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What am I looking to do when PvPing on mDK?

Vosital
Vosital
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When I try to PvP on an mDK, it feels like I am just randomly throwing out abilities. An engulfing flames here, a talons next, maybe a petrify whip combo or so if they don't have CC immunity. The problem is, I don't know when to use what abilities when. I really have no idea when should be applying DoTs, spamming whip, or ulting.

Like most classes seem to have an optimal "rotation" to apply on someone they see. For example, a Stam NB might look something like:

Mark Target > Ambush > Incap > Suprise Attack spam until execute range > Killers Blade

For mDKs, what would an ideal "rotation" look like? Let's say you encounter someone 1v1 in Cyrodiil, what skills do you use on them and in what order?
  • DoctorESO
    DoctorESO
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    .
    Edited by DoctorESO on September 22, 2018 7:32PM
  • AverageJo3Gam3r
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    You need to line up a burst combo. Hit them with burning embers, then line up a flames of oblivion, deep breath, and leap to all hit at the same time, followed up with flame lash.
  • Enslaved
    Enslaved
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    Vosital wrote: »
    When I try to PvP on an mDK, it feels like I am just randomly throwing out abilities. An engulfing flames here, a talons next, maybe a petrify whip combo or so if they don't have CC immunity. The problem is, I don't know when to use what abilities when. I really have no idea when should be applying DoTs, spamming whip, or ulting.

    Like most classes seem to have an optimal "rotation" to apply on someone they see. For example, a Stam NB might look something like:

    Mark Target > Ambush > Incap > Suprise Attack spam until execute range > Killers Blade

    For mDKs, what would an ideal "rotation" look like? Let's say you encounter someone 1v1 in Cyrodiil, what skills do you use on them and in what order?

    Well, to be honest, you need to use dots if you are mDK. Sorry about that.

    First off, wings might be savior if enemy is magicka based caster. If ganker, most likely you will have to break free, use talons on enemy and coagulating blood on yourself, or game over. What you want next is to breath fire on them, hit them with whip when they are under talons for 2 times, apply burning embers and buff yourself, lol. Flames of oblivion ftw. Once your magicka is down the drain, drink either immovability pot or tri stat one, use leap or shifting standard on eneny and repeat all. Do try to lad some light or even heavy attacks between skills and you wont be melted. Petrify is nice, but if you plan to use it, do it just before you want to leap on them, so they cant block it.

    You want 2 dots all the time on your enemies - engulfing flames and burning embers. Talons are there to proc your whip and to reduce enemy's damage by 15%. It is very usefull. And I would pick flames of oblivion over inner light any day on my mDK, at least on one bar.
  • Vosital
    Vosital
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    You need to line up a burst combo. Hit them with burning embers, then line up a flames of oblivion, deep breath, and leap to all hit at the same time, followed up with flame lash.

    It seems very hard to actually land every DoT (Engulfing, Embers, Volatile) when the enemy is moving though, especially with engulfing's wonky hitbox. Wouldn't it be better to CC them first just so you can actually apply the DoTs?
  • Vosital
    Vosital
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    Enslaved wrote: »
    Vosital wrote: »
    When I try to PvP on an mDK, it feels like I am just randomly throwing out abilities. An engulfing flames here, a talons next, maybe a petrify whip combo or so if they don't have CC immunity. The problem is, I don't know when to use what abilities when. I really have no idea when should be applying DoTs, spamming whip, or ulting.

    Like most classes seem to have an optimal "rotation" to apply on someone they see. For example, a Stam NB might look something like:

    Mark Target > Ambush > Incap > Suprise Attack spam until execute range > Killers Blade

    For mDKs, what would an ideal "rotation" look like? Let's say you encounter someone 1v1 in Cyrodiil, what skills do you use on them and in what order?

    Well, to be honest, you need to use dots if you are mDK. Sorry about that.

