Amdar_Godkiller wrote: »What about just making the morph effect of Draw Essence a part of the base Inhale skill and then adding a morph that increases the magicka return by 200% (~1300 magicka per enemy hit)?
IcyDeadPeople wrote: »DRXHarbinger wrote: »IcyDeadPeople wrote: »DRXHarbinger wrote: »We need helping hands to affect Magika & Stamina, make it work off the highest value, will not affect tanks or stamina users, everyone benefits.
Mag DK tank needs to get stamina from helping hands in PVE and pretty much every mag DK needs the stam in PVP as well.
A Magdk gets pretty much nothing in pvp in terms of stamina return, it's not worth worrying about. it won't save you at all.
Tanks all have more stam than mag anyway so it's unaffected.
I believe you have it a bit backwards. Mag DK gets massive stam from helping hands now. If your stam is below 19,800, you got a huge buff with Morrowind patch and stam DK got nerf. It was made a flat value, so mag and stam DK both get same amount.
This is how mag DK is able to block in both PVP and PVE.ZOS_GinaBruno wrote: »
Dragonknight
- Earthen Heart
- Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).
Developer Comments:This will be a buff for each particular resource if your maximum is below 26,000, and a reduction if it is above. This will generally result in a buff to overall resources restored, but a reduction to the specific resource you are stacking.
- Helping Hands: This passive ability now restores Stamina based on your character level instead of your Max Stamina.
Developer Comments:This will be a buff if your Maximum Stamina is below 19,800 and a reduction if it is above.
@IcyDeadPeople Um, what? In PvP mDK stamina sustain comes from Impreg plus sturdy traits, Battle Roar, and Tripots. I don't run a single Earthen Heart ability except Fossilize since Magicka sustain (in 5 Impreg 5 DR 2 Valkyn - 5 Light all sturdy) is currently more difficult than sustaining my stamina.
The Helping Hands passive used to be nice before the Major Mending on Igneous was gutted, but it simply isn't worth adding an expensive Magicka skill for the sake of occasionally getting 900 stamina--especially since Magicka management is currently more problematic for mDK.
So how do we fix Mag DK PvE without making people complain in PvP?
i agree. right now sure- mag dk can pull some enormous target skeleton parses- but in a practical sense- in vMA - which i think is a good barometer for a class- they suck. heavy attacking is a boring and frustrating way to play- and the sustain is so bad its just unenjoyable. the skills themselves on a dk are the most fun for me- they look awesome- the fire everywhere makes it look great- it just feels terrible- like a corvette- good looking but with terrible handling. the solution isn't to keep nerfing other classes or to tweak with damage- but to make it so that each class FEELS good to play. that means light attack weaving and animation cancelling as much as possible- even on heavy attacks. top players like quick , fluid, and rapid key stirkes- its been proven that such gamplaye generally in gaming is more enjoyable than holding down a button. people like a ryhytm and a payoff for that rhythm . which is why sorc is generally the most fun to play right now- and also magblade- because the proc off crystal frag and assasins will is difficult but satisfying- these are inherent gaming theory that was applied well. making a class require slow button pressing and constant resource struggles makes it suck- again like a car that can't steer and guzzles petrol . like a car- handling is more important that speed- and handling wins a race. they need to make this class handle better.
i agree. right now sure- mag dk can pull some enormous target skeleton parses- but in a practical sense- in vMA - which i think is a good barometer for a class- they suck. heavy attacking is a boring and frustrating way to play- and the sustain is so bad its just unenjoyable. the skills themselves on a dk are the most fun for me- they look awesome- the fire everywhere makes it look great- it just feels terrible- like a corvette- good looking but with terrible handling. the solution isn't to keep nerfing other classes or to tweak with damage- but to make it so that each class FEELS good to play. that means light attack weaving and animation cancelling as much as possible- even on heavy attacks. top players like quick , fluid, and rapid key stirkes- its been proven that such gamplaye generally in gaming is more enjoyable than holding down a button. people like a ryhytm and a payoff for that rhythm . which is why sorc is generally the most fun to play right now- and also magblade- because the proc off crystal frag and assasins will is difficult but satisfying- these are inherent gaming theory that was applied well. making a class require slow button pressing and constant resource struggles makes it suck- again like a car that can't steer and guzzles petrol . like a car- handling is more important that speed- and handling wins a race. they need to make this class handle better.
