cost reduction glyph on jewelry otherwise. Try to weave heavy attacks in as many abilities as possible, it takes some time getting used to it.
Abilities
SnB:
Igneous Shield / Resolving Vigor / <flex> / Ransack / Reverberating bash // Spell Wall
2H:
Critical Rush / Executioner / Forward Momentum / Hardened armor / Venomous Claw // Take Flight
Dawnbreaker is bugged and scales based on magic penetration, so #HailTakeFlight. <flex> can be Shuffle (you can then use Rally instead of Forward Momentum), Absord magic or any utility. If necessary, you can swap it with Hardened armor (if you want to use Caltrops or Rapid maneuvers for instance).
Races
Redguard, Orc, Imperial are the best picks.
Consumables - Potions
Speed, immovable, stamina / All you need to compensate for the lack of Major expedition besides Rapid maneuvers, CC immunity and stamina for a huge sustain boost, one of the best open world picks.
Immovable, Major savagery, stamina / Aggressive alternative, when you're already in close quarters with your opponent and where mobility isn't as relevant
Detection, Immovable / Self explanatory, ganking countermeasure.
Consumables - Poisons
Depends on encounters. I see a majority of magicka builds right now, so I'm double slotting Magicka cost increase (simple effect, 10.5s duration) poisons, it's possible to go for a mixed option (stamina / magicka cost increase). For more burst, double damage DoT is a good option. You can play around different poisons quite easily, there are many options available.
Mundus
Thief for maximum healing + burst opportunities, Tower for balanced sustain / damage
Food
Max health / stamina
Vampire / WW
No point to werewolf, we don't slot the ultimate.
Vampire - we don't spend much time in stealth, there are quite a few Dawnbreakers out there, we have low base recovery and fire is a very popular element, so not recommended.
General comments
Defending on main bar, because Sharpened is of no help against shields, it's also going to be your primary bar for fights where you are pressured. 2H is your finisher & buff bar, your usual crit rush > Take Flight > Executioner combo is there.
Positioning yourself is going to be the first reason you die, it takes a bit of experience to know whether it's time to go all-in or take a few steps back.
You have basically only one AoE available, and it's an ultimate, so don't expect to perform well in large-scale fights, this build has good tankiness and single target burst, but poor sustained damage and AoE. It is possible to pop Spell wall, rush a light-armored target in the middle of a group, kill him then get back in a safer position while under heavy fire.
It does require a good amount of bar swapping as is, but practice makes perfect. If it's too much trouble, swap Venomous claw to the flex slot on the front bar.
You can drop Ransack on your SnB bar and use Dizzying swing instead, you can then use Noxious Breath for the Major fracture.
Skooma
But this one iz thirsty, you haz skooma, yez?<
Ohhgrizyyy wrote: »Current setup I run for non-CP:
Gear
2x Bloodspawn
5x Blackrose
5/4x Werewolf Hide OR <any mix of Agility / Endurance> OR Hulking Draugr, possible vMA 2h backbar
You kinda want Robust (stamina) jewelry, so I stick to the 3x Agility + mixed pieces till I get what I want, the end result is similar anyway, the farm for specifics weapons can be a pain >.>
Possible traits: Infused on large armor pieces, Sturdy on any piece, Impenetrable on any piece. CP campaigns are more crit-heavy, so you might want more Impen there. For weapons, Sharpened on the 2h, Defending on the SnB one (interesting note: casting Venomous claw from your backbar means it benefits from Sharpened, even if you swap to your SnB bar).
For CP campaigns, depending on how well you sustain, you can use Fury and / or 7th legion as well.
For enchants, a majority of stamina enchants will help both your survivability and damage (DKs have great synergies with max resources more so than recovery). 3x Weapon enchant if you have little sustain issues, 2x and a cost reduction glyph on jewelry otherwise. Try to weave heavy attacks in as many abilities as possible, it takes some time getting used to it.
Abilities
SnB:
Igneous Shield / Resolving Vigor / <flex> / Ransack / Reverberating bash // Spell Wall
2H:
Critical Rush / Executioner / Forward Momentum / Hardened armor / Venomous Claw // Take Flight
Dawnbreaker is bugged and scales based on magic penetration, so #HailTakeFlight. <flex> can be Shuffle (you can then use Rally instead of Forward Momentum), Absord magic or any utility. If necessary, you can swap it with Hardened armor (if you want to use Caltrops or Rapid maneuvers for instance).
Races
Redguard, Orc, Imperial are the best picks.
Consumables - Potions
Speed, immovable, stamina / All you need to compensate for the lack of Major expedition besides Rapid maneuvers, CC immunity and stamina for a huge sustain boost, one of the best open world picks.
Immovable, Major savagery, stamina / Aggressive alternative, when you're already in close quarters with your opponent and where mobility isn't as relevant
Detection, Immovable / Self explanatory, ganking countermeasure.
Consumables - Poisons
Depends on encounters. I see a majority of magicka builds right now, so I'm double slotting Magicka cost increase (simple effect, 10.5s duration) poisons, it's possible to go for a mixed option (stamina / magicka cost increase). For more burst, double damage DoT is a good option. You can play around different poisons quite easily, there are many options available.
