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PTS Update 18 - Feedback Thread for Dragonknight Balance

  • venomsky
    venomsky
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    .
    Durham wrote: »
    -Green Dragon Blood needs a stam morph... and scale off stam..
    -Ingenious Shields needs to be re-thought maybe scale off stam ( the morph that increases major mending)
    -Armor buff is nice only if you want to knock stealthers out of stealth... 1 slot for a spell that is just used for armor hurts the DK and expensive...
    -Claw needs to be stronger upfront and weaker on the back in end..
    -Breath is to slow ....
    -flames of oblivion could give major crit on both bars for 15 secs .. similar to the Warden crit buff...

    This is just a start of some ideas I have..


    So far this is best feedback.

    Im wondering if anyone from zos team reading this thread
    Edited by venomsky on April 20, 2018 10:03PM
  • BohnT
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    Need a stam whip ZOS. Stam dk is dead right now, and will remain dead even after the changes seen in patch notes unless you do more. Really would like to be able to deal dmg open world pvp.

    #stamspammableforDK
  • Savos_Saren
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    Need a stam whip ZOS. Stam dk is dead right now, and will remain dead even after the changes seen in patch notes unless you do more. Really would like to be able to deal dmg open world pvp.

    I see no problem with changing Molten Whip to Poisoned Lash or something like that. StamDKs already have spammable melee weapon attacks... just give them a spammable class attack.

    While ZOS is at it- just change Stone Fist to deal 300% extra damage to enemies under 25% health. mDKs will appreciate an execute. That way- we all win.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • BohnT
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    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    stamdk in pve will be really screwed but there are simply not enough stamdk Players around who'd fight for the class. Most top Tier pvers will just stick to the next FoTM and the pvpers are mostly just hoping to get stamdk viable for pvp.
    But as Long as you post reasonable Feedback, that doesn't introduce new imbalances you might find someone who listens to you in the combat team
  • Anti_Virus
    Anti_Virus
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    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.
    Power Wealth And Influence.
  • ecru
    ecru
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    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?
    Edited by ecru on April 20, 2018 10:11PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Anti_Virus
    Anti_Virus
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    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    Well Idk maybe the class is just meant to be a tank? In other games usually purge spamming dots was bad since they had a mechanic where purging the dot early would trigger the dot to burst for the full damage.
    Power Wealth And Influence.
  • ecru
    ecru
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    Anti_Virus wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    Well Idk maybe the class is just meant to be a tank? In other games usually purge spamming dots was bad since they had a mechanic where purging the dot early would trigger the dot to burst for the full damage.

    Yeah, Rift had this, and also only magic-based dots were purgeable, whereas physical dots (bleeds/poison) weren't able to be removed at all. I was honestly really surprised when I learned that so many damage over time abilities could simply be negated with the press of a button, as even in Rift you could only purge off one at a time. The mechanics in ESO basically make dot stacking not a viable tactic for dps if your opponent or someone in your opponent's group has access to a single ability. If this were changed, DK in general may be more viable in pvp.

    I've always found dot stacking/backloading damage just as fun/interesting as frontloading burst, so I'd really welcome this change and I'm sure others would too.
    Edited by ecru on April 20, 2018 10:59PM
    Gryphon Heart
    Godslayer
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  • ak_pvp
    ak_pvp
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    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • ecru
    ecru
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    ak_pvp wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.

    I'll believe 70k stamdk when I see it. StamDK is also not the best dps currently, so I'm having a hard time understanding how it could be 3k under the "best".

    edit: just to put things into perspective due to how strong bloodthirsty is right now, stamdk would have to be well above other dps with executes before the sub 25 execute phase to be that high. I've never seen a 50m dummy melt sub 25% as fast as I did the other night when my guild did a group parse.

    edit again: The only way I could see this being possible is with some kind of atypical gear combination I'm unaware of that's specific to Summerset/jewelry crafting.
    Edited by ecru on April 20, 2018 11:21PM
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    Godslayer
    Dawnbringer
  • MaxwellC
    MaxwellC
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    @ecru
    It depends in raid buff settings on live I hit around 65k but solo I hit just under 40k. If he was referring to the streamers play test well they had an unrealistic buff up-time aka 100% up-time during a dev server test.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • Dragath
    Dragath
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    exeeter702 wrote: »
    Dragath wrote: »
    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....

    O4RL5qF.png
    YgOb2mk.png

    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.

    i'm curoius, what were your stats and buffs for the cauterize tooltip?
    because using the same stats on templar and magdk leaves me with a 11k tooltip on breath of life and a 6,2k tooltip on cauterize. either those two screenshots were taken with a totally different setup that is vastly biased or something else is going on.
    would like to know whats the issue here.

