NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
Yeah, thanks. You've literally just f*** over all PvE tanks in this game. How about no?
IxskullzxI wrote: »Inferno should just pulse aoe fire damage every 5 seconds instead of a fireball that you have no idea who it's going to target.
scipionumatia wrote: »IxskullzxI wrote: »Inferno should just pulse aoe fire damage every 5 seconds instead of a fireball that you have no idea who it's going to target.
@IxskullzxI agree for mag morph, clearly FoO is the stam morph as it gives stam crit chance. Would be cool if the stam morph worked similarly to the mag morph but did physical/poison/disease damage. Maybe "molten ring of earth" like that new monster set?
generalmyrick wrote: »SHOUTOUT TO THE DK THAT JUST TALONED ME EVERY HALF STEP!!!
NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
Yeah, thanks. You've literally just f*** over all PvE tanks in this game. How about no?
Nice job you utter idiot. You didn't even read further on did you. Let me show you a scenario:
vMoL: Normal: Pull a white add, it pulls instantly, and then wait 6s for the add to lose CC immunity to pull again whilst it is bashing on your group. 6s of wait before add reaches you. NEW: Pull a white add, it is it stuns for 1.5s so it can't deal damage and then pulls. No CC immunity wait because those adds can't break CC. Pull again, stuns for 1.5s and pulls. 3s of wait time before add reaches you
It PvP that would make the skill worthwhile since you aren't cucking yourself by gifting the other player CC immunity straight away.
NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
Yeah, thanks. You've literally just f*** over all PvE tanks in this game. How about no?
Nice job you utter idiot. You didn't even read further on did you. Let me show you a scenario:
vMoL: Normal: Pull a white add, it pulls instantly, and then wait 6s for the add to lose CC immunity to pull again whilst it is bashing on your group. 6s of wait before add reaches you. NEW: Pull a white add, it is it stuns for 1.5s so it can't deal damage and then pulls. No CC immunity wait because those adds can't break CC. Pull again, stuns for 1.5s and pulls. 3s of wait time before add reaches you
It PvP that would make the skill worthwhile since you aren't cucking yourself by gifting the other player CC immunity straight away.
And this just shows how Stupid PvPers™ who have no idea about PvE ruin the game for PvE crowd. Most of the enemies in trials and DLC dungeons can't be stunned but can be chained. For example stoneshapers in RoM. And NPCs get CC immunity even if the stun was not broken.
And with your *** changes chaining 3 adds in will take 7,5 seconds at least. Now I can do it in 3. 3,5 seconds of DPS on the add is a big loss.
But who cares, little PVPer is upset that he can't 1v20 with this ring around the tree gameplay. Let's kick PvE tanks a bit more like they didn't suffer enough because of you.
And who is an utter idiot here?
NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
Yeah, thanks. You've literally just f*** over all PvE tanks in this game. How about no?
Nice job you utter idiot. You didn't even read further on did you. Let me show you a scenario:
vMoL: Normal: Pull a white add, it pulls instantly, and then wait 6s for the add to lose CC immunity to pull again whilst it is bashing on your group. 6s of wait before add reaches you. NEW: Pull a white add, it is it stuns for 1.5s so it can't deal damage and then pulls. No CC immunity wait because those adds can't break CC. Pull again, stuns for 1.5s and pulls. 3s of wait time before add reaches you
It PvP that would make the skill worthwhile since you aren't cucking yourself by gifting the other player CC immunity straight away.
And this just shows how Stupid PvPers™ who have no idea about PvE ruin the game for PvE crowd. Most of the enemies in trials and DLC dungeons can't be stunned but can be chained. For example stoneshapers in RoM. And NPCs get CC immunity even if the stun was not broken.
And with your *** changes chaining 3 adds in will take 7,5 seconds at least. Now I can do it in 3. 3,5 seconds of DPS on the add is a big loss.
But who cares, little PVPer is upset that he can't 1v20 with this ring around the tree gameplay. Let's kick PvE tanks a bit more like they didn't suffer enough because of you.
And who is an utter idiot here?
Master_Kas wrote: »Imo the lack of a proper gapcloser and some kind of execute is what I feel DK is lacking.
Some passive like impolsion, or making dots do more damage to people on low health.
Chains is buggy, works fine sometimes and sometimes not (the one that pulls you to the target).
Some more experienced DK's prob know better what the class needs but thats what I've noticed lately. Miss the times where you actually could use invasion as a gapcloser :<
NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
Chains: blah blah blah... FIX: Remove it and replace with something else,
Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. more blah blah...
Yeah, thanks. You've literally just f*** over all PvE tanks in this game. How about no?
Nice job you utter idiot. You didn't even read further on did you. Let me show you a scenario:
vMoL: Normal: Pull a white add, it pulls instantly, and then wait 6s for the add to lose CC immunity to pull again whilst it is bashing on your group. 6s of wait before add reaches you. NEW: Pull a white add, it is it stuns for 1.5s so it can't deal damage and then pulls. No CC immunity wait because those adds can't break CC. Pull again, stuns for 1.5s and pulls. 3s of wait time before add reaches you
It PvP that would make the skill worthwhile since you aren't cucking yourself by gifting the other player CC immunity straight away.
And this just shows how Stupid PvPers™ who have no idea about PvE ruin the game for PvE crowd. Most of the enemies in trials and DLC dungeons can't be stunned but can be chained. For example stoneshapers in RoM. And NPCs get CC immunity even if the stun was not broken.
And with your *** changes chaining 3 adds in will take 7,5 seconds at least. Now I can do it in 3. 3,5 seconds of DPS on the add is a big loss.
But who cares, little PVPer is upset that he can't 1v20 with this ring around the tree gameplay. Let's kick PvE tanks a bit more like they didn't suffer enough because of you.
