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Dk's need Escape Mechanics.

  • Minno
    Minno
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    Minno wrote: »
    The current Dk house before and after patch. Been this way for a long time now.



    iD0MTks.jpg



    Why need a house if you can Sprint around an enemy?
    mwqlq346o1ts.png

    [img][/img]zbv0sset3mqi.jpg



    Dk cannot afford to lose any damage to put on a sub standard set. The stamina DK damage is already at the very bottom of the barrel. And proc sets are required to do any type of damage that doesn't tickle the enemy.

    If your Stam, then it is a terrible set. But if the thread is complaining about mobility, but won't look at other options given, then not much we can do except whine like nerds.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • MrBeatDown_
    MrBeatDown_
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    Minno wrote: »

    Dk cannot afford to lose any damage to put on a sub standard set. The stamina DK damage is already at the very bottom of the barrel. And proc sets are required to do any type of damage that doesn't tickle the enemy.

    If your Stam, then it is a terrible set. But if the thread is complaining about mobility, but won't look at other options given, then not much we can do except whine like nerds.[/quote]

    See the problem with that set is (if your stamina) you simply cannot afford to take off a proc set for it. You wont be able to kill anyone except for some new guy with 72 cp that doesn't know what hes doing.

    The Dk is the hardest class in the game to play, and there is no such thing as build diversity with them. Heavy armor or GTFO of cyrodiil. And you are forced to use a proc 2 piece monster set and a proc 5 piece set. Your sets need to be proc sets if your stamina. The stamina DK is the weakest class for DPS in the game. Period. So this group of engineers that is working on this class has a lot of work to do.
  • LonePirate
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    The stamina DK damage is already at the very bottom of the barrel.

    Stamina DK damage is still more than Magicka DK damage as Stamina weapon skills deal more damage than Magicka class skills and Magicka weapon skills outside of EOTS.
  • MrBeatDown_
    MrBeatDown_
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    Dk would benefit from something like this. This is something that wouldn't be to hard to implement in game. The skill already exist it has just been outdated for years. Just tweak some numbers and add in major expedition and it would be nice. I think magica would be the preferred cost but it really could be nice with a stamina morph .



    4GNZ9aE.png


    That's my proposition on how to make playing a Dk a little better. It would greatly improve escaping and put us better on par with the other 3 classes for PvP anyway. I would see this as really good in pve also.



  • Weps
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    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity

    And more thing, it should replace Cinder Storm and not Eruption because in the second case it would hurt even more the already very difficult to master Magicka DK rotation
    Edited by Weps on May 16, 2017 7:42PM
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • MrBeatDown_
    MrBeatDown_
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    Weps wrote: »
    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity

    And more thing, it should replace Cinder Storm and not Eruption because in the second case it would hurt even more the already very difficult to master Magicka DK rotation

    This ability would still allow you to stand your own ground if you want too but at a reasonable cost with DoT damage. You don't have to leave the radius if you don't want too. Its about options, Utility. Dk's have the least amount of options and utility out of all the classes. They only gave Dk one option for ardent flame and it is not very effective when going against more than one person, You will sacrifice all your resources just trying to apply it one time to multiple people while trying to stay alive.

  • Ishammael
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    No, cinder storm should have major evasion and be targeted at your feet, just like it used to.

    Also, fix igneous. LA mDK is really squishy
  • Weps
    Weps
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    Weps wrote: »
    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity
    Weps wrote: »
    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity

    And more thing, it should replace Cinder Storm and not Eruption because in the second case it would hurt even more the already very difficult to master Magicka DK rotation

    This ability would still allow you to stand your own ground if you want too but at a reasonable cost with DoT damage. You don't have to leave the radius if you don't want too. Its about options, Utility. Dk's have the least amount of options and utility out of all the classes. They only gave Dk one option for ardent flame and it is not very effective when going against more than one person, You will sacrifice all your resources just trying to apply it one time to multiple people while trying to stay alive.

    I'm sorry but I don't see how gaining Major Expedition from a ground-based ability allows me to stand my ground.
    It'll surely improve your PvE DPS, so why can't I also get some healing out of it? Or if it's intended to be used by both tanks and Dps alike, why can't I gain something by standing in it?
    If you cast it in PvP, people will move the heck away from it as soon as you put it down ( unless it becomes an Ardent Flame ability ) and me gaining Major Expedition is just an incentive to get away from it, not use it to my own advantage.
    This is on the same line as Chains giving you Major Expedition.
    Why should I use something that it's clearly intended to let me gain the upper hand and bring the skirmish to me when that skill will give me a reason to get away from the battle?