    Just for clarity...

    Active buffs and effects that effect tool tip

    SPC 5 piece
    Major Sorcery
    Minor Sorcery Templar in group
    2% healing done monster set
    2% healing done Jorvuld's
    9% healing done Powered Resto staff
    Ritual Mundus
    5% healing done Argonian passive
    14% healing done 75 pts in blessed
    Major mending for the cauterize tool tip
    Minor mending for the BOL tool tip

    B5tdMas.png
    shClEZy.png

    ah, thank you.
    minor mending for BOL and major mending for Cauterize.
    so when both have the same buffs, BOL is leagues ahead in raw healing power.
    really was wondering why my own tooltips were so different from yours.
    so the first tooltips you posted were extremely biased.
    Edited by Dragath on April 20, 2018 11:29PM
  • ecru
    ecru
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    MaxwellC wrote: »
    @ecru
    It depends in raid buff settings on live I hit around 65k but solo I hit just under 40k. If he was referring to the streamers play test well they had an unrealistic buff up-time aka 100% up-time during a dev server test.

    I'm also parsing about 39.5-40 with warrior mundus on live on the 6m dummy. Haven't done many parses on PTS yet. I know people are parsing well above 40 on pts on 6m dummies with other classes due to bloodthirsty though.
    Edited by ecru on April 20, 2018 11:48PM
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  • zParallaxz
    zParallaxz
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    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.
    exeeter702 wrote: »
    Carbonised wrote: »
    Earthen Heart
    • Ash Cloud: This ability now heals you and your allies in the area and snares enemies; note the Eruption morph remains unchanged.
    • Cinder Storm (Ash Cloud morph): This morph now increases the healing done.

    This ability is a mess btw. There are already way too many heals in this game, that goes for all classes, but especially the magDK did not need another lackluster aoe heal over time.

    First of all, let's just look at how many DK class skill already have a heal attached:
    1. Obsidian Shard
    2. Flame/Power Lash
    3. Burning Ember
    4. Cauterize
    5. Dragon Blood
    6. Inhale
    7. And now also Cinder Storm

    This class absolutely did not need a 7th healing skill. We also did not need more snares to become focus. The MagDK already has plenty of snares and roots, and slapping a lackluster, slow heal on an AoE snare doesn't make it any more appealing. What we did need, though, was an AoE DoT in your class kit that was at least somewhat unique and useful, like Liquid Lightning, Path of Darkness and Shards/Ritual. Those are class AoE DoTs with interesting secondary effects.

    Eruption? Costs are higher than other, similar class AoEs, damage is much lower, and the only secondary effect is snare, of which we already have too many in this game, and especially as MagDKs. The only reason you use it on a magDK PvE rotation is because you have little else to put on your bar, it has somewhat long duration and is very much fire-and-forget, plus it procs for a bit of ult gain.

    What you should have done was given Eruption more initial damage and slightly higher DoT ticks, lowering the costs to make cost/damage similar to other class AoE skills, while giving Cinder Storm no initial damage, less damage DoT ticks and a secondary effect such as major evasion to the DK and maybe minor evasion to allies while they are all standing in the AoE.

    That would have made for some interesting choice between damage and utility/defense, and made this a strong class skill. Instead you slapped a useless HoT on a morph no one uses on a class that had 6 other class healing skills and called it a day.

    This is a do-over.

    You are in the wrong mindset plain and simple. Stop lumping self survival tools like ember, lash and coagblood with healing tools meant to support groups.

    MagDK has 3 specifically self healing abilities and 3 healing abilities for DK healers to potentially utilize. Aoe group heal (which is quite good atm on the pts), is not meant for your solo self magdk echoing chamber.

    Change the other morph to provide more oomph for mag dks if need be, but your directed, misinformed rage at them improving DK healers is not the right angle to take.
    ak_pvp wrote: »
    OK, with that out of the way. Can we give DK some useful functions for PvP. Sustain is good now, mainly a PvE change, but still useful for PvP.

    As I have stated. "Tank class" is outdated and wrong. Warden and templar do tanking as good or better, with worthwhile class defenses, and nb/sorc have better class defenses and mobility.

    Block is needed to unsustainability against two or more people. The defense passives are weak, and all together worse than minor protection, since one is while block is up only, (only the blocked attacks) and the other is spell resistance only.

