StamDK needs heavy thematic buffs. Volatile or hardened armour poison damage and scale of highest state, but maintain mag cost for stam convenience. Burning talons becomes poisonous talons and stam. Tanks need other for PvE. Deep breath becomes stamina/poison, and sets targets hit with the explode off-balance. I don't think poison whip is needed, because with poison talons, dizzy can land better. (deep, talons and dizzy +leap seems cool) But if any better StamDKs want to comment.
@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
They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
Tell that to Highpolicy and Joarden (Think I got that right). Joarden won the legend competition 2 or 3 times and legend is full of bleedblades
Here are the reasons why Stamdk is weak in PvP:Stamdk has huge problems in PvP:
1. They are the spec which takes the most damage in open world pvp. Stamdk has the least ways to avoid damage while having the worst effective healing on top of that.
Nightblades can avoid all damage as long as their cloak doesn't break and they can also remove all further pressure from skills with shadow image by using it wisely and hindering your enemy totally to attack you. They might have weak healing but overall they have great survivability from not taking damage in the first place.
Templars Templars feature the same crappy mobility as DKs. However they can completely remove the full damage of dots and Skoria aswell as other debuffs making their healing better as they don't face defiles like other classes have to. They can't get away however limiting their lifespan to the point where the next zerg tries to kill you.
Sorcs With shields sorcs have a set amount of burst "heal" they can utilise whenever they please and in PvP Burst > Dots/Hots. Aswell as the ability to negate all magicka based ranged damage aswell as the ability to create a gap between you and your enemy that he physically can't close which sets their damage to the dots they applied to you before you escaped.
Wardenhave a burst heal as often as they needed along with a great defensive ult that can reach a uptime of almost 100% which makes you invulnerable against atleast 2 enemies. Along with great mobility due to snare reduction and 100% major expedition uptime they can reduce the incoming damage from all meele classes ,which don't have access to major expedition by a lot. As their skills won't connect due to you being out of range. And they can negate 100% of all magicka based ranged damage as long as they want with shimmering shield
Stamdk are forced to eat all meele, dot & most magicka based ranged damage. Wings only reflect a small portion of all skills while being too expensive to be kept up 100% of the time. As an result dk has to rely on dither dodge rolls which is too expensive and too bad with the amount of undodgeable skills in the game or block. Block reduces all direct damage but most dots go through it aswell as shalks, curse and PotL+ can be countered by 3 classes with CCs.
As DK has no mobility by itself they are locked into using Forward Momentum and Vigor as healing which gets increased by 25% with major mending and 12% by Passives. This sounds great but with defiles one player can reduce that with no point into befoul to 7%.
This sets a limit for DKs how much damage they can take before they will die after a set amount of time.
With the lack of mobility their live ends as soon as an enemy zerg is attacking them or is trying to get to them.
On an average day of PvP my deaths through the classes look something like this:
NB: 0-5 Deaths (depending how often i get marked or soultrapped)
Sorc: 0-10 Death (depending on shieldbreaker usage and personal fails)
Warden: 3-10 (few times where zergs actually catch me)
Templar: 10-25 (depending how often zergs try to kill me -5 as this is how often I normally can still get away)
DK: X>15 (equals the amount I fight multiple decent people or a zerg attacks me)
2. They are also the class which relies the most on your enemy to be bad.
As a DK your burst is very weak and completely build around Leap or Dawnbreaker with another skill.
Leap is really unreliable in open world as it can be dodged (thanks for saying it can't be Wrobel, I encounter it 10 times a day when using leap) and the damage of leap might be great but it can be blocked and it is never enough to one shot anyone so you need another skill.
Heroic Slash doesn't deal enough damage to finish more tanky players
Dizzying Swing has great damage but the cast time and the fact that can be dodged, blocked or removed by walking through the caster makes it too slow and too easy, to avoid for good players which won't die to one leap.