    First off, wings might be savior if enemy is magicka based caster. If ganker, most likely you will have to break free, use talons on enemy and coagulating blood on yourself, or game over. What you want next is to breath fire on them, hit them with whip when they are under talons for 2 times, apply burning embers and buff yourself, lol. Flames of oblivion ftw. Once your magicka is down the drain, drink either immovability pot or tri stat one, use leap or shifting standard on eneny and repeat all. Do try to lad some light or even heavy attacks between skills and you wont be melted. Petrify is nice, but if you plan to use it, do it just before you want to leap on them, so they cant block it.

    You want 2 dots all the time on your enemies - engulfing flames and burning embers. Talons are there to proc your whip and to reduce enemy's damage by 15%. It is very usefull. And I would pick flames of oblivion over inner light any day on my mDK, at least on one bar.

    So you just use talons to proc whip and don't even mess with petrify unless going for kill?
  • Dapper Dinosaur
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    As someone that only goes into PVP to set up the monthly transmute stone drop, when I'm on my mag DK I just follow zergs and chain people into us, and I don't even have the extended range morph. I also have the magelight slotted so when I hook a nightblade, they're dead period. Works like a dream. I basically play as a "Chaser", using my chains, magelight, and mount to prevent anyone from getting away while I let everyone else around me do most of the nuking, although I'm not entirely incapable of defending myself either.
    Edited by Dapper Dinosaur on January 16, 2018 1:35PM
  • ManDraKE
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    As someone that only goes into PVP to set up the monthly transmute stone drop, when I'm on my mag DK I just follow zergs and chain people into us, and I don't even have the extended range morph. I also have the magelight slotted so when I hook a nightblade, they're dead period. Works like a dream. I basically play as a "Chaser", using my chains, magelight, and mount to prevent anyone from getting away while I let everyone else around me do most of the nuking, although I'm not entirely incapable of defending myself either.

    So you chain solo players into zergs? You are doing the lord's work there, you alliance is proud of you.
  • Dapper Dinosaur
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    Not necessarily just solo players, but when an enemy group loses to ours and the stragglers are trying to escape as well. I also just chain people in when I can reach them and the zerg I'm with is usually pretty good about collapsing focus on that target.
  • Savos_Saren
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    I play mDK in both Battlegrounds and AvA. It honestly depends on what role you're providing, though. I have two separate characters for the different PvP

    -In large group play you'll want to be a little more tanky... since the group is going to rely on you for CCs. So, make sure you have AoE and self heals. For example- I'll run SnB/Destro for group play. I'll use Ferocious Leap to get inside a group, pop Volatile Amor, CC them with Choking Talons, use Inhale for an AOE self-heals/damage/magicka return, and start tagging people with Burning Embers for more self-heals/damage. All the while, I'm looking for some poor soul that is about to get talonsed again so that I can Flame Lash him.

    My gear for AvA: 2 Bloodspawn, 5 Silks of the Sun, 5 Innate Axiom.

    -In solo/small group play (like Battlegrounds)- you'll want to be fast and bursty. With this, I run DW/Destro I'll use Empowering Chains to get up to the group and set up for a burst. You'll want to CC with Fossilize or Flaming Talons. (I personally use Flaming Talons because it procs my gear set. Fossilize is a great skill- but with the distance nerf and people running immovable potions... it's hit or miss.) Make sure to tag your targets with Burning Embers and start Flame Lashing them after you use Fossilize/Talons. You have to time it just right with Ferocious Leap, Valkyn, and Flame Blossom gear. Though it is a proc set- I don't really consider Flame Blossom as a "freebie" proc like how Viper/Red Mountain used to be. You actually have to line it up with enemies and it's sloooooooow. You would treat this set similar to a Warden's shalk ability.