    It doesn't give you option in my opinion. If you're DPSing, you won't really need Major Expedition. If you're PvPing, you won't really need it unless you want it to make your opponent think twice about fighting you there. Plus it'll cost you stamina, thus making the fact that is an Ebonheart Earth ability useless so I can't even cast it to gain resources back because I will, in fact, lose them.

    The concept is not bad, it needs some tweaks to be really effective.
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • wimhwimladimf
    wimhwimladimf
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    Tank needs escape mechanism? xD that's called break free!
  • Rinmaethodain
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    Lmao, change Dragon Leap from being targeted at enemy to targeted like endless hail (can drop anywhere)

    DK's will be able to fly away from people :D

    It will be DK's "NOPE *flies away*"
    Edited by Rinmaethodain on May 16, 2017 10:33PM
  • NBrookus
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    Minno wrote: »
    NBrookus wrote: »
    LonePirate wrote: »
    I didn't even bring up the Armor's. If your a DK DO NOT WEAR MEDIUM/LIGHT ARMOR, YOU WILL BE INSTA OBLITERATED.

    Were pigeon holed into heavy. with maybe 2 medium or you can go with undaunted passive but even that is nerfing yourself.

    You will get blowed up so fast if your not in heavy next patch LOL

    In PVP, DKs are still "INSTA OBLITERATED" even in heavy armor. My heavy armored Magicka DK routinely has 3 or more 8K+ non-ultimate skill entries on my death recaps.


    You wont be able to duel wield after this thing goes live too. You will be forced to use a stave to regenerate resources and heavy attack. You might be able to get away with S/B on swap since magica damage shields don't work for DK's the way they work for sorcs, I would highly recommend not using a resto staff. A sorc can have 60k magica and insane damage shields. You put 60k magica on a Dk ( I don't even know if its possible) and you might get a 10k shield LOL

    Best I could do was 53k.

    Seeing a 15k whip was really awesome... right before I insta-died from ranged attacks because I was in pajamas and wings don't work for diddly despite their high cost.

    I've been trialing "next patch" builds this week in Cyro; i.e. light armor, harness instead of igneous. They are all very underwhelming; we just don't have enough defense or mobility. Unless the meta shifts radically to light/medium -- which I doubt, since proc sets can keep stamplars and stamsorcs in heavy, and magplars need defense -- light armor DK only works with a solid pocket healer, a meat shield and someone who can put out more dps. In other words, the last kid to get picked for the team.

    If you run light armor, run dampen Magicka and 10% in bastion. Run a health bonus monster helm. You should have 23k health, 37k mag and a 9k shield/20% physical DMG mitigation to help offset the lack of physical resistance.

    I can do better stats than that in purple gear (and did). Imagine playing a sorc without lightning form, hardened ward or streak, no ranged skills, and with half the damage... think that will work?
  • Minno
    Minno
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    NBrookus wrote: »
    Minno wrote: »
    NBrookus wrote: »
    LonePirate wrote: »
    I didn't even bring up the Armor's. If your a DK DO NOT WEAR MEDIUM/LIGHT ARMOR, YOU WILL BE INSTA OBLITERATED.

    Were pigeon holed into heavy. with maybe 2 medium or you can go with undaunted passive but even that is nerfing yourself.

    You will get blowed up so fast if your not in heavy next patch LOL

    In PVP, DKs are still "INSTA OBLITERATED" even in heavy armor. My heavy armored Magicka DK routinely has 3 or more 8K+ non-ultimate skill entries on my death recaps.


    You wont be able to duel wield after this thing goes live too. You will be forced to use a stave to regenerate resources and heavy attack. You might be able to get away with S/B on swap since magica damage shields don't work for DK's the way they work for sorcs, I would highly recommend not using a resto staff. A sorc can have 60k magica and insane damage shields. You put 60k magica on a Dk ( I don't even know if its possible) and you might get a 10k shield LOL

    Best I could do was 53k.

    Seeing a 15k whip was really awesome... right before I insta-died from ranged attacks because I was in pajamas and wings don't work for diddly despite their high cost.

    I've been trialing "next patch" builds this week in Cyro; i.e. light armor, harness instead of igneous. They are all very underwhelming; we just don't have enough defense or mobility. Unless the meta shifts radically to light/medium -- which I doubt, since proc sets can keep stamplars and stamsorcs in heavy, and magplars need defense -- light armor DK only works with a solid pocket healer, a meat shield and someone who can put out more dps. In other words, the last kid to get picked for the team.