As you can't kill your enemies fast enough other people will arrive and at one time you reach the point where they simply kill you and there is nothing you can do, you can't escape, you can't tank them you can only think where to respawn
3. The main sustain stamdk has gets counteracted by the way pvp is played.
Battle roar completely relies on how often you use your ults but ults are not ment to be used mindelessly they are either used to burst down enemies or to survive the pressure when you have to go to defend yourself.
This all comes together making stamdk a bad choice for pvp overall as every class has at least one aspect where they truly outshine stamdk.
I'm not saying you can't do well on a DK but you will be much more effective on any other class
And here are the ideas to make Stamdk a viable class again:1. Change 1 of the following skills to be a high damage, instant, dodgeable & blockable, meele single target Stamina based spamamble:
Stone Giant (in the following reffered to as SG) or Noxious Breath ( i. t. f. reffered to as NB):
Reasoning and Implementation:
Both skills aren't used by most dks, SG isn't used by any DK, the damage is weak, the buff it grants is lackluster and it's magicka based while magdks already have a great CC and spammable. Noxious Breath is used in PvE but only as another Dot for DPS.
If you choose SG to be the new Spammable: Set the damage somewhere between Suprise attack and Heroic slash, the cost should be equal to Whip, as a secondary effect Keep the minor ward an minor resolve buffs but add minor breach as a Debuff to it.
If you Chose NB: The damage should be equal to suprise attack but poison based. The Major fracture debuff should be changed with minor savagery + minor endurance for 4 seconds
If These changes happen you have to look at the Performance in PvE meaning, you have to test how much DPS the new Spammable contributes in a perfectly optimized Rotation and how much damage the main spammable and in case of NB the dot contributed.
Equal this difference in dps by nerfing Venemous claws a bit (this should be 1% damage nerf max to Venemous claws)
2. Change Reflective Plate to remove all snares and granting you 2 seconds of immunity + 0.75 seconds per reflected projectile during the Duration.
3. Deep Breath took a huge nerf with the changes to Interrupts. As Stamdk lacks burst a delayed burst ability like Deep Breath works perfectly and doesn't affect PvE much as Drain Essence is the better Morph there (excpet for vMol twins)
Make it Stamina based, reduce the damage and healing of the first hit by 40% but increase the damage of the second hit by 25% and remove the Interrupt effect of the ability.
These changes would give stamdk more burst, better survivability and more class identity but they wouldn't make stamdk viable enough.
There are several useless passives which are a joke compared to the passives of Warden, Nightblades or Sorcs.
Elder Dragon: Get rid of the Health Regeneration and Change it to grant you 35 mag and stam everytime you are hit with a .5 second cooldown this will result in a 140 mag and stam Regeneration if you are actually fighting
Mountain's Blessing: DKs are the class which build their sustain around ultimates although they have the worst ultimate Regeneration in the game. Increase the amount of ultimate granted from 3 to 5 seconds to help Overall sustain and viability.
These changes will help stamdk being a viable class in PvP with a true identity and not being left as an empty Shell which tries to Keep the memories of better times alive
JumpmanLane wrote: »Here are the reasons why Stamdk is weak in PvP:Stamdk has huge problems in PvP:
1. They are the spec which takes the most damage in open world pvp. Stamdk has the least ways to avoid damage while having the worst effective healing on top of that.
Nightblades can avoid all damage as long as their cloak doesn't break and they can also remove all further pressure from skills with shadow image by using it wisely and hindering your enemy totally to attack you. They might have weak healing but overall they have great survivability from not taking damage in the first place.
Templars Templars feature the same crappy mobility as DKs. However they can completely remove the full damage of dots and Skoria aswell as other debuffs making their healing better as they don't face defiles like other classes have to. They can't get away however limiting their lifespan to the point where the next zerg tries to kill you.
Sorcs With shields sorcs have a set amount of burst "heal" they can utilise whenever they please and in PvP Burst > Dots/Hots. Aswell as the ability to negate all magicka based ranged damage aswell as the ability to create a gap between you and your enemy that he physically can't close which sets their damage to the dots they applied to you before you escaped.