    My gear for solo/BGs: 2 Valkyn, 5 Burning Spellweave, 5 Flame Blossom

    Edited by Savos_Saren on January 16, 2018 4:37PM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • KingExecration
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    Root, dot, whip, and repeat. Avoid Templars if you're in heavy.
  • DDuke
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    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.
    Edited by DDuke on January 16, 2018 7:40PM
  • Drakkdjinn
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    https://youtu.be/VCGTk5Kicz0

    Most in depth mDK PvP guide for the current meta, covers all facets of gameplay. Enjoy
  • geonsocal
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    latest?cb=20160426045352
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • AverageJo3Gam3r
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    Vosital wrote: »
    You need to line up a burst combo. Hit them with burning embers, then line up a flames of oblivion, deep breath, and leap to all hit at the same time, followed up with flame lash.

    It seems very hard to actually land every DoT (Engulfing, Embers, Volatile) when the enemy is moving though, especially with engulfing's wonky hitbox. Wouldn't it be better to CC them first just so you can actually apply the DoTs?

    I don't bother with engulfing usually. I keep it on the back bar for tanky targets. Too hard to line up and too long DoTing the enemy up. Templars will purge your dots and nightblades will cloak them. You want burning embers for the heal. Volatile armor dot is suuuuper weak. Only use it for pulling nightblades out of stealth. I save my cc for the burst combo: deep breath explosion, flames of oblivion, leap.
  • Vosital
    Vosital
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    DDuke wrote: »
    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.

    Awesome post, thanks. I noticed that Proc Weapon Dmg Enchant is pretty important. This procs 100% whenever you light or heavy attack someone right? Does direct damage like whip also proc it?

    I bet it is a lot easier to proc with destro too. I am looking at your build video with destro/resto and it looks very cool. How do you think it will change next patch? Will the same sets be used?
  • DDuke
    DDuke
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    Vosital wrote: »
    DDuke wrote: »
    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.

    Awesome post, thanks. I noticed that Proc Weapon Dmg Enchant is pretty important. This procs 100% whenever you light or heavy attack someone right? Does direct damage like whip also proc it?

    I bet it is a lot easier to proc with destro too. I am looking at your build video with destro/resto and it looks very cool. How do you think it will change next patch? Will the same sets be used?

    Yeah, it procs 100% on light/heavy attacks (and weapon skill line abilities), as long as your enchantment isn't on cooldown (each enchant has its own cooldown). Whip & other class skill line abilities don't proc enchants.

    With infused resto staff on off bar, you get a 5s cooldown on the weapon dmg enchant and since it has 5s duration as well it'll be available for every combo. Then you swap to main bar (where you've got shock enchant hopefully on destro staff) & if the shock enchant procs concussion (40% chance with destro staff) that's another +8% dmg dealt to the target.

    Little things, but they add up when you need to burst people down :P


    Regarding my build, I don't think I'll be changing it much - we'll see how the patch progresses. Zaan will be an option, but I think its cooldown is too long and effect too slow to work in open world. In duels it'll probably replace Skoria (assuming it doesn't get changed before it hits Live).
  • Vosital
    Vosital
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    DDuke wrote: »
    Vosital wrote: »
    DDuke wrote: »
    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.

    Awesome post, thanks. I noticed that Proc Weapon Dmg Enchant is pretty important. This procs 100% whenever you light or heavy attack someone right? Does direct damage like whip also proc it?

    I bet it is a lot easier to proc with destro too. I am looking at your build video with destro/resto and it looks very cool. How do you think it will change next patch? Will the same sets be used?

    Yeah, it procs 100% on light/heavy attacks (and weapon skill line abilities), as long as your enchantment isn't on cooldown (each enchant has its own cooldown). Whip & other class skill line abilities don't proc enchants.

    With infused resto staff on off bar, you get a 5s cooldown on the weapon dmg enchant and since it has 5s duration as well it'll be available for every combo. Then you swap to main bar (where you've got shock enchant hopefully on destro staff) & if the shock enchant procs concussion (40% chance with destro staff) that's another +8% dmg dealt to the target.

    Little things, but they add up when you need to burst people down :P


    Regarding my build, I don't think I'll be changing it much - we'll see how the patch progresses. Zaan will be an option, but I think its cooldown is too long and effect too slow to work in open world. In duels it'll probably replace Skoria (assuming it doesn't get changed before it hits Live).

