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DK - Elder Dragon Passive Rework

Fvh09NL
Fvh09NL
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Hey all,

Just a quick explanation of why I think this passive should be reworked and 2 possible ideas (nothing final, just an idea).

The passive gives the player 5% health recovery per Draconic Power ability slotted. Tanks might use 3 (probably even less on 1 bar), which gives you 15%, other specs use maybe 2 on 1 bar which would result in 10%. This percentage itself is fine but health recovery isn't that useful (aside from a very few builds), especially considering the fact that health recovery in pve isn't necessary due to high heals and in pvp health recovery isn't worth much either since mDK's will go vamp for mobility and sDK's benefit more from high stamina and weapon damage in order to make rally and vigor strong, thus not speccing for health recovery (might be wrong here). All in all I think the passive needs a rework.

2 possible solutions:
- My first choice would be something similar to the sorcerer's implosion passive, but more defensive/resource focused: a percentage based proc change on taking damage that gives you minor heroism for X amount of seconds (possibly even mitigating part of the damage done). This would help the DK in their design of being build around ultimate and make the passive useful.
- My second choice would be to make it that you gain 4 or 5% health whenever you have a Draconic Power ability slotted, might need to be lower but I'm not sure. Health is at least a lot more useful on any build than health recovery.

What do you guys think? I have always loved the class and actually all its passives feel fine, except elder dragon. Remember, just an idea! Feel free to add your own ideas as well :)
  • Bashev
    Bashev
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    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."
    Edited by Bashev on June 1, 2017 2:05PM
    Because I can!
  • WalksonGraves
    WalksonGraves
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    Bashev wrote: »
    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."

    You can be both you know.
  • Bashev
    Bashev
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    Bashev wrote: »
    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."

    You can be both you know.

    If you are stamina and use 2h, dual wield or bow.
    Because I can!
  • WalksonGraves
    WalksonGraves
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    Bashev wrote: »
    Bashev wrote: »
    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."

    You can be both you know.

    If you are stamina and use 2h, dual wield or bow.

    Every build benefits. Unless you pvp.
  • Arbitrator
    Arbitrator
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    I have to disagree. Elder Dragon fits the theme of the DragonKnight much more so than your suggestions do and it allows for a variation in tanking between classes.

    DragonKnights can have the highest health recovery of any tank through Elder Dragon combined with dragon blood and heavy armor passive constitution. People really underestimate how powerful health recovery is COMBINED with heals/damage shields.

    Nightblades can have the highest Health of any tank through Dark Vigor combined with heavy armor passive juggernaut. And heavy armor really flows well with the shadow barrier passive.

    Sorcerers can have the most damage of any tank and since their shield scales off magicka they don't have to devote as much into Health. They are also the best tank for sustain because of dark deal/dark conversion. Just pop hardened ward then dark deal/dark conversion and they can keep their resources up all day.

    Wardens pretty much got a mix of max health and they probably have the greatest mitigation out of any tank. (Reading what all is available to them, I haven't played one yet)

    I shouldnt even mention Templars because they don't really have anything. Class has been rekt even worse for tanking with Morrowind but it's always been bad. They have... I guess Breath of Life? Lol used to be better but it's always cost so much in comparison to other healing abilities. The tradeoff was the fact that you could insta-clutch heal a teammate or maybe even the healer if they were about to go down. Now it's a conal heal which makes it even worse to use as a tank because you risk facing the boss/adds towards your allies just to try to get the heal on them. Let's see, they can block 15% more Melee damage when their shield is up, and they can revive faster than any other tank lol.

    Anyways, if you gave DK more health for each draconic power ability slotted they would become the undisputed best tank.(which they already were until Warden came out) I feel like health recovery is fine and it fits the theme of a class that is supposed to have dragon blood coursing through their veins lol. Like I said Health Recovery is really underestimated.

    TL;DR Keep Elder Dragon the way it is.
  • DeadlyRecluse
    DeadlyRecluse
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    Arbitrator wrote: »

    I shouldnt even mention Templars because they don't really have anything. Class has been rekt even worse for tanking with Morrowind but it's always been bad. They have... I guess Breath of Life? Lol used to be better but it's always cost so much in comparison to other healing abilities. The tradeoff was the fact that you could insta-clutch heal a teammate or maybe even the healer if they were about to go down. Now it's a conal heal which makes it even worse to use as a tank because you risk facing the boss/adds towards your allies just to try to get the heal on them. Let's see, they can block 15% more Melee damage when their shield is up, and they can revive faster than any other tank lol.

    The kicker heal is still 360, it's only the main heal that is conal. Still works fine for healtanking.
    Thrice Empress, Forever Scrub
  • Arbitrator
    Arbitrator
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    The kicker heal is still 360, it's only the main heal that is conal. Still works fine for healtanking.

    That's good to hear then, but in that situation is it going to be better to use BoL or Vigor? Vigor costs half what BoL does and does it 360 all around you too.

  • sneakymitchell
    sneakymitchell
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    Bashev wrote: »
    Bashev wrote: »
    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."

    You can be both you know.

    If you are stamina and use 2h, dual wield or bow.

    Every build benefits. Unless you pvp.

    I thought you can't make diversity builds for pve? Pvp you can do whatever and still perform fine.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • Waffennacht
    Waffennacht
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    Bashev wrote: »
    Bashev wrote: »
    Or as DKs dont have execute something like Undeath passive from Vamps to protect them vs other executes: "Reduces your damage taken by up to 33% based on your missing Health while you are below 50% Health."

    You can be both you know.

    If you are stamina and use 2h, dual wield or bow.

    Every build benefits. Unless you pvp.

    I thought you can't make diversity builds for pve? Pvp you can do whatever and still perform fine.

    The only thing were builds REALLY matter are anything with a leaderboard. Vet Dungeons, Open World PvP, Bosses, IC etc anything can do anything if you have the skill
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
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