Ragnarock41 wrote: »I stopped playing stamDk in PvP , as it is now utter garbage and completely outclassed even by stamsorcs at his own job(being a bruiser).
I don't want to turn this into a QQ thread, (because I know you don't care about stamDKs) So lets focus on magDk instead,
Try fixing how wings and volatile armor interacts with the templar bubble. Re-reflecting damage shouldn't be a thing, you made this rule ZOS, not us. Some consistency would be nice.
And other than that, wings should have at least a short immunity to snares.
As for the new combustion, from a PvP perspective its going to be good for mDK, meh or downright useless for stamDk. Because mDk deals almost purely flame damage. for stamDks we do not even slot noxious breath nowadays, sDks mostly prefer flames of oblivion+venomous claws for their class abilities, as noxious does very poor damage. So we have only one poison ability, and not to mention there are so many argonians and bosmers who will be immune to poisoned status.
In the end, combustion is a joke tier passive, and this new sustain mechanic is also a joke compared to what battle roar used to be.
I am disappointed , to the point I left my main.
Toc de Malsvi wrote: »I tried out Frag Shield and I felt it was utterly disappointing. I hardly noticed the Major mending without a burst heal.
@ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:
- a strong instant stamina class spammable
- atleast 2 seconds snare immunity along with the snare removal on reflective plate
- more stamina class skills
- reworking the useless passives: elder Dragon, world in ruins
- worst ulti regen of all classes although DK sustain is build around using ultimates.
Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway
Anti_Virus wrote: »@Kronuxx
Save your time dude. I don't think Mr. Wrobel is concerned with the Stam Dk whether he believes its fine, or he doesn't care I hope it isn't the latter.
I just wish he or atleast someone in the combat dev team enter one of these Stam DK threads and explain why they will or will not make changes to the class and in general a statement on the stamina DK.
I am fully aware that stam DK is excellent in PVE dps parses but they are really lacking in the PVP department some parity between pve and pvp stam dk would be nice but it might be to diffcult to do(I don't know how it would) or they are content like how 2h is bad in pve but decent in pvp.
I won't demand changes but at this point it feels like we are being ignored I usually like some transparency with the dev teams
@ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:
- a strong instant stamina class spammable
- atleast 2 seconds snare immunity along with the snare removal on reflective plate
- more stamina class skills
- reworking the useless passives: elder Dragon, world in ruins
- worst ulti regen of all classes although DK sustain is build around using ultimates.
Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway
Don't stamdk pull some of the highest numbers?
MyKillv2.0 wrote: »DK Skill Changes Thoughts... (just my thoughts, whatever)
Cauterize (Inferno morph): Nice for the increased range but the heal is still rather weak. I would much rather have the massive burst heal be from this skill or the heal be reduced to every three seconds. Either or I think would do the trick. However in it's current state the heal it too little and too long of wait.
Combustion: Nice addition, even though I chuckled at the fact that you gave one of the best sustain classes in the game even more sustain. No complaints for the extra sugar...
Empowering Chains: Since it is a skill I rarely ever use, I really honesty don't know about this. I will have to try it out in PvP, the gap closer plus whip/la spam will help I would imagine. Could be useful, I just do not know how much since it is not my playground.
Shifting Standard: The decrease is ok but I think it should have been reverted back to its original cost of 200. Maybe even 175. At 225 cost, I believe that the cost is still too close to destro/standard ulti, which are just better. I am not saying that you even need to buff the damage but I do think it you want it to be a valid second option, it needs more uptime for magDPS. 225 is still too much. I would go for 175 myself.
Reflective Plate (Reflective Scale morph): Similar to shifting standard, I agree with the idea of the change but I believe the dev team just simply stopped too short to make the change effective. I like the removal of snares but I think they should also add a 4/6sec speed boost/snare immune. In its current form, I do not believe it is strong enough to move a lot of people over to this morph.
