State of mDecay (Get it? mDK) Discussion #1

  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.

    MDK has basically no group utility. I meant utility as a solo player- roots, snares, aoe, single target burst, healing, the reflect. All the things you need as a player to excel in solo situations
  • boombazookajd
    boombazookajd
    ✭✭✭✭✭
    ak_pvp wrote: »
    If I had a nickel for every one of these posts...


    You'd have a nickel. Because it's my post with a pun.

    Fine. There's your awesome. It's not what you said, it's what these posts become..going from a constructive op to a huge B.W.M.G session.

    BWMG?

    8ltch,Whine, Moan, and Groan.
    Drathus Delenu- Dunmer magDk: Shehai Shatterer, Mageslayer, Stormproof, Peak Scaler, Clockwork Confounder, Orderly, Master Wizard, Cloudrest Hero, Undaunted, Dragonstar Arena Champion
    Thoronir Rolston- Breton petsorc: Stormproof
    Zaakazha-Redguard stamblade: Boethia's Scythe, Clockwork Confounder, Maelstrom Arena Champion, Dragonstar Arena Champion

    Scrubs:
    Justinius Maximus Decimus- Altmer magblade
    Agronak gro'Mashul- Orc DK Tank
    Valerya Hawkcroft- Breton healer
    Zaaka- Imperial stamDK/crafter

    _________________
    XB1 NA
  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.

    MDK has basically no group utility. I meant utility as a solo player- roots, snares, aoe, single target burst, healing, the reflect. All the things you need as a player to excel in solo situations

    Roots and snares are all good but the 1vX meta as of recent (Well, a while) drifted away from be a raid tank and hold in place and kill slowly to a mobility based one where you avoid as much as possible. DKs being both melee and mobility impaired doesn't allow for great kiting or against melee, and holy hell reflect is bad, I really don't know what is a bug and what is a feature, and even if it all worked, it runs out too fast.

    As I have been saying, the tools MDK has are generally good for upclose and limited spaces with single targets, but fall off due to the way the class is in openworld.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Nelson_Rebel
    Nelson_Rebel
    ✭✭✭✭✭
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Stam DK has no means to consistently kill competent players on a build that has the necessary open world utility.

    You have to either give up your ONLY burst heal or your mobility(or run medium, which has awful synergy with SnB a sDK staple whose gross over performance is tied to both DK builds). Mag DK then has either superior healing or mobility(because mist form is better than standing still in roots... barely) with more pressure but less burst(don’t act like leap, inhale explosion, power lash isn’t useful burst tho)

    Mist... Oh nonono. 7th, vigor and FM give pretty good healing, not burst, but good none the less.

    Aye, MagDK can have good burst, but sacrifices defense for it.

    StamDK has better mobility, better damage in heavy and better sustain. (HA, asylum2h, ww hide+ bloodspawn synergising well.) But MDK has better healing, pressure and CC. Making them better for duels where they can force dots and take less damage, but much much worse in openworld PvP vs multiple opponents requiring better sustain and mobility to win.

    If you’re running without a burst heal you’re only killing total trash cans when outnumbered. mDK is drastically better in outnumbered scenarios because the native aoe allows you to easily damage everyone then cherry pick the squishiest to deliver burst to. Don’t forget mDK has 2 big heals, can use inhale to get decent healing in aoe situations and an offensive ultimate that also works as a don’t die button. Access to aoe maim on melee targets and a reflect for pesky ranged enemies.

    A few bug fixes and an increase to fossilize range will put mDK in a great spot as long as the block changes aren’t catastrophic

    Little late but eh,

    NB, stamplar, stamsorc etc don't run burst heals, and stamDK doesn't 100% need to what with all the extra from 7th, and occasionally vitality pots.

    MagDK is easily one of the worst classes for 1vX PvP, around magicka templar level. Reflect is trash against all but snipe spammers and a single NB. Bird/beam ignores it, status effects and dots go through, and aren't reflected, only the direct damage and cc in most cases. (So clench still dots me, but not the caster, and flare defiles me) Sometimes it doesn't function, sometimes it doesn't refresh, it costs too much, and goes down near instantly against multiple targets.

    They don't have the mobility to kite or move between targets efficiently, and mist is by far one of the worst abilities to use in that regard, making you a vegetable slowly getting beat down and losing mag. The only time it was good was with OP desert rose, hell, the only time DK was good was with OP desert rose.

    Due to no execute its much more difficult to kill targets, aside from the mad squishy med armour builds, meaning more resources have to go into it, whereas with asylum 2h a SDK can execute, and get ulti+regen back which generally means much more sustain.

    StamDK also has better sets, like seventh and WW hide, and better synergy with bloodspawn since the 1pc is more beneficial.

    I'll admit talons and inhale are great, but holy hell are they expensive, using them costs 7k mag and often is straight outhealed and using choking costs lots of damage.

    The good thing about a magDK is that they can deal A LOT of sustained forced damage against a singular target and keep them locked, but if you have multiple, god forbid multiple+ranged, you are going to get snared, and out ranged, and bugged until your run out of resources and die. Unless of course your potato farming, but that's no fun.

    I’m newly back to mDK, but I’ve yet to experience any lack of damage or utility. The ONLY issues are bugged skills(particularly damage shields removing off balance and making whip stuck on an unusable power lash icon) and lack of adequate defense outside perma block. The bugs are a huge issue, but as long as block is so easy to sustain and so powerful then the lack of native defenses is just a stylistic issue

    The lack of damage coming from building a tankier character to take advantage of block. Damage is OK, hell even good in light, but the lack of execute can really screw you if the group has a healer and you have to quickly kill them before they pop back to full health.

    Not sure what you mean by utility? I always though of that as group utility, which MDK is a little behind on, whereas stamDK has none at all.

    Talons for a group is useful, but many prefer the long forward range of encase, hell even wardens ability because warden provides high AoE damage, defiles and healing too. Fossilize has replacement in fear/prison, and DKs make worse bombers, not being able move in roots like an NB/Sorc. They don't make great healers, nor do they have much "special," like a negate. (used to be chains.)

    On the newer comment about speed, I really don't feel like DK needs it, its not a speedy class, hell not even sure if we need the traditional gapcloser, a functioning pull would be nice. But snare removal is an issue, one I find mist is too bad to help for. Which is why I'd like it on the other morph of wings, after fixing wings of course. Would make the class feel more like decently strong and mobile dragons, and not slugs.

    Think vader in rogue one, slow but steady and reflecty. Just a little less OP yanno.

    MDK has basically no group utility. I meant utility as a solo player- roots, snares, aoe, single target burst, healing, the reflect. All the things you need as a player to excel in solo situations

    Roots and snares are all good but the 1vX meta as of recent (Well, a while) drifted away from be a raid tank and hold in place and kill slowly to a mobility based one where you avoid as much as possible. DKs being both melee and mobility impaired doesn't allow for great kiting or against melee, and holy hell reflect is bad, I really don't know what is a bug and what is a feature, and even if it all worked, it runs out too fast.

    As I have been saying, the tools MDK has are generally good for upclose and limited spaces with single targets, but fall off due to the way the class is in openworld.

    This is all true.

    Not to mention our root and snares in a 1v1 situation are basically ignored now. The 2h skill has a morph for the last skill that gives full immunity to all roots and snares. I’ve seen this in basically all stam class builds now. So a Hard CC is all we really have which is now weak and short range.

    Against other mag specs we have to chase everywhere just to get in range and not die. Our damage is still crap, and our utility skills are either sub-par to everyone else or outright bugged (wings, chains)
Sign In or Register to comment.