Mundus
Thief for maximum healing + burst opportunities, Tower for balanced sustain / damage
Food
Max health / stamina
Vampire / WW
No point to werewolf, we don't slot the ultimate.
Vampire - we don't spend much time in stealth, there are quite a few Dawnbreakers out there, we have low base recovery and fire is a very popular element, so not recommended.
General comments
Defending on main bar, because Sharpened is of no help against shields, it's also going to be your primary bar for fights where you are pressured. 2H is your finisher & buff bar, your usual crit rush > Take Flight > Executioner combo is there.
Positioning yourself is going to be the first reason you die, it takes a bit of experience to know whether it's time to go all-in or take a few steps back.
You have basically only one AoE available, and it's an ultimate, so don't expect to perform well in large-scale fights, this build has good tankiness and single target burst, but poor sustained damage and AoE. It is possible to pop Spell wall, rush a light-armored target in the middle of a group, kill him then get back in a safer position while under heavy fire.
It does require a good amount of bar swapping as is, but practice makes perfect. If it's too much trouble, swap Venomous claw to the flex slot on the front bar.
You can drop Ransack on your SnB bar and use Dizzying swing instead, you can then use Noxious Breath for the Major fracture.
Skooma
But this one iz thirsty, you haz skooma, yez?<
1 more thing....CP?
I'm running BR/Spriggans/Tremor and it's a really fun setup. I've avoided proc sets until this patch, I've joined the dark side considering the amount of troll builds and bomb builds there are nowadays. I just don't care anymore. In a group I'll probably run Troll King or Blood Spawn though.
Ransack/Reverb/Claw/Rocks/Vigor/Leap
CritRush/Shuffle/Flex/Volatile/Rally/Corrosive or Onslaught
Flex = Trap/Caltrops/Rapids
Ohhgrizyyy wrote: »I'm running BR/Spriggans/Tremor and it's a really fun setup. I've avoided proc sets until this patch, I've joined the dark side considering the amount of troll builds and bomb builds there are nowadays. I just don't care anymore. In a group I'll probably run Troll King or Blood Spawn though.
Ransack/Reverb/Claw/Rocks/Vigor/Leap
CritRush/Shuffle/Flex/Volatile/Rally/Corrosive or Onslaught
Flex = Trap/Caltrops/Rapids
Do you have spriggans jewelry and sword/shield and BR body or how do you have it layed out?
https://www.youtube.com/watch?v=AsurPbd_FXA
https://www.youtube.com/watch?v=jmqtxxmrnDsUs PvP Stam DKs are a dying breed, on the verge of extinction.
We have no mobility, and are useless in big groups.
We're decent small-scale or solo, but these situations where we shine are very, very rare.
Sure, we can hold our ground without cheap tricks, and sustain quite fine, but at the end of the day, there's a reason why we're an endangered species: there's nothing we can do other classes can't also do - either better, or with more damage and/or utility and/or mobility.
My two ¢
Us PvP Stam DKs are a dying breed, on the verge of extinction.
We have no mobility, and are useless in big groups.
We're decent small-scale or solo, but these situations where we shine are very, very rare.
Sure, we can hold our ground without cheap tricks, and sustain quite fine, but at the end of the day, there's a reason why we're an endangered species: there's nothing we can do other classes can't also do - either better, or with more damage and/or utility and/or mobility.
My two ¢
Us PvP Stam DKs are a dying breed, on the verge of extinction.
We have no mobility, and are useless in big groups.
We're decent small-scale or solo, but these situations where we shine are very, very rare.
Sure, we can hold our ground without cheap tricks, and sustain quite fine, but at the end of the day, there's a reason why we're an endangered species: there's nothing we can do other classes can't also do - either better, or with more damage and/or utility and/or mobility.
My two ¢
What class/build would you roll, had you known what you know now? I'm thinking of starting a new class solely for pvp that is not StamNB.
GreenhaloX wrote: »I get more bang for the bucks with 5x Spriggans and 5x DKS. You can also slot a monster shoulder piece with whatever you like; increase stam or weapon damage one. Yes, a bit extra weapon damages if running all mediums, but too low of resistance and wipe more easily. DK has crap for damage shield, generally. So, you can't get wrong with having a heavy set that gives more resistance and constant Major Brutality.Us PvP Stam DKs are a dying breed, on the verge of extinction.
We have no mobility, and are useless in big groups.
We're decent small-scale or solo, but these situations where we shine are very, very rare.
Sure, we can hold our ground without cheap tricks, and sustain quite fine, but at the end of the day, there's a reason why we're an endangered species: there's nothing we can do other classes can't also do - either better, or with more damage and/or utility and/or mobility.
My two ¢
Nahh.. Sounds like an alternative fact here? StamDK is still wrecking folks in PvP (and getting wrecked in return; much like any other toons in PvP) You don't need burst. Mobility is just fine with crit rush, venous claw, talons and execution; even DW is fast.