Cinder Storm (Ash Cloud morph): I would like to see the amount this heals for but if the amount is close to grand healing, the move is awesome! It will not be BiS for all cases but in instances where the boss is in one spot... this long term heal is nice in combination with healing springs.
Obsidian Shard (Stonefist morph): This is where they put the burst DK heal, which I don't mind. In solo play, this is quite nice. No complaints.
Obsidian Shield: This is the best example of how a skill should work. Once is clearly a pvp morph, the other a healer morph. Great move all around.
Shattering Rocks (Petrify morph): Another solid choice. I could defiantly see pvp dks torn between these two morphs. Awesome job, I cannot wait to try out this morph.
Overall some great changes for mDKs and even better, no nerfs for either tank and stam/mDKs! I feel they stopped too short on the Shifting Standard & Reflective Plate changes but the Earthen Heart changes are top notch. Cinder Storm could put DK healers as respectable off healer roles in craglorn trials and any dungeon that is not moble in nature (so like most all non DLC stuff). I hope over the next few weeks, they look at Standard and Reflective and add a little more to these skills. I made my suggestions but the team may have their own ideas in mind that could make these two skills more appealing.
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.
Those Corrosive Armor changes would be way too strong either you reduce both cost and duration or don't change it at all.
Same with wings. We had unlimited reflects once and it was absolutely overperfoming and should never come back also 4 seconds of snare immunity is too long when you compare it to what shuffle can do with 7 pieces medium equipped.
And about voltile armor: no we really don't need more oblivion damage in the game also th ability is fine as it is. It gives you resistances, applies a dot, Deals good damage on magdk + activates passives.
AddictionX wrote: »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.
Those Corrosive Armor changes would be way too strong either you reduce both cost and duration or don't change it at all.
Same with wings. We had unlimited reflects once and it was absolutely overperfoming and should never come back also 4 seconds of snare immunity is too long when you compare it to what shuffle can do with 7 pieces medium equipped.
And about voltile armor: no we really don't need more oblivion damage in the game also th ability is fine as it is. It gives you resistances, applies a dot, Deals good damage on magdk + activates passives.
Well if I suggest anything to do more damage it'll make pve stamina DK over preform. Unless we reduce the duration of the dots but have it do the same damage.
With wings...I know I was there ... one of the reasons I quit so early on was because I realized the game needed time to adjust. With the unlimited reflects but it was a different patch where even meteors could be reflected a few times like ping pong....and unlimited amount of times. There were not as many go through block/dodge counters that are in play today. The sword and board ultimate which I can have a sort of high uptime has unlimited reflects for about double the duration and i would not say its overperforming.
Doesnt have to be Volitle armor... magDK is still strong just not in an open field were they have to be mobile.
Unfortunately, snare immunity kinda needs to be around that long to be viable if its less it is not justifiable by its cost. Foward momentum cost about half and gives 8 seconds of snare immunity on top of a heal over time.
For a stamina DK in pvp the offensive power doesnt come in the form of class skills... So im not sure what changes you could possibly advocate for that would make pve stamina DK overperform.
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.
mDK is going to be just a tad OP with these changes which is why I am puzzled why other classes are receiving sustain and damage nerfs while mDK is snare removal and sustain buffs
Stam DK is very lackluster but preforms extremely well in niche situations. I'd like to see it have more viability is more situations
AddictionX wrote: »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.
Those Corrosive Armor changes would be way too strong either you reduce both cost and duration or don't change it at all.
Same with wings. We had unlimited reflects once and it was absolutely overperfoming and should never come back also 4 seconds of snare immunity is too long when you compare it to what shuffle can do with 7 pieces medium equipped.
And about voltile armor: no we really don't need more oblivion damage in the game also th ability is fine as it is. It gives you resistances, applies a dot, Deals good damage on magdk + activates passives.
Well if I suggest anything to do more damage it'll make pve stamina DK over preform. Unless we reduce the duration of the dots but have it do the same damage.