    Awesome. I plan on trying out this build tonight.

    So basically you always begin the fight with a resto light or heavy attack so that the weapon damage increase bonus applies? That sounds good but most of the time in your videos I am seeing you engage with a Elemental Drain > Chains > etc, not swapping to your resto staff until much later in the fight. I am a bit confused as to do immediately when finding a player to attack.

    I noticed that you went 75 into Thaumatage as most DKs do, however in Blob's video he said he did some tests and found that you end up with more damage skilling into the other trees and not worrying about getting that exploiter passive. What are your thoughts on this?
  • DDuke
    DDuke
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    Vosital wrote: »
    DDuke wrote: »
    Vosital wrote: »
    DDuke wrote: »
    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.

    Awesome post, thanks. I noticed that Proc Weapon Dmg Enchant is pretty important. This procs 100% whenever you light or heavy attack someone right? Does direct damage like whip also proc it?

    I bet it is a lot easier to proc with destro too. I am looking at your build video with destro/resto and it looks very cool. How do you think it will change next patch? Will the same sets be used?

    Yeah, it procs 100% on light/heavy attacks (and weapon skill line abilities), as long as your enchantment isn't on cooldown (each enchant has its own cooldown). Whip & other class skill line abilities don't proc enchants.

    With infused resto staff on off bar, you get a 5s cooldown on the weapon dmg enchant and since it has 5s duration as well it'll be available for every combo. Then you swap to main bar (where you've got shock enchant hopefully on destro staff) & if the shock enchant procs concussion (40% chance with destro staff) that's another +8% dmg dealt to the target.

    Little things, but they add up when you need to burst people down :P


    Regarding my build, I don't think I'll be changing it much - we'll see how the patch progresses. Zaan will be an option, but I think its cooldown is too long and effect too slow to work in open world. In duels it'll probably replace Skoria (assuming it doesn't get changed before it hits Live).

    Awesome. I plan on trying out this build tonight.

    So basically you always begin the fight with a resto light or heavy attack so that the weapon damage increase bonus applies? That sounds good but most of the time in your videos I am seeing you engage with a Elemental Drain > Chains > etc, not swapping to your resto staff until much later in the fight. I am a bit confused as to do immediately when finding a player to attack.

    Yeah, I try to put elemental drain up first always (when I remember >.<), so every consequent attack benefits from the Major Breach (worth 8% dmg).

    I should absolutely practice what I preach & try to keep a higher up time on weapon dmg enchant, though often it's too inconvenient to weapon swap and not even necessary - but it's still good to know you can get the weapon dmg enchant active every time you do so.

    The whole prebuffing with weapon dmg enchant is more apparent in duels, where people are tanky enough to require that extra bit of dmg to get through their defenses.
    Vosital wrote: »
    I noticed that you went 75 into Thaumatage as most DKs do, however in Blob's video he said he did some tests and found that you end up with more damage skilling into the other trees and not worrying about getting that exploiter passive. What are your thoughts on this?

    I'll refer you to this post I made on PTS forums:
    DDuke wrote: »
    Subversus wrote: »
    Xvorg wrote: »
    ak_pvp wrote: »
    I don't know why everyone is even arguing about it. The devs probably already know how they're going to fix it and it will probably be something that ruins lash in pvp and pve equally as bad. Everyone should go ahead and plan to use the other morph...

    It would be nice if they could just make it consume off balance on players so it would go back to the way it is on live when in PvP.

    We feel that molten whip isn't seen as a good choice. Therefor, we nerfed power lash to make molten a more interesting choice.

    TBH, I'm considering molten since some weeks ago. Open World you rarely use power lash due to CC break so you use more flame lash. Off course, power lash can decide a fight, but putting 75 points into Thaum just to get an extra 10% dmg? I prefer using those 75 points into apprentice constelation or in MoA

    And no, mDK DoTs are not worth 75 points into thaum. On a temp it seems a better option

    I don't think many mdks at all put 75 into thaum anymore, despite playing with power lash.