Wardenhave a burst heal as often as they needed along with a great defensive ult that can reach a uptime of almost 100% which makes you invulnerable against atleast 2 enemies. Along with great mobility due to snare reduction and 100% major expedition uptime they can reduce the incoming damage from all meele classes ,which don't have access to major expedition by a lot. As their skills won't connect due to you being out of range. And they can negate 100% of all magicka based ranged damage as long as they want with shimmering shield
Stamdk are forced to eat all meele, dot & most magicka based ranged damage. Wings only reflect a small portion of all skills while being too expensive to be kept up 100% of the time. As an result dk has to rely on dither dodge rolls which is too expensive and too bad with the amount of undodgeable skills in the game or block. Block reduces all direct damage but most dots go through it aswell as shalks, curse and PotL+ can be countered by 3 classes with CCs.
As DK has no mobility by itself they are locked into using Forward Momentum and Vigor as healing which gets increased by 25% with major mending and 12% by Passives. This sounds great but with defiles one player can reduce that with no point into befoul to 7%.
This sets a limit for DKs how much damage they can take before they will die after a set amount of time.
With the lack of mobility their live ends as soon as an enemy zerg is attacking them or is trying to get to them.
On an average day of PvP my deaths through the classes look something like this:
NB: 0-5 Deaths (depending how often i get marked or soultrapped)
Sorc: 0-10 Death (depending on shieldbreaker usage and personal fails)
Warden: 3-10 (few times where zergs actually catch me)
Templar: 10-25 (depending how often zergs try to kill me -5 as this is how often I normally can still get away)
DK: X>15 (equals the amount I fight multiple decent people or a zerg attacks me)
2. They are also the class which relies the most on your enemy to be bad.
As a DK your burst is very weak and completely build around Leap or Dawnbreaker with another skill.
Leap is really unreliable in open world as it can be dodged (thanks for saying it can't be Wrobel, I encounter it 10 times a day when using leap) and the damage of leap might be great but it can be blocked and it is never enough to one shot anyone so you need another skill.
Heroic Slash doesn't deal enough damage to finish more tanky players
Dizzying Swing has great damage but the cast time and the fact that can be dodged, blocked or removed by walking through the caster makes it too slow and too easy, to avoid for good players which won't die to one leap.
As you can't kill your enemies fast enough other people will arrive and at one time you reach the point where they simply kill you and there is nothing you can do, you can't escape, you can't tank them you can only think where to respawn
3. The main sustain stamdk has gets counteracted by the way pvp is played.
Battle roar completely relies on how often you use your ults but ults are not ment to be used mindelessly they are either used to burst down enemies or to survive the pressure when you have to go to defend yourself.
This all comes together making stamdk a bad choice for pvp overall as every class has at least one aspect where they truly outshine stamdk.
I'm not saying you can't do well on a DK but you will be much more effective on any other class
And here are the ideas to make Stamdk a viable class again:1. Change 1 of the following skills to be a high damage, instant, dodgeable & blockable, meele single target Stamina based spamamble:
Stone Giant (in the following reffered to as SG) or Noxious Breath ( i. t. f. reffered to as NB):
Reasoning and Implementation:
Both skills aren't used by most dks, SG isn't used by any DK, the damage is weak, the buff it grants is lackluster and it's magicka based while magdks already have a great CC and spammable. Noxious Breath is used in PvE but only as another Dot for DPS.
If you choose SG to be the new Spammable: Set the damage somewhere between Suprise attack and Heroic slash, the cost should be equal to Whip, as a secondary effect Keep the minor ward an minor resolve buffs but add minor breach as a Debuff to it.