    Both DKs need more defense. Wings. They have been snipped. They need some glue and a bandaid. 4 attacks is 1s against two ranged targets, for 4k mag, and so much doesn't get reflected. (bird now should, its like a normal projectile)

    Base morph. 3 reflects per person, 4s uptime. Worse 1v1, better for openworld. (possible change. Base morph and plate work only like deflects/absorbs, so less offensive, but then are 4 projectiles per person. )

    Fire scale: Guarantees burning on targets the projectile reflects to. (no matter the race/shields) this becomes the offensive morph. If base is turned to a deflect, then this one stays a reflect.


    Plate: The latest snare removal change was completely unusable, unlike something like mist>cloak, or purging dots, DK has nothing to prevent snares post removal. If you have a DK dot on you, prepare for snare. 4s snare immunity, worse than FM, and less tank than mist.

    At that point MagDK would be good for OW. (maybe revert the dodge nerf, was way too painful)

    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.

    Honestly I couldn’t give to [snip] about dk healing outside of 4 man content. Also I agree with everything u said especially the power lash dodge roll nerf, but at the end of the day after we post useful suggestions, 100% I know ZOS will stay with the changes they already made such as no snare immunity and no additional changes for Stam DK or magdk. Lol at the silly attempt for sustain they made.

    [Edited to remove profanity]
    Edited by ZOS_KatP on April 21, 2018 12:59PM
  • Anti_Virus
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    Need a stam whip ZOS. Stam dk is dead right now, and will remain dead even after the changes seen in patch notes unless you do more. Really would like to be able to deal dmg open world pvp.

    I see no problem with changing Molten Whip to Poisoned Lash or something like that. StamDKs already have spammable melee weapon attacks... just give them a spammable class attack.

    While ZOS is at it- just change Stone Fist to deal 300% extra damage to enemies under 25% health. mDKs will appreciate an execute. That way- we all win.

    agreed.
    Power Wealth And Influence.
  • lucky_Sage
    lucky_Sage
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    make shifting standard cost 200 and a player based aoe.
    ash cloud base should be dmg still but remove snare and cast at the casters feet and gives a unique group buff like minor evasion. reduce cost to be on par with all others class ground aoe.
    eruption moph should erupt at the end affect to give a aoe burst at end something unique.
    cinder storm should heal and can be cast at distance and increase radius to 12m

    give stam dk a morph of deep breath for a heal and aoe burst.
    give stone gaint deal physical dmg and be melee for a stam spammable and keep the minor buffs on it.

    and make one of the morph of the dks bubble scale of magicka for dk healers
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • Aquanova
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    Haven't read through all the posts and maybe someone's already suggested this but, how about making igneous weapons boost light attack damage since it's the morph that even stam users never or rarely take. Will make it actually useful and give stam dk an offensive skill that can be stacked with imbue.
    NA/PC
  • Integral1900
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    The stamina version of tallons would be nice if it was more upfront than dot, I don’t slot it anymore as I can’t honestly tell if it’s running or not without looking at the buff tracker

    Also I will need to see proof of this mythical seventy three thousand dps on a magic dk, I love the class with all my heart but I just don’t believe those numbers. Now let’s say it is possible, just for arguments sake, if it’s on a dummy and not just being cheesed with clever alchemist or mechanical acuity it’s still means nothing because the mechanics of damage on a stationary dummy are totally diffrent on a boss

    Even assuming total armour penetration those numbers are going down by half in a dungeon and that’s assuming a decent tank to stop the boss going for a wander. The magic dk does a lot of damage to stationary targets because it’s focus is standing its ground, this will drop in a dungeon because regardless how good a tank is the boss will move when the mechanics tell it to

    To be honest I just saw two handed weapons counting as two items, oh and Jewelry Crafting, squealed in delight and started theory crafting like mad, I love solo builds and by god the dk is going to be good at it B)
    Edited by Integral1900 on April 21, 2018 10:29AM
  • MaxwellC
    MaxwellC
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    @Integral1900
    That 73k number is indeed mythical as I believe it came from the streamers who visited ZOS and they stated it was during a dev server where they had 100% raid buff up-time. So I'm sure they went with Max magicka/max magicka regen food (another unrealistic thing to do in end game content) along with 100% raid buffs I could see that.

    This is also ignoring the setup because if they used infused on jewelry... well there's a glitch with infused giving unrealistic numbers e.g. the video showing one guy literally bash and had a parse of 37k.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • Savos_Saren
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    MaxwellC wrote: »
    @Integral1900
    That 73k number is indeed mythical as I believe it came from the streamers who visited ZOS and they stated it was during a dev server where they had 100% raid buff up-time. So I'm sure they went with Max magicka/max magicka regen food (another unrealistic thing to do in end game content) along with 100% raid buffs I could see that.