    If you run light armor, run dampen Magicka and 10% in bastion. Run a health bonus monster helm. You should have 23k health, 37k mag and a 9k shield/20% physical DMG mitigation to help offset the lack of physical resistance.

    I can do better stats than that in purple gear (and did). Imagine playing a sorc without lightning form, hardened ward or streak, no ranged skills, and with half the damage... think that will work?

    ::Shrugged:: works for me. Though I have a poor man's curse, purifying light, undodgeable jabs, a burning light proc, and valkyn skoria with the ability to proc mobility to catch up to streaking sorcs/bow builds.

    I tried stacking all those stats, but you give up so much utility trying to be the big hen in the yard. I'd rather be a fast fox then sit around complaining that my class just "sits there".
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Veg
    Veg
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    Theres not much point in dk's having escape mechanics. All our damage is melee and we have to rely on block anyways so we end up with an inferior playstyle to other classes when it comes to hit and run.

    https://www.youtube.com/watch?v=8GASXLABuPM&feature=youtu.be&ab_channel=Veg

    I can run into a group and attempt a kill but 9/10 times ill die too quickly. Even the 1/10 times aren't that exciting.

    Why even bother with that when you can do this: https://www.youtube.com/watch?v=MKw1nN51PSs&ab_channel=Veg
    ᕙ༼ຈل͜ຈ༽ᕗ
  • MrBeatDown_
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    Weps wrote: »
    Weps wrote: »
    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity
    Weps wrote: »
    That's an interesting suggestion.
    I don't know how effective could be tho, considering it's an Earthen Earth ability thus meaning you'll earn 990 stamina back to cast it but it will cost you around 3k.

    Also, you can obtain pretty much the same from Leeching Plate that will also heals you.
    Low proc chance, that's true but it comes for free.

    I'd use it if it was moved to the Ardent Flame tree ( with Inferno placed in the EE one ) and if it'll give you Major Evasion or some healing back based on the damage done or extra mitigation while standing inside of it.

    Dk are a stand your ground class, to me every major or minor expedition buff they link to a skill of the class is a wasted opportunity

    And more thing, it should replace Cinder Storm and not Eruption because in the second case it would hurt even more the already very difficult to master Magicka DK rotation

    This ability would still allow you to stand your own ground if you want too but at a reasonable cost with DoT damage. You don't have to leave the radius if you don't want too. Its about options, Utility. Dk's have the least amount of options and utility out of all the classes. They only gave Dk one option for ardent flame and it is not very effective when going against more than one person, You will sacrifice all your resources just trying to apply it one time to multiple people while trying to stay alive.

    I'm sorry but I don't see how gaining Major Expedition from a ground-based ability allows me to stand my ground.
    It'll surely improve your PvE DPS, so why can't I also get some healing out of it? Or if it's intended to be used by both tanks and Dps alike, why can't I gain something by standing in it?
    If you cast it in PvP, people will move the heck away from it as soon as you put it down ( unless it becomes an Ardent Flame ability ) and me gaining Major Expedition is just an incentive to get away from it, not use it to my own advantage.
    This is on the same line as Chains giving you Major Expedition.
    Why should I use something that it's clearly intended to let me gain the upper hand and bring the skirmish to me when that skill will give me a reason to get away from the battle?

    It doesn't give you option in my opinion. If you're DPSing, you won't really need Major Expedition. If you're PvPing, you won't really need it unless you want it to make your opponent think twice about fighting you there. Plus it'll cost you stamina, thus making the fact that is an Ebonheart Earth ability useless so I can't even cast it to gain resources back because I will, in fact, lose them.

    The concept is not bad, it needs some tweaks to be really effective.

    I guess that's your opinion then. If you don't think it gives more utility and options for a stamina based character then I'm not going to try to convince you that freeing up a space on a skill bar and putting something else that can increase survivability or add damage to allow you to stand your ground while also giving you the option to fight in the aoe DOT or Run away after casting it creating a Slow barrier between you and your opponent. I think it should be magicka cost, if you look at the picture I posted you would see that I think 3k magic should be the cost. I don't know what else to say to you about it. Major expedition in VMA is wonderful.