If you Chose NB: The damage should be equal to suprise attack but poison based. The Major fracture debuff should be changed with minor savagery + minor endurance for 4 seconds
If These changes happen you have to look at the Performance in PvE meaning, you have to test how much DPS the new Spammable contributes in a perfectly optimized Rotation and how much damage the main spammable and in case of NB the dot contributed.
Equal this difference in dps by nerfing Venemous claws a bit (this should be 1% damage nerf max to Venemous claws)
2. Change Reflective Plate to remove all snares and granting you 2 seconds of immunity + 0.75 seconds per reflected projectile during the Duration.
3. Deep Breath took a huge nerf with the changes to Interrupts. As Stamdk lacks burst a delayed burst ability like Deep Breath works perfectly and doesn't affect PvE much as Drain Essence is the better Morph there (excpet for vMol twins)
Make it Stamina based, reduce the damage and healing of the first hit by 40% but increase the damage of the second hit by 25% and remove the Interrupt effect of the ability.
These changes would give stamdk more burst, better survivability and more class identity but they wouldn't make stamdk viable enough.
There are several useless passives which are a joke compared to the passives of Warden, Nightblades or Sorcs.
Elder Dragon: Get rid of the Health Regeneration and Change it to grant you 35 mag and stam everytime you are hit with a .5 second cooldown this will result in a 140 mag and stam Regeneration if you are actually fighting
Mountain's Blessing: DKs are the class which build their sustain around ultimates although they have the worst ultimate Regeneration in the game. Increase the amount of ultimate granted from 3 to 5 seconds to help Overall sustain and viability.
These changes will help stamdk being a viable class in PvP with a true identity and not being left as an empty Shell which tries to Keep the memories of better times alive
I used to use SG a lot, it literally knocked down a lot of people who just weren’t ready for it ONCE because no one really uses. There’s a cool down so it was a one-off. Definitely not useful enough to slot. Had a bit of a heal. Dmg was nothing tho.
I replaced it with invigorating drain (drops block adds ulti). As a DK you are forced to go vamp for any kind of mobility (elusive mist). Stam DK definitely needs some sort of mobility.
All the old stuff you read says a fully buffed Stam DK is the hardest thing to kill. Yet, once you hit them with some Stam ravaging poisons they generally take off running and die QUICK. I used to kill a ton of NB’s in PvP. Now DK’s are running neck and neck with them.
DK def needs a spammable. Heavy attack 2H just doesn’t cut it. Crit rush? You’re there, then what? Dot? Venomous claw. Lol. Hope your ulti is up and leap?( I once 1vXed some taters on some stairs with Bats but most good players run out of it. I have to slot Corrosive armor ANYWAYS lol).
Stam DK NEEDS BURST. Running 7th legion to survive and agility for a lil damage LESSENS your overall damage. All I got is The Leap hehehehe. I’m gonna try 5 7th legion, 5 Unfathomable Darkness 2 Bloodspawn and see what’s up. Maybe the birds can do something. EVERYTHING seems to proc them in PVE...tho usually after everything is dead; so they usually seem to hit ME lol.
@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
They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
Tell that to Highpolicy and Joarden (Think I got that right). Joarden won the legend competition 2 or 3 times and legend is full of bleedblades
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
I really would love if some ZOS employee could actually engage in this thread post. I get we're suppose to provide feedback but feedback usually dictates a response to show you acknowledge that concern, and that you will relay that to the appropriate personnel(s) involved with that particular subject matter.
Example would be players hear stating that these changes do not fix the issues with Stamina DK PvP well at-least comment on the thread and state you're at-least passing on these issues instead of giving us a wall to cry at.
I earnestly feel that way regarding these PTS feedback threads but don't take it the wrong way @ZOS_GinaBruno . I get you're busy and it isn't entirely your job as there's others like @ZOS_JessicaFolsom @ZOS_RichLambert who could also suffice in actually showing us that they acknowledge our outcry.
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
Yeah but @ZOS_Wrobel doesn't comment often even now he hasn't commented on any PTS thread this year.