    Well, here's some math on why it's a good idea actually (even more so next patch, as Off Balance isn't immediately consumed by the Lash):

    In my case, I've spread CPs equally across the other passives in order to avoid diminishing returns.
    37 Elemental Expert (9% dmg)
    28 Elborn (12% crit dmg)
    29 Spell Erosion (3.955% dmg)
    56 Master-at-Arms (20% direct dmg)
    5 Staff Expert (3% light/heavy attack dmg)

    ...and 75 thaumaturge (23% DoT dmg)

    Now what would happen if I dropped thaumaturge to... let's say 28 points:
    -11% DoT dmg, -10% Power Lash dmg (and any other dmg that happens during the Off Balance period)
    +2% direct dmg (Master-at-Arms to 66 points)
    +4% dmg (Elemental Expert to 64 points)
    +3% crit dmg (Elfborn to 37 points)
    +0,111% dmg (Spell Erosion to 30)

    I'd have 3,9% less burst damage during the combo (0,9% if that burst crits, 35% crit chance) & a lot of the sustained damage would be gone with DoTs ticking for 6,9% less & critting for 3,9% less.


    So yeah, I already think 75 thauma is BiS CP allocation (atleast if you care about burst), next patch it'll be even better as it doesn't get consumed immediately.

    And as they add more CPs, the better idea it becomes to put 75 points there... for instance, next patch the difference will be down to 2% direct dmg, 3% dmg & 2% crit dmg with those 10 extra points.

    Basically 75 thauma let's you maximize the burst damage of magicka DK, while also maximizing the DoT damage on non-burst periods. It does lead to smaller Flame Lashes outside burst period, but that's a very small part of mDK damage imo.
    Edited by DDuke on January 17, 2018 3:07PM
  • Vosital
    Vosital
    ✭✭✭✭
    DDuke wrote: »
    Vosital wrote: »
    DDuke wrote: »
    Vosital wrote: »
    DDuke wrote: »
    mDK has a lot of combos - how well they work depends on how you've built your character.

    For instance, with high enough damage you can:
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains (gets you Major Empower for next damaging attack)
    3. Fossilize
    4. Flame Lash (gets Empower), procs Off Balance for extra dmg
    5. Power Lash
    6. Leap

    or:
    1. Molten Armaments
    2. Proc Weapon Dmg Enchant
    3. Inferno Staff Heavy Attack
    4. Empowering Chains (gets you Major Empower for next damaging attack)
    5. Inferno Staff Heavy Attack lands with Empower
    6. Fossilize
    7. Flame Lash, procs Off Balance for extra dmg
    8. Power Lash
    9. Leap

    or just (usually enough to kill squishier players):
    1. Proc Weapon Dmg Enchant
    2. Empowering Chains
    3. Leap (gets Empower)

    or if you're already in melee range...
    1. Proc Weapon Dmg Enchant (yeah, there's a theme here...)
    2. Fossilize
    3. Flame Lash (procs Off Balance for extra dmg)
    4. Leap (gets extra dmg from Off Balance)
    5. Power Lash


    ...and a dozen other variations. You'd also do well to try and land your mDK burst with Flames of Oblivion projectiles to really maximize the burst damage.


    As for rotation, it's just about using Flame Lash, keeping DoTs & buffs up and then landing one of those combos. Oh, and making sure to Fossilize on cooldown.


    I hope this helps.

    Awesome post, thanks. I noticed that Proc Weapon Dmg Enchant is pretty important. This procs 100% whenever you light or heavy attack someone right? Does direct damage like whip also proc it?

    I bet it is a lot easier to proc with destro too. I am looking at your build video with destro/resto and it looks very cool. How do you think it will change next patch? Will the same sets be used?

    Yeah, it procs 100% on light/heavy attacks (and weapon skill line abilities), as long as your enchantment isn't on cooldown (each enchant has its own cooldown). Whip & other class skill line abilities don't proc enchants.

    With infused resto staff on off bar, you get a 5s cooldown on the weapon dmg enchant and since it has 5s duration as well it'll be available for every combo. Then you swap to main bar (where you've got shock enchant hopefully on destro staff) & if the shock enchant procs concussion (40% chance with destro staff) that's another +8% dmg dealt to the target.

    Little things, but they add up when you need to burst people down :P


    Regarding my build, I don't think I'll be changing it much - we'll see how the patch progresses. Zaan will be an option, but I think its cooldown is too long and effect too slow to work in open world. In duels it'll probably replace Skoria (assuming it doesn't get changed before it hits Live).

    Awesome. I plan on trying out this build tonight.

    So basically you always begin the fight with a resto light or heavy attack so that the weapon damage increase bonus applies? That sounds good but most of the time in your videos I am seeing you engage with a Elemental Drain > Chains > etc, not swapping to your resto staff until much later in the fight. I am a bit confused as to do immediately when finding a player to attack.

    Yeah, I try to put elemental drain up first always (when I remember >.<), so every consequent attack benefits from the Major Breach (worth 8% dmg).

    I should absolutely practice what I preach & try to keep a higher up time on weapon dmg enchant, though often it's too inconvenient to weapon swap and not even necessary - but it's still good to know you can get the weapon dmg enchant active every time you do so.

    The whole prebuffing with weapon dmg enchant is more apparent in duels, where people are tanky enough to require that extra bit of dmg to get through their defenses.
    Vosital wrote: »
    I noticed that you went 75 into Thaumatage as most DKs do, however in Blob's video he said he did some tests and found that you end up with more damage skilling into the other trees and not worrying about getting that exploiter passive. What are your thoughts on this?

    I'll refer you to this post I made on PTS forums:
    DDuke wrote: »
    Subversus wrote: »
    Xvorg wrote: »
    ak_pvp wrote: »
    I don't know why everyone is even arguing about it. The devs probably already know how they're going to fix it and it will probably be something that ruins lash in pvp and pve equally as bad. Everyone should go ahead and plan to use the other morph...

    It would be nice if they could just make it consume off balance on players so it would go back to the way it is on live when in PvP.

    We feel that molten whip isn't seen as a good choice. Therefor, we nerfed power lash to make molten a more interesting choice.

    TBH, I'm considering molten since some weeks ago. Open World you rarely use power lash due to CC break so you use more flame lash. Off course, power lash can decide a fight, but putting 75 points into Thaum just to get an extra 10% dmg? I prefer using those 75 points into apprentice constelation or in MoA

    And no, mDK DoTs are not worth 75 points into thaum. On a temp it seems a better option

    I don't think many mdks at all put 75 into thaum anymore, despite playing with power lash.

    Well, here's some math on why it's a good idea actually (even more so next patch, as Off Balance isn't immediately consumed by the Lash):

    In my case, I've spread CPs equally across the other passives in order to avoid diminishing returns.
    37 Elemental Expert (9% dmg)
    28 Elborn (12% crit dmg)
    29 Spell Erosion (3.955% dmg)
    56 Master-at-Arms (20% direct dmg)
    5 Staff Expert (3% light/heavy attack dmg)

    ...and 75 thaumaturge (23% DoT dmg)

    Now what would happen if I dropped thaumaturge to... let's say 28 points:
    -11% DoT dmg, -10% Power Lash dmg (and any other dmg that happens during the Off Balance period)
    +2% direct dmg (Master-at-Arms to 66 points)
    +4% dmg (Elemental Expert to 64 points)
    +3% crit dmg (Elfborn to 37 points)
    +0,111% dmg (Spell Erosion to 30)

    I'd have 3,9% less burst damage during the combo (0,9% if that burst crits, 35% crit chance) & a lot of the sustained damage would be gone with DoTs ticking for 6,9% less & critting for 3,9% less.


