Anti_Virus wrote: »Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.Anti_Virus wrote: »Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.
This is the only access to Minor Maim that DK has.
Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars!I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.
Personally I'd rank magplar viability below magDK right now in PVP.
Anyway Choking is a major tank PVE skill.Anti_Virus wrote: »
Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.
Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.
Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.
So you have a problem with stam talons and inhale aswell as stam whip too?
Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.
Because gutting mDK to buff stamDK is not the solution.
how it this gutting mDK? mDK has other spammable and flame lash is more popular than molten whip. By that logic making bitting jabs a stam morph and suprise attack a stam morph gutted mTemplar and mNB right?
If stam DK has everything magDK has, there's no reason to play magDK. Whip is THE iconic magDK skill. these suggestions aren't everything mDk has its simply asking for un popular morphs. Whip isn't the Iconic mDk skill thats subjective stop it. MDK will not become obsolete if these changes went through your being over dramatic
Both morphs of talons are important and used extensively; one is for Damage and the other for Tanks. how about one for mDKs and the other for stam DKs you are aware that stam Dk tanks exist right? And they would like for choking talons to cost stam to use other mag costing skills the main purpose of the skill to CC and stam Dks deserve an AoE root like the mag counter part. Perhaps choking can deal physical/posion damage with a small chance of procing posion status effect and still cost magika to not harm tanks.
A stam inhale would be fine but taking the good morph and leaving the other morph which isn't that good? Bad choice. The whole skill needs a rework if they want a stam inhale. a rework? What? No rework needed just make this morph stam based and buff the other morph to return more magika its that simple, or the other morph return stamina/deal increase damage and interrupt morph remain magicka simple.
I think the stam version of petrify I suggested would be really a huge buff for stamDK, especially with the Exploiter passive, which is in a tree magicka users can't really use. And with the Earthen Heart Passives, it activates Minor Brutality, generates Ultimate and gives back stamina. So one buff improves damage and sustain while giving stamDKs better access to a strong CC. Either you are trolling or biased that last thing stam DK needs is another CC are you kidding me? There are two CCs in earthern heart skill line which work well enough is this the best stam Dk suggestion you can come up with?
AddictionX wrote: »AddictionX wrote: »Anti_Virus wrote: »
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.
The 70k was on the dev test, with 100% uptime on all the buffs. Both will be hitting less, but its not like stamDK will be uselessAddictionX wrote: »Green Dragons Blood: Heal for 33 percent of missing health.ZOS_GinaBruno wrote: »
Nightblade
[*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.
WTF!
Instant vs not instant. GDB is better for tanks, who might be in a tight spot. You cast dark cloak, and keep getting bombarded at low health, then their might be issues.
Did you just ignore everything I wrote?!
Heals on Missing Health vs Healing on MAX HEALTH off the bat. See this on a health stacked tank? Or a MAGICKA nightblade Tank that has access to damage BURST in their SKILL TREES that other tanks dont have? Besides the fact that this is completely broken on a tank.
Let me explain it Healing with dragons blood is instant based on MISSING HEALTH! So for it to act as a burst heal you need to be dying and generally, if someone is dying you is because you're out of resources in the first place!
The issue is don't need to be at low health to make use of this you can cast it and get a vigor like heal. Low health? Just shield stack and use this and your up to full. Block and wait till you're healed up. Dodge till you're hp is topped off.
Are you saying this is NOT a magicka version of VIGOR?
very large difference between Healing on Missing health vs Healing on Max health.
@AddictionX
No. I did not miss what you are saying. You don't have to be out of resources for it to be useful as a tank. There are hits that take you down to sub 40%. There are also times, like if you are running 3dd, where you have no healer, so will be low health (even down to 20%) a lot. A burst heal is much better to get you out of the dangerzone. Not to mention major mending and a shield from igneous and DK healing passives. For PvE, both will be good, but in different ways. A DK tank is still preferred because of good dual stat sustain, and the better pull.
As for the mythic magNB tank that runs burst damage. Haha what.
