Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
Toc de Malsvi wrote: »Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.
Toc de Malsvi wrote: »Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.
Toc de Malsvi wrote: »Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.
Its honestly incredibly lack luster, since the recovery only triggers when you apply the burning/poison status effect. You are pretty much never going to proc a status effect right on the 5 second mark. I haven't had a chance to test it yet, but I'll hazard a guess that you will see around 60 to 70% uptime. So thats an extra 120 to 140 regen, its better than nothing, but I doubt it will be enough to make a meaningful difference for MagDK's in PVE and it will be significantly less in PVP due to shields and racial immunities.
Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
sneakymitchell wrote: »Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
If the damage is still there with the regen then I say “AAAAA! A buff!” If not “AAAAAA. It’s a nerf kind of!”
AddictionX wrote: »The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only.
Heavy attacks are dead now, and stam sorc skill Bound Armaments is changed accordingly, but DK skill Molten armaments is not changed still buffing heavy attacks. Does it mean that DK is now dead as damage dealer and abandoned for good?ZOS_GinaBruno wrote: »This is the official feedback thread for the Dragonknight combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
Heavy attacks are dead now, and stam sorc skill Bound Armaments is changed accordingly, but DK skill Molten armaments is not changed still buffing heavy attacks. Does it mean that DK is now dead as damage dealer and abandoned for good?ZOS_GinaBruno wrote: »This is the official feedback thread for the Dragonknight combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
Lightspeedflashb14_ESO wrote: »AddictionX wrote: »The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only.
It isn't.
Savos_Saren wrote: »Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?
So, your regen moves from 1700 to 1800?
That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?
From the patch notes:
Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.
Do you want DK to be unkillable with still 0 offensive power because those changes give you an unkillable DK that can't kill anyoneAddictionX wrote: »I wonder if there was a way skills can cost both stamina and magicka. Well probably too much work but in general i feel as the DK skills cost too much for what they do.
The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only. the point being its too short in duration. It is also very expensive for what it does. Perhaps also giving it the minor heroism would help it out and justify its cost.
What about a decrease in its cost? 4050 for a 3-second heal buff and a 6-second small shield really doesn't justify this cost.
Green Dragons blood is way too expensive at a cost around 4320. While its met to get someone out of executing range I think making this stamina based and a heal over time with a burst heal based on health healed/or keep it same with health missing would help. Really shouldn't be affected by battle spirit. Please keep the major endurance tho as that is really helpful to a resource-starved class.
Corrosive Armor is a unique ultimate, however, I think at 200 it's too expensive for its duration. Perhaps bring its cost to 150 and increase the duration closer to 15 seconds. I mean it can stay at 200 but the duration needs to be closer to 20ish seconds.
Shifting Standard for having such a high ultimate cost at 250 it doesn't do as much as it should. The cost should be reduced to 200. Having to stand where you need it to go also kinda ruins it as your just having to catch up all the time. Instead, I would much rather place it where I want in a range of perhaps 20ish meters. Remove the synergy requirement that just encourages people to stack into a ball. Instead have it silence enemies. That would be great against ball groups. The answer to ball groups isnt always high burst damaging AoE attacks GIVE US A SILENCING SKILL!
Noxious breath damage is very low and the debuff hardly noticeable. It also overrides the tanks pve major fracture which is more potent than this. The debuff could go away and instead grant major(minor) defile to the for those who stand in it also Instead of a conal attack make it an AoE that follows the caster. Probably also reduce its radius to about 8m. I would be happy if it was an AoE that follows the caster it misses even if its just a little incline when fighting. I'd say giving this skill major defile would be more balance than giving it minor. Could also have it apply minor maim as well.
Reflective plate Happy we finally get access to snare removal but perhaps making this a stamina ability and reducing its cost a little. If it's going to reflect then have it give additional snare immunity for each projectile reflected. Some of the magDK of this thread have already stated they would rather use mist form so give it to US STAM DK's make it a stamina ability!!! These wings really shouldn't be kept to a limit of 4 projectiles. Needs to be able to reflect much more than this. Light attacking expensive wings shouldn't be the counter to wings, it is wings that should counter PROJECTILES! It really it should reflect an unlimited amount for 4 seconds because who is really going to attack someone with those things up in the first place in that short duration. It also needs snare immunity for about 4 seconds. There are already a great many things that go through block and dodge! We still even get the secondary effect applied on us even AFTER the attack was reflected based on the rare occasion its used REACTIVELY!!!
Volitle armor Should reflect back a percentage of the damage taken and be done back in oblivion damage. I imagine the harder you run into a cactus the more it should hurt. Perhaps also heal you the damage reflected back on criticals done to you.
Molten Armaments give it back its major brutality buff! Or leave it as is. Have the heavy attack bonus only while in combat.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@Toc de Malsvi
Would you like this change I suggested for Fragmented shield (I also want igneous shield to regain its original major mending buff).
Fragmented shield I would love for this ability to absorb the damage taken from all sources and then expel that damage (30-50% of the taken damage) out in an AoE that would set enemies off balance. This would be a good change and a much needed change for Stamina DKs as the ability would scale off of Max Stamina/Weapon Damage + deal physical damage.
I feel that kind of change to fragmented shield would allow Stam DKs to have a burst outside of weapon skills that utilize animation cancelling.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@BohnT
It wouldn't be a shield but more so an affect that keeps note of all damage taken then expels up to 50% of the damage taken out in an AoE setting everyone off balanced.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell