jakeedmundson wrote: »Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Eruption has a much longer duration than these other skills.
Doesn't it also have lower tool tip damage? I could be wrong but i swear it does less dps than the other main dots in the game...
also, that longer duration just makes the rotation more of a pain in the @ $$... i have an easier time with nightblade rotations.
EDIT: just looked up some parses for each class.
Average liquid lightning = 4-6k
avg winters revenge = 4-5k
avg twisting path = 4-5k
avg ash cloud = 2-3k
Ash Cloud also adds utility because of the powerful snare, that’s why a lower damage is justified.
5m radius, It's a joke in PvP.
You don't even have to dodge roll out of that, it takes like two steps to get out of it.
They should increase the damage by 50% atleast (would still deal less DPS than Caltrops for instance) and radius to 10 meters (2m more than Caltrops). Perhaps have the damage start low, then ramp up (similar to Venomous Claw), that'd make it actually dangerous in PvP with big ticks at the end.
Perhaps you may care to elaborate why Lightning Splash was mentioned as a way better skill then? It’s ineffecient in PvP too. I concede though it’s very strong in PvE.
Both are garbage in PvP, LL is better in PvE than Eruption.
Well Duke, that brings us back to the class kit. Should the DK be able to annihilate anything in melee range while being untouchable by ranged? Because that’s what the proposed changes that get thrown around here would boil down to.
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.
jakeedmundson wrote: »Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Eruption has a much longer duration than these other skills.
Doesn't it also have lower tool tip damage? I could be wrong but i swear it does less dps than the other main dots in the game...
also, that longer duration just makes the rotation more of a pain in the @ $$... i have an easier time with nightblade rotations.
EDIT: just looked up some parses for each class.
Average liquid lightning = 4-6k
avg winters revenge = 4-5k
avg twisting path = 4-5k
avg ash cloud = 2-3k
Ash Cloud also adds utility because of the powerful snare, that’s why a lower damage is justified.
5m radius, It's a joke in PvP.
You don't even have to dodge roll out of that, it takes like two steps to get out of it.
They should increase the damage by 50% atleast (would still deal less DPS than Caltrops for instance) and radius to 10 meters (2m more than Caltrops). Perhaps have the damage start low, then ramp up (similar to Venomous Claw), that'd make it actually dangerous in PvP with big ticks at the end.
Perhaps you may care to elaborate why Lightning Splash was mentioned as a way better skill then? It’s ineffecient in PvP too. I concede though it’s very strong in PvE.
Both are garbage in PvP, LL is better in PvE than Eruption.
Well Duke, that brings us back to the class kit. Should the DK be able to annihilate anything in melee range while being untouchable by ranged? Because that’s what the proposed changes that get thrown around here would boil down to.
jakeedmundson wrote: »Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Eruption has a much longer duration than these other skills.
Doesn't it also have lower tool tip damage? I could be wrong but i swear it does less dps than the other main dots in the game...
also, that longer duration just makes the rotation more of a pain in the @ $$... i have an easier time with nightblade rotations.
EDIT: just looked up some parses for each class.
Average liquid lightning = 4-6k
avg winters revenge = 4-5k
avg twisting path = 4-5k
avg ash cloud = 2-3k
Ash Cloud also adds utility because of the powerful snare, that’s why a lower damage is justified.
5m radius, It's a joke in PvP.
You don't even have to dodge roll out of that, it takes like two steps to get out of it.
They should increase the damage by 50% atleast (would still deal less DPS than Caltrops for instance) and radius to 10 meters (2m more than Caltrops). Perhaps have the damage start low, then ramp up (similar to Venomous Claw), that'd make it actually dangerous in PvP with big ticks at the end.
Perhaps you may care to elaborate why Lightning Splash was mentioned as a way better skill then? It’s ineffecient in PvP too. I concede though it’s very strong in PvE.
Both are garbage in PvP, LL is better in PvE than Eruption.
Well Duke, that brings us back to the class kit. Should the DK be able to annihilate anything in melee range while being untouchable by ranged? Because that’s what the proposed changes that get thrown around here would boil down to.
jakeedmundson wrote: »Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Eruption has a much longer duration than these other skills.
