Abysswarrior45 wrote: »stam whip = stam dk fix
Here is my fix for molten weapons and it's morphs.
Molten weapons:
Molten Weapons Instant Area–28 meters
30 seconds 4320 Magicka
Duration: [27 / 28 / 29 / 30] seconds.
Charge you and your allies' weapons with volcanic power to gain Major Sorcery and Major Brutality increasing your Spell Damage and Weapon Damage by 20% for [27 / 28 / 29 / 30] seconds.
Additionally you increase the damage of your light and heavy attcks on low health targets by x% below x% Heath
Note: At one time this skill had a execute functionality like this for light and heavy attacks. I left the target numbers as x percentage because I don't know what the sweet spot would be to balance it. I also believe this group buff is most useful as universal offering both sorcery and brutality.
Morphs
Igneous Weapons:
See above +
Your Magicka heavy attack damage is increased by 40% and your magicka light and heavy attacks apply the burning status effect.
Venomous Weapons:
See above +
Your Stamina heavy attack damage is increased by 40% and your stamina light and heavy attacks
apply the poisoned status effect.
Here is my fix for molten weapons and it's morphs.
Molten weapons:
Molten Weapons Instant Area–28 meters
30 seconds 4320 Magicka
Duration: [27 / 28 / 29 / 30] seconds.
Charge you and your allies' weapons with volcanic power to gain Major Sorcery and Major Brutality increasing your Spell Damage and Weapon Damage by 20% for [27 / 28 / 29 / 30] seconds.
Additionally you increase the damage of your light and heavy attcks on low health targets by x% below x% Heath
Note: At one time this skill had a execute functionality like this for light and heavy attacks. I left the target numbers as x percentage because I don't know what the sweet spot would be to balance it. I also believe this group buff is most useful as universal offering both sorcery and brutality.
Morphs
Igneous Weapons:
See above +
Your Magicka heavy attack damage is increased by 40% and your magicka light and heavy attacks apply the burning status effect.
Venomous Weapons:
See above +
Your Stamina heavy attack damage is increased by 40% and your stamina light and heavy attacks
apply the poisoned status effect.
2. Another idea could be increasing the chance to proc burning/poison. Maybe 200% on light/heavy which would give a 60% chance. I added that as a guarantee to proc combustion. I looked at the morphs as a way to improve resource management while maintaining dps not so much as a dps increase.Bodycounter wrote: »Here is my fix for molten weapons and it's morphs.
Molten weapons:
Molten Weapons Instant Area–28 meters
30 seconds 4320 Magicka
Duration: [27 / 28 / 29 / 30] seconds.
Charge you and your allies' weapons with volcanic power to gain Major Sorcery and Major Brutality increasing your Spell Damage and Weapon Damage by 20% for [27 / 28 / 29 / 30] seconds.
Additionally you increase the damage of your light and heavy attcks on low health targets by x% below x% Heath
Note: At one time this skill had a execute functionality like this for light and heavy attacks. I left the target numbers as x percentage because I don't know what the sweet spot would be to balance it. I also believe this group buff is most useful as universal offering both sorcery and brutality.
Morphs
Igneous Weapons:
See above +
Your Magicka heavy attack damage is increased by 40% and your magicka light and heavy attacks apply the burning status effect.
Venomous Weapons:
See above +
Your Stamina heavy attack damage is increased by 40% and your stamina light and heavy attacks
apply the poisoned status effect.
Firstly, i completely agree with you, that Molten Weapons and its morphs would be an optimal way to bring the Dragonknight (Stamina and Magicka) more in line with other classes.
Secondly, i really like your suggestions to this morph, emphazising on light and heavy attacks and the differentation between a magicka and a stamina morph of this ability.
Thirdly, i would recommend one little change: The application of a status effect should be a bit more limited like "Fully-charged heavy attacks or empowered light attacks apply [burning/poisened] status effect". An application on every single kind of attack could be a tad too strong. On top of that: the bonus damage on low health targets could either be via light and heavy attacks (like your suggestions) or via damage over time abilites. The second one would emphazise even more on the playstyle of the Dragonknight.
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
Soul_Demon wrote: »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.
Translation: I want to be strong, but not you, you stay weak. Remember stamDK only dipped below MDK a couple of patches ago. (Last patch?) 7th carried heavily, with an effective 1k HoT if outnumbered.
You are also shooting yourself in the foot, losing stam for other things, where mag is better for both DKs for utility.