With wings...I know I was there ... one of the reasons I quit so early on was because I realized the game needed time to adjust. With the unlimited reflects but it was a different patch where even meteors could be reflected a few times like ping pong....and unlimited amount of times. There were not as many go through block/dodge counters that are in play today. The sword and board ultimate which I can have a sort of high uptime has unlimited reflects for about double the duration and i would not say its overperforming.
Doesnt have to be Volitle armor... magDK is still strong just not in an open field were they have to be mobile.
Unfortunately, snare immunity kinda needs to be around that long to be viable if its less it is not justifiable by its cost. Foward momentum cost about half and gives 8 seconds of snare immunity on top of a heal over time.
For a stamina DK in pvp the offensive power doesnt come in the form of class skills... So im not sure what changes you could possibly advocate for that would make pve stamina DK overperform.
Stamdk isn't top dps anymore it changed with Dragon Bones due to off balance changes.
When shield ulti was at 100 ult it was absolutely op. Unlimited reflects means DKs can't die to ranged builds anymore and that will be absolutely overperfoming.
The reason FM has that 8 seconds snare immunity is only fair because you sacrifice the only burst heal most stamclasses have. Wings however would only cost you some damage.
I put my ideas in the first few posts of this thread.
https://www.youtube.com/watch?v=e31OSVZF77w
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
PATCH 4.0 CHANGES
Combustion Passive - Overall I'm happy to see DK receive a buff in the sustain department--it's long overdue. I don't quite agree with the sustain being tied to procing status effects though. I understand that you want to give the ability a unique flavor, but it's a bit clunky. I would recommend having the resource return simply proc upon doing damage with an Ardent Flame ability with a 5-second cooldown.
Shifting Standard - Good change. Cost should never have been increased from 200 to 250. A decrease to 225 was a nice surprise but honestly it should go back to 200 (Same with Standard of Might, this Ultimate just isn't what it used to be, sadly).
Flames of Oblivion - Still a clunky, often useless, hybrid between a burst heal and a HoT. The issue with this ability has never been the range, the issue is the heal frequently procs when it isn't needed or is on cooldown when it is. The ability needs to become a HoT. End of story. I can suggest two ways to make it function: (1) a DK specific Rapid Regeneration that when cast applies a HoT to an ally for 10-15 seconds, or (2) a small PBAoE HoT centered around the DK that heals the DK and allies within the radius.
Reflective Plate - Needs to include 3-4 seconds of snare immunity. Cleansing snares is by itself useless in Cyrodiil when the snare will simply reapply immediately.
Cinder Storm - Nice change, I like it. Radius could be a bit bigger though.
Obsidian Shard - lol, you keep buffing this heal but the issue isn't the healing amount it's the design of the ability. The CC is useless in PvE and being forced to hit a monster to heal an ally is clunky. I won't use it in PvP because the CC can be dodged and if it is dodged the heal doesn't fire. I've played around with this ability a lot and a Magicka DK just can't sustain firing off Obsidian Shard 2-3 times when he needs that CC. IF YOU WANT TO GIVE DK A GROUP-ORIENTED BURST HEAL, ADD IT TO IGNEOUS/FRAGMENTED SHIELD. THAT IS THE PERFECT ABILITY FOR A HEAL. DK does NOT NEED two single-target CCs. I recommend a complete and total redesign of this ability and its morphs. Perhaps something for StamDK?
Shattering Rocks - NOW THIS MAKES SENSE. I love the heal on this. I am definitely excited to play around with this morph. Why does this work where Obsidian Shard fails? Because it's a CC first and foremost.
Igneous/Fragmented Shield - Sigh. I mean really, this was about as lazy a redesign as is possible. Why not just make Fragmented Shield an interesting DPS ability like it used to be? Reshuffling existing qualities within morphs (i.e., Crystal Frag/Blast treatment) is pretty lame to be honest. So here's my issue: You want DK to have a burst group heal why not put it on Igneous Shield? That makes so much sense it hurts. A burst heal with a small shield would actually make DK healers an interested choice in PvE.