    So yeah, I already think 75 thauma is BiS CP allocation (atleast if you care about burst), next patch it'll be even better as it doesn't get consumed immediately.

    And as they add more CPs, the better idea it becomes to put 75 points there... for instance, next patch the difference will be down to 2% direct dmg, 3% dmg & 2% crit dmg with those 10 extra points.

    Basically 75 thauma let's you maximize the burst damage of magicka DK, while also maximizing the DoT damage on non-burst periods. It does lead to smaller Flame Lashes outside burst period, but that's a very small part of mDK damage imo.

    Ah okay, that makes sense. On few last things I'd like to know:

    Aren't shields still uncrittable? If so, isn't full impen kinda wasted? I feel like just going divines or something might be better in that case.

    And is shock enchant on main bar really better then fire enchant?


  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Vosital wrote: »
    Ah okay, that makes sense. On few last things I'd like to know:

    Aren't shields still uncrittable? If so, isn't full impen kinda wasted? I feel like just going divines or something might be better in that case.

    They are, though if the damage of an attack surpasses the shield strength, then the remaining part of it can gain crit dmg modifier (it's kind of weird how it works). But yeah, you won't always have a shield up, so impen becomes very necessary to not get bursted down.
    Full impen gear gets you 27% crit resistance, where as full divines gets you 150 spell dmg (around 2% dmg).
    Vosital wrote: »
    And is shock enchant on main bar really better then fire enchant?

    Yup. Let's you proc the Concussion status effect for Minor Vulnerability on target (40% chance every time your enchant goes off).
    Fire enchant would proc the Burning status effect, of which you've already got almost 100% uptime thanks to all the fire damage mDK has.
    My build for example has a 20% chance on every whip, embers, chains cast to proc the 4s long effect, 10% chance to proc it with Engulfing Flames or Leap cast, 6% chance of proccing it from any Embers DoT tick & 2% chance of proccing it from any Engulfing Flames DoT tick.

    I recommend reading this:
    https://alcasthq.com/status-effects-eso/

    Very good information to know when making builds (kudos to @Alcast for writing them down) :P
    Edited by DDuke on January 17, 2018 3:36PM
  • Vosital
    Vosital
    ✭✭✭✭
    DDuke wrote: »
    Vosital wrote: »
    Ah okay, that makes sense. On few last things I'd like to know:

    Aren't shields still uncrittable? If so, isn't full impen kinda wasted? I feel like just going divines or something might be better in that case.

    They are, though if the damage of an attack surpasses the shield strength, then the remaining part of it can gain crit dmg modifier (it's kind of weird how it works). But yeah, you won't always have a shield up, so impen becomes very necessary to not get bursted down.
    Full impen gear gets you 27% crit resistance, where as full divines gets you 150 spell dmg (around 2% dmg).
    Vosital wrote: »
    And is shock enchant on main bar really better then fire enchant?

    Yup. Let's you proc the Concussion status effect for Minor Vulnerability on target (40% chance every time your enchant goes off).
    Fire enchant would proc the Burning status effect, of which you've already got almost 100% uptime thanks to all the fire damage mDK has.
    My build for example has a 20% chance on every whip, embers, chains cast to proc the 4s long effect, 10% chance to proc it with Engulfing Flames or Leap cast, 6% chance of proccing it from any Embers DoT tick & 2% chance of proccing it from any Engulfing Flames DoT tick.

    I recommend reading this:
    https://alcasthq.com/status-effects-eso/

    Very good information to know when making builds (kudos to @Alcast for writing them down) :P

    Okay so I been having a ton of fun with this build so far. It's pretty awesome.

    I have some questions though. I am assuming your light attack weaving inbetween all skills, yes? When you do chains > petrify > whips, do you not light attack so that the empower goes to whip? Or is it better if you just light attack weave and it goes on an auto instead?

    Also, I am having some trouble dealing with CC. When in the fight do you pop an immovable? Right at the start, or as your getting CC'd?