Why would someone ever suggest to simply "take" something from mag- and give it to stam players? What kind of sense is that at all. If you need something to plug a problem you are having asking for skills to be 'taken' from one side of the spectrum hardly achieves that. Leave the mag skills alone, ask for some morphs maybe but don't rob from one side to fill gaps on the other.
Soul_Demon wrote: »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.
Translation: I want to be strong, but not you, you stay weak. Remember stamDK only dipped below MDK a couple of patches ago. (Last patch?) 7th carried heavily, with an effective 1k HoT if outnumbered.
You are also shooting yourself in the foot, losing stam for other things, where mag is better for both DKs for utility.
Why would someone ever suggest to simply "take" something from mag- and give it to stam players? What kind of sense is that at all. If you need something to plug a problem you are having asking for skills to be 'taken' from one side of the spectrum hardly achieves that. Leave the mag skills alone, ask for some morphs maybe but don't rob from one side to fill gaps on the other.
Yeah that's my point. There are more than enough "free slots" on a do to be improved, after nerfing wings to death making the morph that everyone has been asking for, (and can benefit both sides if mag, a la cloak, purge etc) stam only would be a kick in the nuts.
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?
Of course more sustain is good, just the way it's implemented makes it worse than on paper in PvP.
RNG chance. Doesn't work on shields. Doesn't work on Dummer for mag. Doesn't work on cloaked enemies because dot suppression.
There won't be any more DK changes and everyone here knows it. This is it.
Anti_Virus wrote: »The best change they made was buffing fragmented shield.
I wish I could say the same about reflected plate but I swear they will not add snare immunity to it.
I hate the saying nerf classes but something needs to done about heavy armor dks in pvp, there a nightmare
not even damage the just keep you perma stunned forever
I hate the saying nerf classes but something needs to done about heavy armor dks in pvp, there a nightmare
not even damage the just keep you perma stunned forever
I hate the saying nerf classes but something needs to done about heavy armor dks in pvp, there a nightmare
not even damage the just keep you perma stunned forever
Yep, that something is L2P
Immunities exist. And sorcs/NBs can stun you in similarly abusive ways.
I will admit root into fossilize the second they roll is funny, since then by the time they break free, fossilze will root them again. 3s of them burning stam and just out of it.
Abysswarrior45 wrote: »I hate the saying nerf classes but something needs to done about heavy armor dks in pvp, there a nightmare
not even damage the just keep you perma stunned forever
Yep, that something is L2P
Immunities exist. And sorcs/NBs can stun you in similarly abusive ways.
I will admit root into fossilize the second they roll is funny, since then by the time they break free, fossilze will root them again. 3s of them burning stam and just out of it.
Except if you use the unchained passive you can get a free shuffle saving you from having to roll a second time. Tbh though, sorcs hard cc is arguably better than fossilize because of its range and the fact sorc has far more burst potential. Then theres encase = talons. Fear is arguably better too for the debuff it applies to its targets. The only class that can't compete with mag dk when it comes to CC potential is templar, but templars have strengths in other areas to make up for it.
I hate the saying nerf classes but something needs to done about heavy armor dks in pvp, there a nightmare
not even damage the just keep you perma stunned forever
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.

Well they will do nothing to the Stam DK ... If you want to play a brawler type PVP toon play a stam warden.... Its sad that they essentially took the brawler aspect of Stam DK and drastically made it weaker....
They are aware of the issues of Stam DK in PVP. They now want the DK to perform basically as a tank that now needs a pocket healer .... Stam Warden healing power is crazy compared to a DK .... Stam Warden burst damage trumps the Stam DK .
I do not want to see the Warden nerfed ... I want to see the Stam DK given back some of its old utility ...
Savos_Saren wrote: »I guess I'm going to have to make a complete cheese build with my StamDK. I'm going to hop on to the PTS later today and try Sload with Master's DW... and maybe throw on Gryphon Rider.
If you can't get a lot of power- you might as well go with unmitigated damage.
If you front bar SnB- you can use Reverberating Bash to defile- then swap to you DW bar for your bleed damage.
I'm not sure how ZOS considered that bleeds were a good idea... but they're effective as hell in PVP.
Savos_Saren wrote: »I guess I'm going to have to make a complete cheese build with my StamDK. I'm going to hop on to the PTS later today and try Sload with Master's DW... and maybe throw on Gryphon Rider.
If you can't get a lot of power- you might as well go with unmitigated damage.
If you front bar SnB- you can use Reverberating Bash to defile- then swap to you DW bar for your bleed damage.
I'm not sure how ZOS considered that bleeds were a good idea... but they're effective as hell in PVP.