    The numbers could be tweaked a little bit but 90% of the player base probably doesn't use this ability for pve anyway. Not when you got better options for a magica DK like wall of fire morphs on a Destro staff that do way more damage for magica users anyway.
  • GreenSoup2HoT
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    No sprint regen really killed the kiting game for me. Its just never worth it to sprint. Not even with sprint cost reduction sets is it ever worth it to kill your regen.
    PS4 NA DC
  • Minno
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    No sprint regen really killed the kiting game for me. Its just never worth it to sprint. Not even with sprint cost reduction sets is it ever worth it to kill your regen.

    Burst Sprint. Unless you know where you are going, the enemy won't be at, then hold down the gas pedal.

    Think of it this way, how long can you run for in one shot before you are gasping for air ;)
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • MrBeatDown_
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    No sprint regen really killed the kiting game for me. Its just never worth it to sprint. Not even with sprint cost reduction sets is it ever worth it to kill your regen.

    I agree. You really cant wear gear like that without totally gimping yourself. You have to have some type of damage/Proc set in its place to kill people. Dk cannot afford to loose any damage what so ever.

    We don't do enough damage, We do not have enough Utility, and we cant stand our ground. The other 3 classes currently have all that and they outsustain, out dps, Have better defense and offenses all around, and out heal DK in stamina builds. The other 3 classes can currently be built to be better than dks and that's not what they are supposed to be capable of doing with there classes.

    So when people make this argument of we need to stand our ground, Well, when a medium armor NB can stand his ground better than a Dk or when a 60k magica damage shield sorc can stand there ground better than the dk, or Hell even a Templar can stand there ground better than a dk, And whip a DK's Ass like its no problem and out heal them just to top it off, You know there is a serious class inbalance and Zos doesn't seem to care.
  • NBrookus
    NBrookus
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    Minno wrote: »
    NBrookus wrote: »
    Minno wrote: »
    NBrookus wrote: »
    LonePirate wrote: »
    I didn't even bring up the Armor's. If your a DK DO NOT WEAR MEDIUM/LIGHT ARMOR, YOU WILL BE INSTA OBLITERATED.

    Were pigeon holed into heavy. with maybe 2 medium or you can go with undaunted passive but even that is nerfing yourself.

    You will get blowed up so fast if your not in heavy next patch LOL

    In PVP, DKs are still "INSTA OBLITERATED" even in heavy armor. My heavy armored Magicka DK routinely has 3 or more 8K+ non-ultimate skill entries on my death recaps.


    You wont be able to duel wield after this thing goes live too. You will be forced to use a stave to regenerate resources and heavy attack. You might be able to get away with S/B on swap since magica damage shields don't work for DK's the way they work for sorcs, I would highly recommend not using a resto staff. A sorc can have 60k magica and insane damage shields. You put 60k magica on a Dk ( I don't even know if its possible) and you might get a 10k shield LOL

    Best I could do was 53k.

    Seeing a 15k whip was really awesome... right before I insta-died from ranged attacks because I was in pajamas and wings don't work for diddly despite their high cost.

    I've been trialing "next patch" builds this week in Cyro; i.e. light armor, harness instead of igneous. They are all very underwhelming; we just don't have enough defense or mobility. Unless the meta shifts radically to light/medium -- which I doubt, since proc sets can keep stamplars and stamsorcs in heavy, and magplars need defense -- light armor DK only works with a solid pocket healer, a meat shield and someone who can put out more dps. In other words, the last kid to get picked for the team.

    If you run light armor, run dampen Magicka and 10% in bastion. Run a health bonus monster helm. You should have 23k health, 37k mag and a 9k shield/20% physical DMG mitigation to help offset the lack of physical resistance.

    I can do better stats than that in purple gear (and did). Imagine playing a sorc without lightning form, hardened ward or streak, no ranged skills, and with half the damage... think that will work?

    ::Shrugged:: works for me. Though I have a poor man's curse, purifying light, undodgeable jabs, a burning light proc, and valkyn skoria with the ability to proc mobility to catch up to streaking sorcs/bow builds.

    I tried stacking all those stats, but you give up so much utility trying to be the big hen in the yard. I'd rather be a fast fox then sit around complaining that my class just "sits there".

    I have 3 magplars. Even with the latest nerfs, magplar is in a MUCH better place than mDK.

    I've tried a lot of different mDK builds, from glass cannon to bomb DK to pestilence tank. I've been well out of my comfort zone and even trying some pretty weird non-meta stuff, looking for a solution. DKs doesn't do anything particularly well anymore. Even magblade, as troubled as that class has been in PvP, has more niche builds that work... even tanking.