For vMA magDK is ok-ish (I´ve managed to get 560k+ score), but I agree that heavy-attacking or to rely on off-balance support to sustain is bad design (looking at you Morrowind update who killed sustain for magDK, was barely manageable before Morrowind)
Cybercore_Death wrote: »
The other option is that ZoS look at everyones build and post them online (including the elite builds with the highest numbers) so we can all see what we need to be doing to keep up with the best of them.
theamazingx wrote: »Cybercore_Death wrote: »
The other option is that ZoS look at everyones build and post them online (including the elite builds with the highest numbers) so we can all see what we need to be doing to keep up with the best of them.
The "elite" builds are already posted online. ZoS has even promoted Alcast's videos in the past.
Cybercore_Death wrote: »theamazingx wrote: »Cybercore_Death wrote: »
The other option is that ZoS look at everyones build and post them online (including the elite builds with the highest numbers) so we can all see what we need to be doing to keep up with the best of them.
The "elite" builds are already posted online. ZoS has even promoted Alcast's videos in the past.
Of course, but there will always be someone better with a more powerful build we don't yet have the details for. Builds that take min/max to the literal min/max over and above the likes of Alcast and Deltia etc...
Forgive me if I talk nonsense, but what if Flame Lash procced on burning targets instead of off-balance?
There's much more synergy for DKs here, e.g. with Burning Spellweave, using HAs for sustain wouldn't compete with your main spammable proc or with other people in trials, and we could use fire WoE, which profits from Engulfing Flames, and burning as well.
I'm unsure about the uptime of Flame Lash in this scenario, but it seems like a simple enough change with lots of positive effects.
Hamburglarjones wrote: »Forgive me if I talk nonsense, but what if Flame Lash procced on burning targets instead of off-balance?
There's much more synergy for DKs here, e.g. with Burning Spellweave, using HAs for sustain wouldn't compete with your main spammable proc or with other people in trials, and we could use fire WoE, which profits from Engulfing Flames, and burning as well.
I'm unsure about the uptime of Flame Lash in this scenario, but it seems like a simple enough change with lots of positive effects.
That's a great idea really. My concern is in pvp it would be too powerful if you couldn't cleanse burning every time.
Forgive me if I talk nonsense, but what if Flame Lash procced on burning targets instead of off-balance?
There's much more synergy for DKs here, e.g. with Burning Spellweave, using HAs for sustain wouldn't compete with your main spammable proc or with other people in trials, and we could use fire WoE, which profits from Engulfing Flames, and burning as well.
I'm unsure about the uptime of Flame Lash in this scenario, but it seems like a simple enough change with lots of positive effects.
I play as a magica DK and i complete VhoF and Vmol without HM
In VETERAN mol / hof ??I play as a magica DK and i complete VhoF and Vmol without HM
I'm not saying your feedback has no value but this part doesn't honestly mean anything if you typed it as a means of proving that MagDK is viable. Non-HM Maw or HOF is nothing, you can complete it even in training runs with 4-5 people that has never done it before and are even low CP
In VETERAN mol / hof ??I play as a magica DK and i complete VhoF and Vmol without HM
I'm not saying your feedback has no value but this part doesn't honestly mean anything if you typed it as a means of proving that MagDK is viable. Non-HM Maw or HOF is nothing, you can complete it even in training runs with 4-5 people that has never done it before and are even low CP
Hamburglarjones wrote: »Forgive me if I talk nonsense, but what if Flame Lash procced on burning targets instead of off-balance?
There's much more synergy for DKs here, e.g. with Burning Spellweave, using HAs for sustain wouldn't compete with your main spammable proc or with other people in trials, and we could use fire WoE, which profits from Engulfing Flames, and burning as well.
I'm unsure about the uptime of Flame Lash in this scenario, but it seems like a simple enough change with lots of positive effects.
That's a great idea really. My concern is in pvp it would be too powerful if you couldn't cleanse burning every time.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.