Every tank has to spec high enough into health to stop being 1shot, and high enough into resource recovery, that their damage will be nearly null, their bars and sets will be full of group support that then lowers it further. (I assume the shield stacking/dodge is PvP related, but if not, then read on) That goes same for NB shields, due to low mag, and the ability to dodge, which no sane tank will do anyway since the boss will move with you, and jeopardize the group and lower DPS if it moves out of certain AoEs/melee range.
So PvP, due to the mention of shieldstacking or dodging. This won't be great either. Most NBs run around 25k health, some even lower. This 33% health translates to 11% every second, or in PvP 5.5% every second. (Unless its 4 ticks, one on cast then over 3s) If the former, then you get 1375 health per second for 3s. If the latter, you get 1031 health per second over 3s+initial. Not far from a mag vigor in plain ticks, but less healing, less length, high cost, and loss of shadow cloak for defense. Cauterize is better.
TL;DR: Your post is wrong, and you have shown quite obviously.
So at 6250k health on a DK which would be near executed range say thats 25% of 25k (for same numbers) aside from the fact that if your that low the pressure someone will put on you will also completely press you hard for resources getting out of executing range its not like we can just run away either. Don't neglect this fact. The cost is really higher due to getting out of execute range as alot of skills and cp tree passsives/skills also work agaisnt you at the bear minimum of 25% hp.
Let's assume our DK hero doesn't die... lol.
You would burst heal using not 33 percent of 25k ....but 33% of 18,750k... in pvp it would be 15% translating into a whooping 2812.5k health healed for a grand total magicka cost of 4320. That'll show'em. Oh yeah by the way... here is a light attack we know you can't rolly polly out of this one. But what do I know. Oh yeah here is the major mending buff you will magically cast for 4050 magicka. So in your scenario its going to cost 4320+4050 to burst heal for what?
We're pushing into the triple digits ladies and gents up from 2812.5.... be awed and amazed.
Also thats a best case scenario assuming you survive with 6k hp left not stunned, not with cc immunity, block, or whatever else. Chances of survival are pretty weak. At this point, you will probably eat an ultimate to the face not like its really needed a stun will do it too. Back to this danger zone you go.
Caulterize doesn't heal based on missing health dude. Caulterize doesn't heal on max health.
Do you know why magicka doesn't have a vigor? Because just about every healing buff uses magicka, most healing skills use magicka, some of the most healing sets are in light armor, light armor grants what you need to sustain it but the main reason is the ability to stack into one single stat for all defenses and offenses.
Anti_Virus wrote: »Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.Anti_Virus wrote: »Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.
This is the only access to Minor Maim that DK has.
Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars!I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.
Personally I'd rank magplar viability below magDK right now in PVP.
Anyway Choking is a major tank PVE skill.Anti_Virus wrote: »
Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.
Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.
Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.
So you have a problem with stam talons and inhale aswell as stam whip too?
Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.
Because gutting mDK to buff stamDK is not the solution. If stam DK has everything magDK has, there's no reason to play magDK. Whip is THE iconic magDK skill. I
Both morphs of talons are important and used extensively; one is for Damage and the other for Tanks.
A stam inhale would be fine but taking the good morph and leaving the other morph which isn't that good? Bad choice. The whole skill needs a rework if they want a stam inhale.
I think the stam version of petrify I suggested would be really a huge buff for stamDK, especially with the Exploiter passive, which is in a tree magicka users can't really use. And with the Earthen Heart Passives, it activates Minor Brutality, generates Ultimate and gives back stamina. So one buff improves damage and sustain while giving stamDKs better access to a strong CC.
AddictionX wrote: »ALL of these JUICY IDEAS keep them coming.
This thread SHALL BE SPAMMED with CONSTRUCTIVE irresistible Feedback that CANT BE UNSEEN!
Especially liked that Claw one where reapplying or purging it causes the DOT to hit at once with the remainder or the damage done.
@BohnT
I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.
I feel it may be op but what do you feel about that idea?
I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes
You don't have the lowest ulti regen of all class, please stop it.
magSorcerer and magtemplar have the worst ulti regen, not DK.
You need to look at effective regen.
A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.
Same for a resto ultimate, the DK will have it before.
And anything stam can have minor heroism.
Magplar has the same 0.5 ult per second as magdk but has 4% cost reduction on top.