    Put that Skooma Smuggler build on a DK and you have a DK that can't tank and can't kill. I guess being able to run back to the safety of a zerg is one way of playing the game... but you are still the fat kid no one wants to pick for the team because you aren't doing anything another class can't do better.

    When a guild like Invictus banishes DKs, this isn't just random complaining.
  • Avran_Sylt
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    I don't think they need an escape mechanism, but rather a few defensive tweaks.

    Say for Hardened Armor (Spiked Armor Morph), Instead of granting a small shield, instead have it grant Minor Protection for a duration.

    Reduce the Ult cost of Magma Armor and Magma Shell by 25

    Ash Cloud no longer slows, but grants you Major Evasion while inside, as well as applying a debuff on enemies that causes them to miss 15% of their attacks for one second that refreshes while they stay inside your ash cloud. (If it isn't a debuff already, call it Major Blinding).
    Edited by Avran_Sylt on May 17, 2017 1:54AM
  • TheHsN
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    if im going to run why the hell i chose DK i die with honor better:D
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Weps
    Weps
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    I guess that's your opinion then. If you don't think it gives more utility and options for a stamina based character then I'm not going to try to convince you that freeing up a space on a skill bar and putting something else that can increase survivability or add damage to allow you to stand your ground while also giving you the option to fight in the aoe DOT or Run away after casting it creating a Slow barrier between you and your opponent. I think it should be magicka cost, if you look at the picture I posted you would see that I think 3k magic should be the cost. I don't know what else to say to you about it. Major expedition in VMA is wonderful.

    The numbers could be tweaked a little bit but 90% of the player base probably doesn't use this ability for pve anyway. Not when you got better options for a magica DK like wall of fire morphs on a Destro staff that do way more damage for magica users anyway.

    It's not about personal opinion, it's about logic.
    How a ground-based AoE ability that gives me Major Expedition can be helpful in the "stand your ground" regard?
    Follow me for a minute, if I cast it in PvE that means that if I use the bonus I will take the vast majority of mobs and adds OUT of it. If I'm casting it in PvP people will leave it immediately and they have far better sources to get Major Expedition so as soon as I use it they'll be on my butt again. So what's the purpose of casting it if I can't say "Ok I'm gonna sit inside of it and I dare you to come here and kill me" which is entire purpose of the class?
    In my opinion, yes, Major Expedition should be banned from Dks and should be replaced with all sorts of buffs and debuffs like Maim, Mending, Protection and even Berserk.

    You can get minor Expedition from pots and from the bow passive for vMA, this ability as you're suggesting it, imho, won't free up a space...except for MagDKs. Now, I use Eruption for everything so I might be biased but so far I saw very few DKs running the other morph for PvE, simply because Eruption increases your DPS and Cinder Storm is not really that good since mobs, adds and bosses usually don't have the tendency to leave the AoE you casted so the longer snare duration won't really do them no harm. May be useful for PvP but again, I think I'm on the few DK still running this draining-ass almost useless skill for everything.
    Edited by Weps on May 17, 2017 8:39AM
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • FloppyTouch
    FloppyTouch
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    Ishammael wrote: »
    DYNAMIC ULTIMATE

    This is all we need and dk is fixed it's that simple
  • Witar
    Witar
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    Get some vampire bite and escape all you want
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • Weps
    Weps
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    If it's mandatory for a class to go vamp in order to survive, while for the other is a plus, then you know there is something unbalanced with the class.
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • DUTCH_REAPER
    DUTCH_REAPER
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    Do not agree with needing mobility. Here are ways to get that. I.e accelerating drain, mist or sets. What we need is flames of oblivion to be an aoe like it originally was, our cinder storm to give us back our dodge chance and better passives.
  • Weps
    Weps
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    Agreed.
    Ardent Flames passives should be reworked in order to be more in line with the other classes ( 6% increase on every flame and poison ability damage, increase the effectiveness of DoTs even if they're cleansed, thus removing the increased damage for status passive ), Draconic Power should slightly increase the tankiness, recovery ( increase health and magicka recovery for every draconic power ability slotted? ) and Earthen Earth should give more group benefits ( minor brutality is ok, maybe minor mending for the group when you cast igneous or at least something that will help your group cleanse or stay alive better ).