    This is also ignoring the setup because if they used infused on jewelry... well there's a glitch with infused giving unrealistic numbers e.g. the video showing one guy literally bash and had a parse of 37k.

    It is a hilarious video, though. The music is on point!
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Bodycounter
    Bodycounter
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    Off topic much?
  • exeeter702
    exeeter702
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    Dragath wrote: »
    exeeter702 wrote: »
    Dragath wrote: »
    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....

    O4RL5qF.png
    YgOb2mk.png

    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.

    i'm curoius, what were your stats and buffs for the cauterize tooltip?
    because using the same stats on templar and magdk leaves me with a 11k tooltip on breath of life and a 6,2k tooltip on cauterize. either those two screenshots were taken with a totally different setup that is vastly biased or something else is going on.
    would like to know whats the issue here.

    Just for clarity...

    Active buffs and effects that effect tool tip

    SPC 5 piece
    Major Sorcery
    Minor Sorcery Templar in group
    2% healing done monster set
    2% healing done Jorvuld's
    9% healing done Powered Resto staff
    Ritual Mundus
    5% healing done Argonian passive
    14% healing done 75 pts in blessed
    Major mending for the cauterize tool tip
    Minor mending for the BOL tool tip

    B5tdMas.png
    shClEZy.png

    ah, thank you.
    minor mending for BOL and major mending for Cauterize.
    so when both have the same buffs, BOL is leagues ahead in raw healing power.
    really was wondering why my own tooltips were so different from yours.
    so the first tooltips you posted were extremely biased.

    Leagues is an overstatement, especially considering the price of each spell. And the only time templar will have major is if they charge a full resto before casting BOL, which is generally not the case since BOL is only used on reaction to damage spikes, whereas DK has Major Mending on command at any second and usually has it up at all times.
  • Savos_Saren
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    Another bit of constructive feedback, @ZOS_GinaBruno

    While testing on the PTS this morning- I began to realize that DK healer skills like Obsidian Shard, Ash Cloud, and Cauterize don't proc the Burning Status. Therefore, DK healers are not benefiting from the new Combustion Passive whatsoever.

    I'd suggest adding a small amount of flame damage to these abilities just to assist with Combustion. Perhaps an initial hit or a small DOT.

    Cheers.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Carbonised
    Carbonised
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    Another bit of constructive feedback, @ZOS_GinaBruno

    While testing on the PTS this morning- I began to realize that DK healer skills like Obsidian Shard, Ash Cloud, and Cauterize don't proc the Burning Status. Therefore, DK healers are not benefiting from the new Combustion Passive whatsoever.

    I'd suggest adding a small amount of flame damage to these abilities just to assist with Combustion. Perhaps an initial hit or a small DOT.

    Cheers.

    It's pretty much exactly what I said 4 pages back (before all the off topic sidetracking and bickering) - DK healing skills do not proc any of the class passives, so perhaps they should stop this current fad about converting more and more damage skills into healing. The only thing proc'ing from Shard and Cinder are the ult gain and stam return simply for being Earthern Heart, and as you say, the mag return isn't being proc'ed by a single healing DK skill. I play a MagDK tank, so I will be proc'ing it now and then, but most DK tanks are more stam oriented, and won't run any fire or poison based skills, apart from Engulfing if you're in a min/max trial group. Most tanks build won't benefit from it either.

    Cauterize has the dubious honour of being the only Ardent Flame skill that doesn't proc a single passive in the skill tree, because Ardent Flame was designed in the beginning as a fire damage tree.

    With all the converting damage skills into healing skills, as well as removing several DoTs such as the old Inferno, the DK passives are extremely out of date, and really need to be updated eventually.
  • exeeter702
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    Carbonised wrote: »
    Another bit of constructive feedback, @ZOS_GinaBruno

    While testing on the PTS this morning- I began to realize that DK healer skills like Obsidian Shard, Ash Cloud, and Cauterize don't proc the Burning Status. Therefore, DK healers are not benefiting from the new Combustion Passive whatsoever.

    I'd suggest adding a small amount of flame damage to these abilities just to assist with Combustion. Perhaps an initial hit or a small DOT.

    Cheers.

    It's pretty much exactly what I said 4 pages back (before all the off topic sidetracking and bickering) - DK healing skills do not proc any of the class passives, so perhaps they should stop this current fad about converting more and more damage skills into healing. The only thing proc'ing from Shard and Cinder are the ult gain and stam return simply for being Earthern Heart, and as you say, the mag return isn't being proc'ed by a single healing DK skill. I play a MagDK tank, so I will be proc'ing it now and then, but most DK tanks are more stam oriented, and won't run any fire or poison based skills, apart from Engulfing if you're in a min/max trial group. Most tanks build won't benefit from it either.