Let's compare the same base cost ults for both classes when talking magdk and magsorc.
Ulti regen base: 3/s from LA
Magsorc: 170/3/s= 56.67s
Magdk: 200/3.5/s = 57.14s
125 (Dbos):
Sorc: 106/3/s= 35.42s
DK: 125/3.5/s= 35.72s
100 (Soulassault)
Sorc: 85/3/s=28.33s
DK: 100/3.5/s= 28.57s
Sorc in pvp has even better ulti gain through alliance war passive+ endless fury but we won't take that into account now.
@BohnT
I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.
I feel it may be op but what do you feel about that idea?
I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes
You don't have the lowest ulti regen of all class, please stop it.
magSorcerer and magtemplar have the worst ulti regen, not DK.
You need to look at effective regen.
A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.
Same for a resto ultimate, the DK will have it before.
And anything stam can have minor heroism.
Magplar has the same 0.5 ult per second as magdk but has 4% cost reduction on top.
Let's compare the same base cost ults for both classes when talking magdk and magsorc.
Ulti regen base: 3/s from LA
Magsorc: 170/3/s= 56.67s
Magdk: 200/3.5/s = 57.14s
125 (Dbos):
Sorc: 106/3/s= 35.42s
DK: 125/3.5/s= 35.72s
100 (Soulassault)
Sorc: 85/3/s=28.33s
DK: 100/3.5/s= 28.57s
Sorc in pvp has even better ulti gain through alliance war passive+ endless fury but we won't take that into account now.
You might want to reread what you originally posted. You said DK has the worst ultigen in the game. The cost of your ultimates has nothing to do with how much ultigen you have. DKs get a passive, that when used, returns 3 ulti every 6 seconds.
@BohnT
I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.
I feel it may be op but what do you feel about that idea?
I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes
You don't have the lowest ulti regen of all class, please stop it.
magSorcerer and magtemplar have the worst ulti regen, not DK.
You need to look at effective regen.
A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.
Same for a resto ultimate, the DK will have it before.
And anything stam can have minor heroism.
Magplar has the same 0.5 ult per second as magdk but has 4% cost reduction on top.
Let's compare the same base cost ults for both classes when talking magdk and magsorc.
Ulti regen base: 3/s from LA
Magsorc: 170/3/s= 56.67s
Magdk: 200/3.5/s = 57.14s
125 (Dbos):
Sorc: 106/3/s= 35.42s
DK: 125/3.5/s= 35.72s
100 (Soulassault)
Sorc: 85/3/s=28.33s
DK: 100/3.5/s= 28.57s
Sorc in pvp has even better ulti gain through alliance war passive+ endless fury but we won't take that into account now.
You might want to reread what you originally posted. You said DK has the worst ultigen in the game. The cost of your ultimates has nothing to do with how much ultigen you have. DKs get a passive, that when used, returns 3 ulti every 6 seconds.
Anti_Virus wrote: »Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.Anti_Virus wrote: »Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.
This is the only access to Minor Maim that DK has.
Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars!I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.
Personally I'd rank magplar viability below magDK right now in PVP.
Anyway Choking is a major tank PVE skill.Anti_Virus wrote: »
Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.
Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.
Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.
So you have a problem with stam talons and inhale aswell as stam whip too?
Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.
Because gutting mDK to buff stamDK is not the solution. If stam DK has everything magDK has, there's no reason to play magDK. Whip is THE iconic magDK skill. I
Both morphs of talons are important and used extensively; one is for Damage and the other for Tanks.
A stam inhale would be fine but taking the good morph and leaving the other morph which isn't that good? Bad choice. The whole skill needs a rework if they want a stam inhale.
I think the stam version of petrify I suggested would be really a huge buff for stamDK, especially with the Exploiter passive, which is in a tree magicka users can't really use. And with the Earthen Heart Passives, it activates Minor Brutality, generates Ultimate and gives back stamina. So one buff improves damage and sustain while giving stamDKs better access to a strong CC.