    Some of the skills they try to force feed us need to be hold for a little bit or really they should add something interesting to it in order to be considered.
    Chains, for instance. Instead of having both morph giving you Major Expedition, both should give you Empowered and one should turn into a multiple chains tornado for you to grab 6+ enemies around you ( and that's your PvE morph ) and the PvP one is pretty much ok with being single target that will refund the cost if it misses the shot.
    Stone Giant they better make turn it into a ranged burst ability a la Crystal Frags otherwise they better make peace with the fact that this ability will be only used by DK healers.
    The whip should have a pseudo execution mechanic attached to the power lash.
    Inferno would be better with the AoE configuration.
    The inhale morphs are pretty good like this maybe some tweaks here in there about the timing of the animation and the magick refund of the Draw Essence one.

    And don't even let me continue with the Earthen Earth abilities and passives.
    That whole skill line needs maintenance and tweaks like it's a 1886 Benz car
    Edited by Weps on May 17, 2017 1:09PM
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • NBrookus
    NBrookus
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    Despite the overwhelming importance of mobility in Cyro now (negates, destro ults, encase spam, incoming sleet storms and aoe defiles... even the rare standard), I'm philosophically fine with DKs not having mobility. But we need skills and passives that makes up for the lack.

    Inhale could actually become dangerous. (Or a sustain skill.) Inferno could be an aoe execute. Aoe defile and the wrath passive should have gone to DKs -- you want to gang up on a DK that can't get away? It should be dangerous to do so.

    But DKs have given pages and pages of ideas to the devs in the past, virtually all of which were ignored. And it's not likely to change until the day we see @ZOS_RichLambert roaming open world Cyrodiil on a mag DK. ZOS seems content to make DKs a PVE only class.
  • Aedaryl
    Aedaryl
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    NBrookus wrote: »
    Despite the overwhelming importance of mobility in Cyro now (negates, destro ults, encase spam, incoming sleet storms and aoe defiles... even the rare standard), I'm philosophically fine with DKs not having mobility. But we need skills and passives that makes up for the lack.

    Inhale could actually become dangerous. (Or a sustain skill.) Inferno could be an aoe execute. Aoe defile and the wrath passive should have gone to DKs -- you want to gang up on a DK that can't get away? It should be dangerous to do so.

    But DKs have given pages and pages of ideas to the devs in the past, virtually all of which were ignored. And it's not likely to change until the day we see @ZOS_RichLambert roaming open world Cyrodiil on a mag DK. ZOS seems content to make DKs a PVE only class.

    L2P, dk is good in PvP, and if ZoS don't apply players idea, it's because there is like 90% of buff OP for making dk a god, seriously, I always laught when I see that kind of "pls buff dk by *insert stupid OP mechanics*

    The major mending lost is a bit too much yeah, but saying dk is not viable in PvP is a pure l2p issue, or a joke
    Edited by Aedaryl on May 17, 2017 2:41PM
  • Weps
    Weps
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    Aedaryl wrote: »

    L2P, dk is good in PvP, and if ZoS don't apply players idea, it's because there is like 90% of buff OP for making dk a god, seriously, I always laught when I see that kind of "pls buff dk by *insert stupid OP mechanics*

    The major mending lost is a bit too much yeah, but saying dk is not viable in PvP is a pure l2p issue, or a joke

    To me, sounds like you're the one who has to l2p against DKs :lol:
    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • LonePirate
    LonePirate
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    NBrookus wrote: »
    But DKs have given pages and pages of ideas to the devs in the past, virtually all of which were ignored. And it's not likely to change until the day we see @ZOS_RichLambert roaming open world Cyrodiil on a mag DK. ZOS seems content to make DKs a PVE only class.

    I'm sorry; but you are wrong. DKs won't change the day @ZOS_RichLambert finally roams Cyrodiil on a Magicka DK. He'll need a couple of weeks to experience the DK pain points because his first days will be spent learning how to play one. Then he'll ask @Wrobel to investigate who will also need a few weeks to learn how to play one given that neither one has ever stepped foot in a live Cyrodiil campaign on a Magicka DK. After these few weeks of learning how to play the class, it will take a couple of months to implement changes and roll them into a quarterly update. Only then will we behold their wondrous solutions like adding an extra two seconds to the Searing Strike DOT or increasing the range of Stone Giant by a meter.

    Of course, I'm being optimistic here. In reality, they will likely delete their MDKs roughly 30 minutes after creating them and they will throw their hands in the air due to the exasperation of not knowing what to do or how to fix things. In the end, we'll receive some nonsensical claim about MDKs being in a good spot and they can't disrupt their idea of PVE balance by tossing DKs a bone in Cyrodiil. The fact that the class is little more than cannon fodder in PVP makes no difference to them because players can simply reroll to the Warden class.
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