    Cauterize has the dubious honour of being the only Ardent Flame skill that doesn't proc a single passive in the skill tree, because Ardent Flame was designed in the beginning as a fire damage tree.

    With all the converting damage skills into healing skills, as well as removing several DoTs such as the old Inferno, the DK passives are extremely out of date, and really need to be updated eventually.

    Fortunately its defintely not a fad, but an actual fundamental shift in clase / role design. But yes, a few dk passives should be updated in ardent flame and draconic.
  • BohnT
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    Carbonised wrote: »
    Another bit of constructive feedback, @ZOS_GinaBruno

    While testing on the PTS this morning- I began to realize that DK healer skills like Obsidian Shard, Ash Cloud, and Cauterize don't proc the Burning Status. Therefore, DK healers are not benefiting from the new Combustion Passive whatsoever.

    I'd suggest adding a small amount of flame damage to these abilities just to assist with Combustion. Perhaps an initial hit or a small DOT.

    Cheers.

    It's pretty much exactly what I said 4 pages back (before all the off topic sidetracking and bickering) - DK healing skills do not proc any of the class passives, so perhaps they should stop this current fad about converting more and more damage skills into healing. The only thing proc'ing from Shard and Cinder are the ult gain and stam return simply for being Earthern Heart, and as you say, the mag return isn't being proc'ed by a single healing DK skill. I play a MagDK tank, so I will be proc'ing it now and then, but most DK tanks are more stam oriented, and won't run any fire or poison based skills, apart from Engulfing if you're in a min/max trial group. Most tanks build won't benefit from it either.

    Cauterize has the dubious honour of being the only Ardent Flame skill that doesn't proc a single passive in the skill tree, because Ardent Flame was designed in the beginning as a fire damage tree.

    With all the converting damage skills into healing skills, as well as removing several DoTs such as the old Inferno, the DK passives are extremely out of date, and really need to be updated eventually.

    Great proposed changes...

    Not all passives work equally good with all playstyles.
    Also DK tanks don't need anything, neither stam or mag regen.
    Every tank has infinite mag sustain with equilibrium and enough stam sustain via battle roar or helping hands.

    DK has several bad/ outdated passives.
    1. World in ruins: Magdk benefits from this but not like other classes do with flat damage bonuses on all abilities. Magdks main Dot doesn't get buffed at all, dots don't get buffed unless they are ground targeted etc.
    Stamdk has two class abilities that gets buffed which are noxious Breath and Corrosive Armor both dealing laughable damage and on top there is only two other skills which benefit from the passive trapping webs and acid spray both of which aren't used for the most part.

    Proposed change: increase all poison and flame damage by 4%
    (6% might be too strong PvE wise)

    Elder Dragon: This is an insult you need to slot 4 abilities to be even with sorcs deadric protection which only requires 1 skill and grants stam regen aswell

    Proposed change: Long version can be found in the 4th answer in this thread
    Short version: gain small amounts of mag and stam when taking damage

    Mountain's Blessing: This is the next insult, the class which sustain is build around using ultimates also has the worst ulti regen in the game.

    Proposed change: increase the amount of ulti granted by this passive to 5 up from 3.


    If you introduce these passives you might have to reduce the current amount of mag/ stam that you gain from combustion in order to prevent giving DKs too much sustain also with buffs to mountain's Blessing there should never be a good spammable in this tree as the current skills in there aren't ment to be spammed which makes it harder to have 100% uptime on mountain's Blessing (which is a good thing when the ultigen is increased)
  • Savos_Saren
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    @ZOS_RichLambert

    Are you seeing this? A lot of our updated skills aren't benefiting from our passives. As the game evolves- our passives need to be tweaked a bit. Thanks.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Ragnarock41
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    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    I feel your pain. It used to be the other way around for the entire year.
  • Savos_Saren
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    I'd really like to see Cauterize become an AOE HOT. Make Flames of Oblivion its original AOE damage as well. But we've been asking for them to revert it to the original glory for years now...
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Numerikuu
    Numerikuu
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    I see no problem with changing Molten Whip to Poisoned Lash or something like that.

    I like my Molten Whip thank you very much :( and I'm not the only one. Instead of changing existing skills, why not add new ones for once? So tired of them changing existing skills to cram in this tank/heal/dps/mag/stam meta, when they should be adding new ones to the trees.
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