Doesn't it also have lower tool tip damage? I could be wrong but i swear it does less dps than the other main dots in the game...
also, that longer duration just makes the rotation more of a pain in the @ $$... i have an easier time with nightblade rotations.
EDIT: just looked up some parses for each class.
Average liquid lightning = 4-6k
avg winters revenge = 4-5k
avg twisting path = 4-5k
avg ash cloud = 2-3k
Ash Cloud also adds utility because of the powerful snare, that’s why a lower damage is justified.
5m radius, It's a joke in PvP.
You don't even have to dodge roll out of that, it takes like two steps to get out of it.
They should increase the damage by 50% atleast (would still deal less DPS than Caltrops for instance) and radius to 10 meters (2m more than Caltrops). Perhaps have the damage start low, then ramp up (similar to Venomous Claw), that'd make it actually dangerous in PvP with big ticks at the end.
Perhaps you may care to elaborate why Lightning Splash was mentioned as a way better skill then? It’s ineffecient in PvP too. I concede though it’s very strong in PvE.
Both are garbage in PvP, LL is better in PvE than Eruption.
Well Duke, that brings us back to the class kit. Should the DK be able to annihilate anything in melee range while being untouchable by ranged? Because that’s what the proposed changes that get thrown around here would boil down to.
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
Next step: I am already dead. That reverse slice was the killing blow.
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
Next step: I am already dead. That reverse slice was the killing blow.
Something you're doing wrong then.
25k health, 61 Ironclad, 27 Hardy 48% Crit Resistance <unburstable in 1v1
usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
The point is, how the heck can someone consider that fight "incredibly onesided in my favor".
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
Next step: I am already dead. That reverse slice was the killing blow.
Something you're doing wrong then.
25k health, 61 Ironclad, 27 Hardy 48% Crit Resistance <unburstable in 1v1
usmcjdking wrote: »usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
The point is, how the heck can someone consider that fight "incredibly onesided in my favor".
Mike Tyson vs. Buster Douglas is and always will be incredibly one-sided on paper in favor of Tyson. If you are unaware of what I'm talking about, Mike Tyson was brutalized and demolished over 10 rounds by Buster Douglas, a 42-1 underdog. Mag DKs are the favorite over anything that needs to get into melee - perhaps drawing even with DW stamplar.
You lost because, simply put, you were ill-prepared to deal with your opponent.
FlamingBeard wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
Next step: I am already dead. That reverse slice was the killing blow.
Something you're doing wrong then.
25k health, 61 Ironclad, 27 Hardy 48% Crit Resistance <unburstable in 1v1
You're not taking into account that the better stamina builds will have defiles and snares aplenty, which completely negates what little movement magDK has, as well as its poor healing under pressure.
You keep repeating this magical fantasy scenario where the build you're fighting has 2k weapon damage and 70%+ weapon crit somehow.
Raw damage is much more powerful than crit in CP PvP and magDK is especially vulnerable to it in light armor.
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
Yes, because that 6,9k was either Shalks, a heavy attack or POTL going off. That's not spammable damage and the total damage you took (16 688) is easily survivable. Next step: Fossilize->FL->Leap->PL->dead stam build.
If you were to Healing Ward again after that, the Healing Ward would also be significantly stronger (as it also scales based on missing health).
Next step: I am already dead. That reverse slice was the killing blow.
Something you're doing wrong then.
25k health, 61 Ironclad, 27 Hardy 48% Crit Resistance <unburstable in 1v1
24.5K health, 56 ironclad(so 1% worse than you), 43 hardy(3% better than you), a bit less crit resistance (2757) but most of the damage was against a shield anyway.
FlamingBeard wrote: »usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
magDKs are more vulnerable to pressure because they have no self-sufficient mobility, only an iffy gap closer and an ultimate gap closer.
They have nothing to escape with aside from Elusive Mist which you can still be snared during so it's pretty much the worst mobility skill you can be limited to using.
Dodgerollers shouldn't have any worse of a time fighting a magDK unless the dodgerollers only build for damage, which a lot of dodgerollers do and then become upset when they die due to their squishy build which has a lot of damage but is vulnerable to revenge kills.
usmcjdking wrote: »usmcjdking wrote: »
Looks like DoT tick, heavy attack, DoT tick. What is that picture supposed to prove? Besides that whoever you're fighting has extremely low weapon damage (or you were way above execute range). My Flame Lash hits harder than that Rev Slice lol
He removed a freshly cast 12k healing ward along with a quarter of my hitpoints in 170 milliseconds. And this is a fight incredibly onesided in my favor?
The second is not a dot tick by the way, look at the timestamp, it's the portion of the reverse slice that was still absorbed by the remaining shield.
So what's the point of this post?
That is not some magical happenstance that only happens to Mag DKs.
The point is, how the heck can someone consider that fight "incredibly onesided in my favor".
Mike Tyson vs. Buster Douglas is and always will be incredibly one-sided on paper in favor of Tyson. If you are unaware of what I'm talking about, Mike Tyson was brutalized and demolished over 10 rounds by Buster Douglas, a 42-1 underdog. Mag DKs are the favorite over anything that needs to get into melee - perhaps drawing even with DW stamplar.
You lost because, simply put, you were ill-prepared to deal with your opponent.
Simply put, you have absolutely no *** idea about what actually happened in that fight.
Because it's not even theoretically possible to burst down a mDK with that setup. You have to mess up in a big way to lose to a medium armor scrub.
Because it's not even theoretically possible to burst down a mDK with that setup. You have to mess up in a big way to lose to a medium armor scrub.
I lived through some heavy damage, cast a healing ward as you do when at low HP, and promptly got oneshot through it.
If that is messing up, then i guess i messed up.
IZZESparkling wrote: »It is not one sided to mDK. Medium builds have and can win against mDK just as fine as mDKs can kill glass cannon med builds. Well built medium builds are harder to kill than a heavy build due to sheer amount of damage and sustain allowing them to heal virtually untouched unless mDK itself is stacking up damage. But when mDK focuses on damage stacking, it will die sooner or later due to lack of sustain and/or tankiness. Usually damage stacked mDKs tend to die just after dizzying (or whatever spammable they use) -> Dawnbreaker -> Execute. Takes like 2 to 3 seconds. This is why mDKs run s/b most of the times as it is their only real source of mitigation through blocking.
Even defense focused builds can be bursted in 2-3 seconds in light armor the moment pressure amounts (usually resources are gone through poison and in trying to deal with the pressure). Also, medium armor DoT builds with bleeding that goes through any resistance is very much a killer as well. Cannot heal through that damage pretty much. It is like a defile that makes mDK waste their magicka pool real fast trying to survive. It is not really one sided in mDK's favor.
Because it's not even theoretically possible to burst down a mDK with that setup. You have to mess up in a big way to lose to a medium armor scrub.
I lived through some heavy damage, cast a healing ward as you do when at low HP, and promptly got oneshot through it.
If that is messing up, then i guess i messed up.
jakeedmundson wrote: »Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Eruption has a much longer duration than these other skills.
Doesn't it also have lower tool tip damage? I could be wrong but i swear it does less dps than the other main dots in the game...
also, that longer duration just makes the rotation more of a pain in the @ $$... i have an easier time with nightblade rotations.
EDIT: just looked up some parses for each class.
Average liquid lightning = 4-6k
avg winters revenge = 4-5k
avg twisting path = 4-5k
avg ash cloud = 2-3k
Ash Cloud also adds utility because of the powerful snare, that’s why a lower damage is justified.
5m radius, It's a joke in PvP.
You don't even have to dodge roll out of that, it takes like two steps to get out of it.
They should increase the damage by 50% atleast (would still deal less DPS than Caltrops for instance) and radius to 10 meters (2m more than Caltrops). Perhaps have the damage start low, then ramp up (similar to Venomous Claw), that'd make it actually dangerous in PvP with big ticks at the end.
Perhaps you may care to elaborate why Lightning Splash was mentioned as a way better skill then? It’s ineffecient in PvP too. I concede though it’s very strong in PvE.