CHANGES THAT SHOULD HAPPEN
Magma Shell - This morph is in desperate need of a rework. I don't even care what happens to it, but it's garbage in it's current form.
Elder Dragon - lol. Anything else. Please.
Searing Heat - These bonuses should be built into the 3 Ardent Flame abilities it buffs. Change to: Ardent Flame abilities deal 5% more damage to targets under 25% health.
AddictionX wrote: »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.
Oh... well then... it certainly feels that way. Basically.... it needs a buff in pvp. Perhaps to 5 seconds. Defile is just running rampant. 30 percent heal debuff vs a 25 percent heal buff doesn't really cancel each other out.
MyKillv2.0 wrote: »DK Skill Changes Thoughts... (just my thoughts, whatever)
Cauterize (Inferno morph): Nice for the increased range but the heal is still rather weak. I would much rather have the massive burst heal be from this skill or the heal be reduced to every three seconds. Either or I think would do the trick. However in it's current state the heal it too little and too long a wait.


@ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:
- a strong instant stamina class spammable
- atleast 2 seconds snare immunity along with the snare removal on reflective plate
- more stamina class skills
- reworking the useless passives: elder Dragon, world in ruins
- worst ulti regen of all classes although DK sustain is build around using ultimates.
Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway
Don't stamdk pull some of the highest numbers?
@ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:
- a strong instant stamina class spammable
- atleast 2 seconds snare immunity along with the snare removal on reflective plate
- more stamina class skills
- reworking the useless passives: elder Dragon, world in ruins
- worst ulti regen of all classes although DK sustain is build around using ultimates.
Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway
Don't stamdk pull some of the highest numbers?
Good dueling and PvE DPS but in most forms of PvP they aren't very good
AddictionX wrote: »@exeeter702 i see your point but wouldn't the same be said with some of the very niche passives we have? point being anyone can build for one specific thing that isn't what is being talked about here. If i wanted to build specifically to get those numbers you sacrifice a lot. Similar to a high hp/high hp regen tank. Or a permablock tank.
I think for stamina classes we are looking at the wrong place... if we have weapon skill lines to rely on then thats another thing that really needs to be looked at.
Our entire class is based on weapon skill lines. But there is no thread for WEAPON SKILL LINES!? Or armor skill lines for that matter!?
I must've missed it.
@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.
Toc de Malsvi wrote: »I tried out Frag Shield and I felt it was utterly disappointing. I hardly noticed the Major mending without a burst heal.
What did you think of other changes to do healing support?
Toc de Malsvi wrote: »ZOS want's DK's to be DoT based and ZOS wants more balance so I say: MOAR DOTS!!!
Change Stone Fist to a ranged single target dot. Make Obsidian Shard something to do with LAVA and fire damage with some sort of healing return, and make Stone Giant a bleed effect.
It's ranged which improves DK range and options during trials when you cannot stand on target. It is additional DoTs, and the bleed effect serves stam DK well for PVP, while the ranged Dot/Hot serves low mobility mag DK's well.
Ragnarock41 wrote: »Toc de Malsvi wrote: »ZOS want's DK's to be DoT based and ZOS wants more balance so I say: MOAR DOTS!!!
Change Stone Fist to a ranged single target dot. Make Obsidian Shard something to do with LAVA and fire damage with some sort of healing return, and make Stone Giant a bleed effect.
It's ranged which improves DK range and options during trials when you cannot stand on target. It is additional DoTs, and the bleed effect serves stam DK well for PVP, while the ranged Dot/Hot serves low mobility mag DK's well.
I don't know how many times I have to explain over and over again why earthen hearth tree can not have a stamina spammable or dot or similar, because of the passives..
A stamina ability that returns 990 stamina and minor brutality on casting. not a bright idea.
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