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Dragon Knight identity

  • exeeter702
    exeeter702
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    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    thats nice.

    Now could you actualluly continue your sweeping analysis of the dragon knight class and go over the finer points of how you would address DKs in the healer role please?

    Thanks.
  • GeorgeBlack
    GeorgeBlack
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    exeeter702 wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    thats nice.

    Now could you actualluly continue your sweeping analysis of the dragon knight class and go over the finer points of how you would address DKs in the healer role please?

    Thanks.

    1)A lower costing Standard
    2)Shattering shield should scale of max magica, last for 2-3s, apply only on Group members, not caster.
    3)One of the morphs of deep breath should heal after delay, apply major breach fracture on caster. Apply major mending on group members, not caster.
    4)resto/healing sets
    5) revert sustain changes to DK for better magica sustain
    6)slot some talons in there to help with CC

    Focus on keeping up shields while healing. Actively avoid getting in trouble or you are done.
    Edited by GeorgeBlack on March 21, 2018 11:31PM
  • exeeter702
    exeeter702
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    exeeter702 wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    thats nice.

    Now could you actualluly continue your sweeping analysis of the dragon knight class and go over the finer points of how you would address DKs in the healer role please?

    Thanks.

    1)A lower costing Standard
    2)Igneous shield should scale of max magica, last for 2-3s, apply only on Group members, not caster.
    3)One of the morphs of deep breath should heal after delay, apply major breach fracture on caster. Apply major vitality on group members, not caster.
    4)resto/healing sets
    5) revert sustain changes to DK for better magica sustain
    6)slot some talons in there to help with CC

    Focus on keeping up shields while healing. Actively avoid getting in trouble or you are done.

    :wink:

  • Ragnarock41
    Ragnarock41
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    exeeter702 wrote: »
    exeeter702 wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    thats nice.

    Now could you actualluly continue your sweeping analysis of the dragon knight class and go over the finer points of how you would address DKs in the healer role please?

    Thanks.

    1)A lower costing Standard
    2)Igneous shield should scale of max magica, last for 2-3s, apply only on Group members, not caster.
    3)One of the morphs of deep breath should heal after delay, apply major breach fracture on caster. Apply major vitality on group members, not caster.
    4)resto/healing sets
    5) revert sustain changes to DK for better magica sustain
    6)slot some talons in there to help with CC

    Focus on keeping up shields while healing. Actively avoid getting in trouble or you are done.

    :wink:

    I dont think making igneous shield scale with max magicka will make dk healers any good.
    It would only make magDKs absurdly tanky in PvP.

    3 seconds of mending has not much value to a healer unless you have a strong burst heal like BoL.
    And the shield is 3x stronger on the caster, so yeah.
    Edited by Ragnarock41 on March 22, 2018 12:55AM
  • klowdy1
    klowdy1
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    josiahva wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    As a tank, I absolutely HATE dragon leap...there is nothing more annoying than grouping up the enemies nice and tight just to have some idiot leap in and scatter them out again(or a werewolf fear them away). Every time some DK uses it, I ask him to change his ult...terrible skill in PvE.
    DKs do NEED an execute...why should every other class get a class execute, but not DKs?
    Chains IS a gap-closer, either pulling your enemy to you or vice versa(depending on morph) is closing the gap
    I will agree that DKs need a stam morph of several of their abilities
    I dont agree that DKs should be a "defensive" class. My DK tanks are plenty defensive....other DKs need more offense, not less.

    To be fair, stamplars don't get an execute either. The one we have is a mag ability, or a 2h ability, but everyone gets that. I feel like everyone should have an execute for their build, stam or mag. Just something that changes up the rotation at some point in the fight.
  • exeeter702
    exeeter702
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    exeeter702 wrote: »
    exeeter702 wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    thats nice.

    Now could you actualluly continue your sweeping analysis of the dragon knight class and go over the finer points of how you would address DKs in the healer role please?

    Thanks.

    1)A lower costing Standard
    2)Igneous shield should scale of max magica, last for 2-3s, apply only on Group members, not caster.
    3)One of the morphs of deep breath should heal after delay, apply major breach fracture on caster. Apply major vitality on group members, not caster.
    4)resto/healing sets
    5) revert sustain changes to DK for better magica sustain
    6)slot some talons in there to help with CC

    Focus on keeping up shields while healing. Actively avoid getting in trouble or you are done.

    :wink:

    I dont think making igneous shield scale with max magicka will make dk healers any good.
    It would only make magDKs absurdly tanky in PvP.

    3 seconds of mending has not much value to a healer unless you have a strong burst heal like BoL.
    And the shield is 3x stronger on the caster, so yeah.

    We arent talking about hardend ward levels of shield strength here, scaling off max magicka does not mean it follows the same formula as hardened ward or annulment man, come on..... Scaling off max magicka simply allows for a slightly stonger version than currently on live version when casted by a magicka dk. This results in a very small net increase for trial wide mitigation, and then you make fragmented to scale off max hp (netting a slightly stronger value than the current live version) cheaper cast, but only effect the caster, so dk tanls still have a nice way to access helping hands amd mountains blessing.

    3 seconds of mending is 3 seconds. Dk healers have the ability over every other healer to preemptively and quickly buff there next 2 heals like combat prayer or a manually triggered cauterize (which crits for BOL levels of value nearly) as well as mainting a stronger version of springs for its doubled casted duration by weaving igneous throughout.
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