JumpmanLane wrote: »Here are the reasons why Stamdk is weak in PvP:Stamdk has huge problems in PvP:
1. They are the spec which takes the most damage in open world pvp. Stamdk has the least ways to avoid damage while having the worst effective healing on top of that.
Nightblades can avoid all damage as long as their cloak doesn't break and they can also remove all further pressure from skills with shadow image by using it wisely and hindering your enemy totally to attack you. They might have weak healing but overall they have great survivability from not taking damage in the first place.
Templars Templars feature the same crappy mobility as DKs. However they can completely remove the full damage of dots and Skoria aswell as other debuffs making their healing better as they don't face defiles like other classes have to. They can't get away however limiting their lifespan to the point where the next zerg tries to kill you.
Sorcs With shields sorcs have a set amount of burst "heal" they can utilise whenever they please and in PvP Burst > Dots/Hots. Aswell as the ability to negate all magicka based ranged damage aswell as the ability to create a gap between you and your enemy that he physically can't close which sets their damage to the dots they applied to you before you escaped.
Wardenhave a burst heal as often as they needed along with a great defensive ult that can reach a uptime of almost 100% which makes you invulnerable against atleast 2 enemies. Along with great mobility due to snare reduction and 100% major expedition uptime they can reduce the incoming damage from all meele classes ,which don't have access to major expedition by a lot. As their skills won't connect due to you being out of range. And they can negate 100% of all magicka based ranged damage as long as they want with shimmering shield
Stamdk are forced to eat all meele, dot & most magicka based ranged damage. Wings only reflect a small portion of all skills while being too expensive to be kept up 100% of the time. As an result dk has to rely on dither dodge rolls which is too expensive and too bad with the amount of undodgeable skills in the game or block. Block reduces all direct damage but most dots go through it aswell as shalks, curse and PotL+ can be countered by 3 classes with CCs.
As DK has no mobility by itself they are locked into using Forward Momentum and Vigor as healing which gets increased by 25% with major mending and 12% by Passives. This sounds great but with defiles one player can reduce that with no point into befoul to 7%.
This sets a limit for DKs how much damage they can take before they will die after a set amount of time.
With the lack of mobility their live ends as soon as an enemy zerg is attacking them or is trying to get to them.
On an average day of PvP my deaths through the classes look something like this:
NB: 0-5 Deaths (depending how often i get marked or soultrapped)
Sorc: 0-10 Death (depending on shieldbreaker usage and personal fails)
Warden: 3-10 (few times where zergs actually catch me)
Templar: 10-25 (depending how often zergs try to kill me -5 as this is how often I normally can still get away)
DK: X>15 (equals the amount I fight multiple decent people or a zerg attacks me)
2. They are also the class which relies the most on your enemy to be bad.
As a DK your burst is very weak and completely build around Leap or Dawnbreaker with another skill.
Leap is really unreliable in open world as it can be dodged (thanks for saying it can't be Wrobel, I encounter it 10 times a day when using leap) and the damage of leap might be great but it can be blocked and it is never enough to one shot anyone so you need another skill.
Heroic Slash doesn't deal enough damage to finish more tanky players
Dizzying Swing has great damage but the cast time and the fact that can be dodged, blocked or removed by walking through the caster makes it too slow and too easy, to avoid for good players which won't die to one leap.
As you can't kill your enemies fast enough other people will arrive and at one time you reach the point where they simply kill you and there is nothing you can do, you can't escape, you can't tank them you can only think where to respawn
3. The main sustain stamdk has gets counteracted by the way pvp is played.
Battle roar completely relies on how often you use your ults but ults are not ment to be used mindelessly they are either used to burst down enemies or to survive the pressure when you have to go to defend yourself.
This all comes together making stamdk a bad choice for pvp overall as every class has at least one aspect where they truly outshine stamdk.