MagDK could happily give up the useless morph of inhale. (Deep breath post changes) and have it become a worth while stam morph, and the dot talons wouldn't be a massive loss, talons damage is not the best overall, and most MDKs go choking if running it at all, assuming they make choking flame damage it should be all good. (Choking has to stay mag, its the maim morph used for tanks. Making it flame would also synergise well for tanks with combustion.)
Whip is kind of the MagDKs only signature skill, since everything else can be done better by other classes. I wouldn't be totally against molten being stam, but powerlash is mag.
Then if they make wings good with snare immunity (2.5s at least) and a better actual reflect function, I think both DKs will be back in business. StamDK could use rally then too.
MagDK might need a functioning finisher, since powerlash, the defacto finisher outside of leap is now dodgable and can't finish ***. More and more things are becoming homogenized, and it seems to be the DK losing out the most, so I wouldn't be surprised..
I mainly talk about the PvE issues for DKs.
First of all, let´s start with MagDK. Many people complain that DKs got sustain buffs and all the other classes received nerfs. If you ever bothered with PvE you would know MagDK couldn´t sustain *** all since the Morrowind changes were made. And yes the combustion passive helps out a little bit with that, but sustain will still be an issue. While both stamina and magicka NBs can easily sustain a 6Million dummy without doing heavy attacks, MagDKs already struggle on 3mil. I´m not saying all the other classes are fine, I´m simply comparing DKs to NBs, because what we see in endgame PvE atm is a raid full of Nightblades.
Now there are a few possibilities to fix things for DKs and make it easier, by not changing things dramatically. Change Battle Roar back to what it was, it was fantastic, it felt good and it was both, useful for tanks and DDs. It helped sustain a lot and by just nerfing this passive and not providing an alternative combined with the CP changes in Morrowind, MagDK was just in a horrible spot until now. I mentioned combustion, well it isn´t fantastic but a step in the right direction, if you change it around a little bit, so the proc comes with fire/poison dmg instead of the status effect, this would actually pretty decent, not OP, but not too weak either. Together with Battle Roar as it used to be, it would definitely help DKs a lot.
There is also some abilities like Eruption, it is super expensive and deals very little damage. If you compare this skill with Twisting Path, for example, you can do nothing else but laugh. I mean a snare is not a great bonus effect in PvE anyway and PvPers won't use this skill, because people will simply run out of it very quickly as the radius isn´t huge. But things like this could be addressed later, first of all, make MagDK sustain better and give them back their spot in trials, so we don´t just see full NB raids.
This wouldn't require any changes to class abilities nor would it affect other classes. It would simply benefit DKs and make them a viable choice in PvE. I also don't think this would be overperforming in PvP, yes MagDKs are strong, but a little bit more sustain would not break the class.
Now StamDK: With the changes to off-balance made in Dragon Bones DLC, StamDK got hit quite hard in PvE. Well, it won´t be much better next patch with further nerfs affecting all Stamina Classes; while DKs still had a good spot being a debuff *** in Trials, due to the fact that they do a lot of heavy attacks, which made it easy to keep up Sunderflame for example, we will probably not see many DKs next patch, with the alterings made to Sunder and NMG. Now I don´t want them to just leave Sunderflame and NMG as it is, I just want to mention that again, sustain buffs would also help out StamDKs. With the ability to sustain a light attack rotation they might be viable and not just left behind. This brings me back to what I mentioned for MagDK.
However, I have no idea how to make StamDK better in PvP, but I reckon a lot of people here already suggested many good ideas. I wish these forums weren´t just there to keep us occupied, but to actually listen to us and try to fix things together with the community. I mean perfect balance won't be achievable anyway, there will always be a "meta" but trying to bring things in line, or at least making them playable would be awesome.
Cheers
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
I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.
I feel it may be op but what do you feel about that idea?
I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes
You don't have the lowest ulti regen of all class, please stop it.
magSorcerer and magtemplar have the worst ulti regen, not DK.
You need to look at effective regen.
A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.
Same for a resto ultimate, the DK will have it before.
And anything stam can have minor heroism.
Anti_Virus wrote: »@BohnT
I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.
I feel it may be op but what do you feel about that idea?
I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes
You don't have the lowest ulti regen of all class, please stop it.
magSorcerer and magtemplar have the worst ulti regen, not DK.