    Do you like to preemptively cast healing ward, or do you only use it when >40% hp?

    And lastly, how the hell do you afford to use that gold food? The roes for it are like 11k each. I can't spend that kinda cash on food lol. Would the next best option be witchmothers?
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Vosital wrote: »
    DDuke wrote: »
    Vosital wrote: »
    Ah okay, that makes sense. On few last things I'd like to know:

    Aren't shields still uncrittable? If so, isn't full impen kinda wasted? I feel like just going divines or something might be better in that case.

    They are, though if the damage of an attack surpasses the shield strength, then the remaining part of it can gain crit dmg modifier (it's kind of weird how it works). But yeah, you won't always have a shield up, so impen becomes very necessary to not get bursted down.
    Full impen gear gets you 27% crit resistance, where as full divines gets you 150 spell dmg (around 2% dmg).
    Vosital wrote: »
    And is shock enchant on main bar really better then fire enchant?

    Yup. Let's you proc the Concussion status effect for Minor Vulnerability on target (40% chance every time your enchant goes off).
    Fire enchant would proc the Burning status effect, of which you've already got almost 100% uptime thanks to all the fire damage mDK has.
    My build for example has a 20% chance on every whip, embers, chains cast to proc the 4s long effect, 10% chance to proc it with Engulfing Flames or Leap cast, 6% chance of proccing it from any Embers DoT tick & 2% chance of proccing it from any Engulfing Flames DoT tick.

    I recommend reading this:
    https://alcasthq.com/status-effects-eso/

    Very good information to know when making builds (kudos to @Alcast for writing them down) :P

    Okay so I been having a ton of fun with this build so far. It's pretty awesome.

    I have some questions though. I am assuming your light attack weaving inbetween all skills, yes? When you do chains > petrify > whips, do you not light attack so that the empower goes to whip? Or is it better if you just light attack weave and it goes on an auto instead?

    With chains->fossilize->whip you can weave light attacks inbetween, should be more damage overall. Wouldn't recommend that with chains->leap tho.
    Vosital wrote: »
    Also, I am having some trouble dealing with CC. When in the fight do you pop an immovable? Right at the start, or as your getting CC'd?

    Right at the start usually, you need it for the mag regen too - after that it's just about conserving stamina & making sure you have enough for CC break.

    You get 990 stam every time you cast an Earthen Heart ability & CC break costs 4320 stamina, so with Fossilize every 6 seconds & 647 stam regen you can get 2931 stamina back before you need to CC break again. Considering you'll be CC immune 1/3rd of the time with immovable pots, you should be able to break CC every time.

    Even without immovable pots, it's just a matter of 2 Molten Armament (or any other Earthen Heart ability) casts to get the stamina for CC break.
    Vosital wrote: »
    Do you like to preemptively cast healing ward, or do you only use it when >40% hp?

    Depends on whom you're fighting and if they have ultimates ready. Fighting a high damage stam build that hasn't used Dawnbreaker or Incap for a while? Probably a good idea to keep it up so their burst fails 100% sure.
    Same if you've got like sorc curse on you & they use Meteor to Rune Cage combo you: healing ward beforehand & no way that's going to kill you anymore. Then again, some low damage templar or S&B tank build & you'll be just fine using it only at 50%~.

    Also depends a lot on if you have CC immunity up, or Mutagen from resto ulti etc.
    Vosital wrote: »
    And lastly, how the hell do you afford to use that gold food? The roes for it are like 11k each. I can't spend that kinda cash on food lol. Would the next best option be witchmothers?

    Yeah, it can be a bit expensive >.<

    I've got quite a bit of gold though so I don't mind - if you're on a tighter budget witchmother's is the alternative.
    It's not as good but.. no can do I guess :d


    Good way to get gold: I usually do crafting dailies on 10 chars, it's like 50-75k/day when you gather the surveys, refine mats, sell gold mats etc - enough for a few roes :P
    Edited by DDuke on January 18, 2018 7:36PM
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