Both are garbage in PvP, LL is better in PvE than Eruption.
Well Duke, that brings us back to the class kit. Should the DK be able to annihilate anything in melee range while being untouchable by ranged? Because that’s what the proposed changes that get thrown around here would boil down to.
Well, I believe that's why they're fixing Power Lash & Embers and making them dodgeable.
Should help a little, though based on my PTS testing fights vs dodge rollers are still incredibly onesided in favour of the mDK.
The reason you see people complaining about this however is that not every mDK plays a build that can annihilate anything in melee range - some play tankier builds that simply don't have enough dmg output to deal with things like, say, Troll King.
For this reason I think these builds should have stronger skills that allow them to get kills & feel powerful with their tanking playstyle, e.g. Ash Cloud having bigger radius, dealing more dmg, Talons dealing more dmg etc - these are skills not slotted by high dmg destro/resto builds.
As long as there aren't buffs to the high dmg mDKs that actually do annihilate everything in melee range currently, it should be fine.
IZZESparkling wrote: »It is not one sided to mDK. Medium builds have and can win against mDK just as fine as mDKs can kill glass cannon med builds. Well built medium builds are harder to kill than a heavy build due to sheer amount of damage and sustain allowing them to heal virtually untouched unless mDK itself is stacking up damage. But when mDK focuses on damage stacking, it will die sooner or later due to lack of sustain and/or tankiness. Usually damage stacked mDKs tend to die just after dizzying (or whatever spammable they use) -> Dawnbreaker -> Execute. Takes like 2 to 3 seconds. This is why mDKs run s/b most of the times as it is their only real source of mitigation through blocking.
Even defense focused builds can be bursted in 2-3 seconds in light armor the moment pressure amounts (usually resources are gone through poison and in trying to deal with the pressure). Also, medium armor DoT builds with bleeding that goes through any resistance is very much a killer as well. Cannot heal through that damage pretty much. It is like a defile that makes mDK waste their magicka pool real fast trying to survive. It is not really one sided in mDK's favor.
Right, except the maximum potential burst you can take in 5/1/1 light armor (no S&B) is 19k, and your Healing Ward (only dmg shield in the game that scales also with spell dmg) outheals/shields entire rotations from your opponent. Not that these builds ever really get to go on offensive (unless they're Xv1'ing, as usual, in which case you shield/fossilize spam until you've got ulti & then kill them all).
It takes one Fossilize to turn the whole fight around once you've CC break'd their Incap/whatever & Healing Warded.
I can understand immobile S&B builds having trouble killing (maybe even surviving if there's Defile) medium armor builds if they have Troll King, but not high dmg mDKs.
It's the most onesided fight in the entire game at the moment, you'd have better chances against mDK as a naked magicka sorcerer.
Because it's not even theoretically possible to burst down a mDK with that setup. You have to mess up in a big way to lose to a medium armor scrub.
I lived through some heavy damage, cast a healing ward as you do when at low HP, and promptly got oneshot through it.
If that is messing up, then i guess i messed up.
I just calculated the highest possible Rev Slice you can take (with shield up)
Gear: 5x Spriggan 5x Alchemist 1x Kena
Buffs: Major Brutality, Alchemist, Minor Berserk, Incap +20% Dmg, Weapon Damage Enchant, Minor Vulnerability
Total Damage Modifier: 64%
Crit Modifier: 72%
Rev Slice tooltip: 7855x3(maximum scaling)=23 565+8%(Minor Vulnerability)=25 450
...and when we add Battle Spirit+defensive CPs (https://jscalc.io/calc/fiasVNPSGsOdmsF6): 9,131.460 dmg (no crit, no mitigation counted as we're talking about dmg shield)
Assuming you have pretty much zero mitigation (spriggan+major fracture+37 points in piercing), by adding 24% crit modifier (what remains after 48% crit mitigation) we get: 11 322 dmg on armor, 5660 if you're blocking.
Edit: note that for maximum Rev Slice bonus you'd need to be around 15% I believe (someone correct me if I'm wrong here), at 30-50% health you shouldn't be taking nearly that much damage.