I'm not saying you can't do well on a DK but you will be much more effective on any other class
And here are the ideas to make Stamdk a viable class again:1. Change 1 of the following skills to be a high damage, instant, dodgeable & blockable, meele single target Stamina based spamamble:
Stone Giant (in the following reffered to as SG) or Noxious Breath ( i. t. f. reffered to as NB):
Reasoning and Implementation:
Both skills aren't used by most dks, SG isn't used by any DK, the damage is weak, the buff it grants is lackluster and it's magicka based while magdks already have a great CC and spammable. Noxious Breath is used in PvE but only as another Dot for DPS.
If you choose SG to be the new Spammable: Set the damage somewhere between Suprise attack and Heroic slash, the cost should be equal to Whip, as a secondary effect Keep the minor ward an minor resolve buffs but add minor breach as a Debuff to it.
If you Chose NB: The damage should be equal to suprise attack but poison based. The Major fracture debuff should be changed with minor savagery + minor endurance for 4 seconds
If These changes happen you have to look at the Performance in PvE meaning, you have to test how much DPS the new Spammable contributes in a perfectly optimized Rotation and how much damage the main spammable and in case of NB the dot contributed.
Equal this difference in dps by nerfing Venemous claws a bit (this should be 1% damage nerf max to Venemous claws)
2. Change Reflective Plate to remove all snares and granting you 2 seconds of immunity + 0.75 seconds per reflected projectile during the Duration.
3. Deep Breath took a huge nerf with the changes to Interrupts. As Stamdk lacks burst a delayed burst ability like Deep Breath works perfectly and doesn't affect PvE much as Drain Essence is the better Morph there (excpet for vMol twins)
Make it Stamina based, reduce the damage and healing of the first hit by 40% but increase the damage of the second hit by 25% and remove the Interrupt effect of the ability.
These changes would give stamdk more burst, better survivability and more class identity but they wouldn't make stamdk viable enough.
There are several useless passives which are a joke compared to the passives of Warden, Nightblades or Sorcs.
Elder Dragon: Get rid of the Health Regeneration and Change it to grant you 35 mag and stam everytime you are hit with a .5 second cooldown this will result in a 140 mag and stam Regeneration if you are actually fighting
Mountain's Blessing: DKs are the class which build their sustain around ultimates although they have the worst ultimate Regeneration in the game. Increase the amount of ultimate granted from 3 to 5 seconds to help Overall sustain and viability.
These changes will help stamdk being a viable class in PvP with a true identity and not being left as an empty Shell which tries to Keep the memories of better times alive
I used to use SG a lot, it literally knocked down a lot of people who just weren’t ready for it ONCE because no one really uses. There’s a cool down so it was a one-off. Definitely not useful enough to slot. Had a bit of a heal. Dmg was nothing tho.
I replaced it with invigorating drain (drops block adds ulti). As a DK you are forced to go vamp for any kind of mobility (elusive mist). Stam DK definitely needs some sort of mobility.
All the old stuff you read says a fully buffed Stam DK is the hardest thing to kill. Yet, once you hit them with some Stam ravaging poisons they generally take off running and die QUICK. I used to kill a ton of NB’s in PvP. Now DK’s are running neck and neck with them.
DK def needs a spammable. Heavy attack 2H just doesn’t cut it. Crit rush? You’re there, then what? Dot? Venomous claw. Lol. Hope your ulti is up and leap?( I once 1vXed some taters on some stairs with Bats but most good players run out of it. I have to slot Corrosive armor ANYWAYS lol).
Stam DK NEEDS BURST. Running 7th legion to survive and agility for a lil damage LESSENS your overall damage. All I got is The Leap hehehehe. I’m gonna try 5 7th legion, 5 Unfathomable Darkness 2 Bloodspawn and see what’s up. Maybe the birds can do something. EVERYTHING seems to proc them in PVE...tho usually after everything is dead; so they usually seem to hit ME lol.
I tested UD a while ago when it was released and i hate to say don't even bother spare yourself the Pain.