You need to look at effective regen.
A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.
Same for a resto ultimate, the DK will have it before.
And anything stam can have minor heroism.
Magplar has the same 0.5 ult per second as magdk but has 4% cost reduction on top.
Let's compare the same base cost ults for both classes when talking magdk and magsorc.
Ulti regen base: 3/s from LA
Magsorc: 170/3/s= 56.67s
Magdk: 200/3.5/s = 57.14s
125 (Dbos):
Sorc: 106/3/s= 35.42s
DK: 125/3.5/s= 35.72s
100 (Soulassault)
Sorc: 85/3/s=28.33s
DK: 100/3.5/s= 28.57s
Sorc in pvp has even better ulti gain through alliance war passive+ endless fury but we won't take that into account now.
You might want to reread what you originally posted. You said DK has the worst ultigen in the game. The cost of your ultimates has nothing to do with how much ultigen you have. DKs get a passive, that when used, returns 3 ulti every 6 seconds.
Warden and Templar have that exact same passive...
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 want wing immunity to last 4 seconds or as long as the ability lasts but it needs to be stamina and cost around 2500-3500 or the same exact costs as the magicka one just with it costing stamina instead. Reasoning is it'll remove one of the counters to Mag DK if it remains magicka i.e roots/snares.
I want wing immunity to last 4 seconds or as long as the ability lasts but it needs to be stamina and cost around 2500-3500 or the same exact costs as the magicka one just with it costing stamina instead. Reasoning is it'll remove one of the counters to Mag DK if it remains magicka i.e roots/snares.
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
@lucky_Sage
You still mitigate long range combat so no it is; Plus the immunity is an added effect and it allows them to maximize damage by utilizing a staff or they can utilize 1h/shield or resto. That argument isn't strong to begin with but your other argument about it only helping Stam DK isn't correct either.
The change would allow you to still use wings just not spam it as much which would literally lock out long range combat which for the most part is the ideal way to fight a Mag DK due to their hard/soft cc spam + snare up time almost being at 100% thanks to warmth.
@ak_pvp
Mate don't use a armor set to try to justify why my idea is wrong, if you had something more meaningful other than "Well remember X set helped you X patch ago" isn't a valid argument especially when I have never even used that set. I rarely wear heavy armor in PvP and the only time I tried it was with fury but quickly switched back to medium because I preferred toe dodge roll cost reduction.
You're also exaggerating my idea for some reason you feel the cost should remain magicka because you want to be effective against a long range target when in PvP your skills are geared towards short range because you can lock an opponent in when they're at close range... so pretty much you want to be strong on both spectrums, well I do say that is what you call 'balanced'.
The current favorite on live is firescale and we sDKs use it just as frequent so again refuting your "I want to be strong but not you" argument but I also find it funny about the "you stay weak". Magicka DK in comparison to Stamina DK has been strong for quite sometime even prior to dragon bones. I've dueled plenty of Stam DKs on my Mag DK and no matter what they cannot win simply because I would blow their stamina to oblivion with the amount of snares/CCs I would be able to put out as I locked them down with shifting standard.
So short answer: If you feel that changing it to stamina somehow makes you weaker then that is b.s (IMO) because we (sDKs) use fire scale pretty frequently and our pool for Mag is usually around 10k. You cannot be the best at close range then expect to be the best at long range because that isn't balanced. You can have an immunity but those wings need to be Stamina so I don't have to sit there trying to fight a Mag DK at close range knowing that they can now almost infinitely get out of my snares while CCing me to death.
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
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
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 want wing immunity to last 4 seconds or as long as the ability lasts but it needs to be stamina and cost around 2500-3500 or the same exact costs as the magicka one just with it costing stamina instead. Reasoning is it'll remove one of the counters to Mag DK if it remains magicka i.e roots/snares.
Combustion passive is fine; I tested it both for Mag/Stam DK, you can literally proc the passive if you have poison inject slotted as a Stam DK so that'll be something you always use in PvE but I haven't seen its proc ratio with venom/nox breath. Mag DK you can easily proc it with fiery breath and all of the other ardent skills/blockade,etc
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