And who is an utter idiot here?
Mag dk is fine. Really,solo/group he's quite nice,and he doesn't need more damage etc,maybe more utility for group play.
Meanwhile stamina dk completely sucks,no way of helping your small scaling ,no utility at all.
Some changes I would find nice:
Shifting standards: on every cast people are feared for 1,5 sec,minor vulnerability
Inferno: poison damage
World in ruins : aoe poison DMG is beyond pathetic,make it physical
Green dragon blood: scaling with stamina/cost stamina
Battle roar: scales of max stat,being better then now at 35k max resource
Stonefist : one of the morph scaling with stam,gives minor heroism,tooltip is surprise attack
And maybe Stam dk will be on par with other classes
IxskullzxI wrote: »Master_Kas wrote: »Imo the lack of a proper gapcloser and some kind of execute is what I feel DK is lacking.
Some passive like impolsion, or making dots do more damage to people on low health.
Chains is buggy, works fine sometimes and sometimes not (the one that pulls you to the target).
Some more experienced DK's prob know better what the class needs but thats what I've noticed lately. Miss the times where you actually could use invasion as a gapcloser :<
I can deal without a gapcloser and execute. Imo what feels lacking is the lack of built in defense. Dk has no mobility/ways to reset a fight (other than mist) and no way to defend, other than block. (Both of which stop your regen) what I'd like to see is instant cast at your feet ash cloud morph that grants evasion while inside, and wings projectile limit increased to something like 6 or 7. Also, if the projectile has a debuff or dot attached to it, it shouldn't apply if reflected.
Edit: I'd also like to see an igneous morph be an actual useful shield. One That scales off max magicka.
Mag dk is fine. Really,solo/group he's quite nice,and he doesn't need more damage etc,maybe more utility for group play.
Meanwhile stamina dk completely sucks,no way of helping your small scaling ,no utility at all.
Some changes I would find nice:
Shifting standards: on every cast people are feared for 1,5 sec,minor vulnerability
Inferno: poison damage
World in ruins : aoe poison DMG is beyond pathetic,make it physical
Green dragon blood: scaling with stamina/cost stamina
Battle roar: scales of max stat,being better then now at 35k max resource
Stonefist : one of the morph scaling with stam,gives minor heroism,tooltip is surprise attack
And maybe Stam dk will be on par with other classes
Mag dk is fine. Really,solo/group he's quite nice,and he doesn't need more damage etc,maybe more utility for group play.
Meanwhile stamina dk completely sucks,no way of helping your small scaling ,no utility at all.
Some changes I would find nice:
Shifting standards: on every cast people are feared for 1,5 sec,minor vulnerability
Inferno: poison damage
World in ruins : aoe poison DMG is beyond pathetic,make it physical
Green dragon blood: scaling with stamina/cost stamina
Battle roar: scales of max stat,being better then now at 35k max resource
Stonefist : one of the morph scaling with stam,gives minor heroism,tooltip is surprise attack
And maybe Stam dk will be on par with other classes
Why would you want to fear enemies out of your ult. Seems counterproductive
Master_Kas wrote: »IxskullzxI wrote: »Master_Kas wrote: »Imo the lack of a proper gapcloser and some kind of execute is what I feel DK is lacking.
Some passive like impolsion, or making dots do more damage to people on low health.
Chains is buggy, works fine sometimes and sometimes not (the one that pulls you to the target).
Some more experienced DK's prob know better what the class needs but thats what I've noticed lately. Miss the times where you actually could use invasion as a gapcloser :<
I can deal without a gapcloser and execute. Imo what feels lacking is the lack of built in defense. Dk has no mobility/ways to reset a fight (other than mist) and no way to defend, other than block. (Both of which stop your regen) what I'd like to see is instant cast at your feet ash cloud morph that grants evasion while inside, and wings projectile limit increased to something like 6 or 7. Also, if the projectile has a debuff or dot attached to it, it shouldn't apply if reflected.
Edit: I'd also like to see an igneous morph be an actual useful shield. One That scales off max magicka.
Yes one can manage. Having a blast on dk atm, stopped playing my magblade even. And nice suggestions.
ZOS plx
IxskullzxI wrote: »Master_Kas wrote: »IxskullzxI wrote: »Master_Kas wrote: »Imo the lack of a proper gapcloser and some kind of execute is what I feel DK is lacking.
Some passive like impolsion, or making dots do more damage to people on low health.
Chains is buggy, works fine sometimes and sometimes not (the one that pulls you to the target).
Some more experienced DK's prob know better what the class needs but thats what I've noticed lately. Miss the times where you actually could use invasion as a gapcloser :<
I can deal without a gapcloser and execute. Imo what feels lacking is the lack of built in defense. Dk has no mobility/ways to reset a fight (other than mist) and no way to defend, other than block. (Both of which stop your regen) what I'd like to see is instant cast at your feet ash cloud morph that grants evasion while inside, and wings projectile limit increased to something like 6 or 7. Also, if the projectile has a debuff or dot attached to it, it shouldn't apply if reflected.
Edit: I'd also like to see an igneous morph be an actual useful shield. One That scales off max magicka.
Yes one can manage. Having a blast on dk atm, stopped playing my magblade even. And nice suggestions.
ZOS plx
Don't get me wrong, a proper gap closer and execute would be amazing to have. I just know zos has said before they don't want to give dk an execute. As for chains, I think they would have to add a stun to the morph that pulls you to the target to make it really worthwhile. I can't see having room to slot chains and a hard cc. My bar is crowded as isI want to point out, too, that I don't think the mDK is in a bad place at all (cant speak for stam, I don't play it) I just don't think a class being "fine" is an excuse to have skills that are broken or flat out useless. Especially for how long some of these skills have had problems.