The birds deal ~1.5-2k damage and just aren't good enough to use it over another offensive set or 3 agility+ ability altering weapons.
It just comes down that stamDK isn't an offensive threat but also has the weakest overall defence/ survivability.
I'm not saying you can't do well with DK, i'm just saying that you are way better off using any other class.
Everything a stamDK can, can be done by another class just better or equally good but doesn't lack in other departments like stamdk does.
(Mainly PvP focused rant)
exeeter702 wrote: »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.
Idk about you but a heal that easilu crits for 7k in pvp and 16k in pve in trials, for under 2k magicka is not weak and that isnt even considering how easy it is for dks to augment on demand heals with major mending. The wait factor is also entirely redundant since you hit the ability at any point and it will immediately fire the heal. Remaining passively active to spot heal while you are doing other actions is the additional perk. Just for comparison....
Again there are way too many people putting this under the lense of how it effects certain dk specs that these skills arent even designed for. Cauterize is very good and the 28 meter buff along with the significant projectile speed buff it recently received will make this a very formidable healing ability.
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
@Joxer61
That is my opinion as of testing it during summerset isle PTS. PvE it still performs the same as live but PvP it still sucks just like live. Nothing this upcoming offers benefits Stamina DK other than the combustion passive addition, everything else was solely geared to Magicka DK albeit still not addressing the real issue Mag DKs faced in PvE but now they want Mag DKs to be the off branded templars lmao.
@Joxer61
That is my opinion as of testing it during summerset isle PTS. PvE it still performs the same as live but PvP it still sucks just like live. Nothing this upcoming offers benefits Stamina DK other than the combustion passive addition, everything else was solely geared to Magicka DK albeit still not addressing the real issue Mag DKs faced in PvE but now they want Mag DKs to be the off branded templars lmao.
Well crap.....should have stayed stam then from the sounds of it. I trust your opinion since you are actually testing the new stuff whereas others are just speculating based on what was said. Having just returned I am really looking for a viable class (DK based) to roll with and not be an insta kick, and still be able to kill. Again, I am purely pve (for now) but damn, why do game companys always jack up classes?
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
Am I reading that mDk's sustain will be "better" than stam because we have more chances of procs...i.e. more fire based skills therefore more junk to proc off of? That should be a good thing in theory, no?
@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
They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
Tell that to Highpolicy and Joarden (Think I got that right). Joarden won the legend competition 2 or 3 times and legend is full of bleedblades
How often did he lose however, also i remember legend has rather strict rules. On Pc EU i don't think there is any DK, not even from the Beta ones who can win a duel against the best Bleedblades but @Subversus has much better insight on those issues.
@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
They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
Tell that to Highpolicy and Joarden (Think I got that right). Joarden won the legend competition 2 or 3 times and legend is full of bleedblades
How often did he lose however, also i remember legend has rather strict rules. On Pc EU i don't think there is any DK, not even from the Beta ones who can win a duel against the best Bleedblades but @Subversus has much better insight on those issues.
Hard to win as a DK against bleed blades to be fair. Bleeds counter block, which is the absolute biggest crutch magdk has (not even mentioning stamdk, they’re in different leagues...), and then add incap, surprise attack and merciless on top.
@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
They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
Tell that to Highpolicy and Joarden (Think I got that right). Joarden won the legend competition 2 or 3 times and legend is full of bleedblades
How often did he lose however, also i remember legend has rather strict rules. On Pc EU i don't think there is any DK, not even from the Beta ones who can win a duel against the best Bleedblades but @Subversus has much better insight on those issues.
Hard to win as a DK against bleed blades to be fair. Bleeds counter block, which is the absolute biggest crutch magdk has (not even mentioning stamdk, they’re in different leagues...), and then add incap, surprise attack and merciless on top.
Thank you i just don't see how a stamdk could win a duel tournament against good Bleedblades and not only those but also all Defile Magicka builds.
- Magdk is viable again in PvE DPS