. Dragonknights
Coagulating Blood and passive problems. Coagulating Blood is a good heal, but it’s secondary effect of major fortitude is often redundant and doesn’t feel useful enough for the cost of the skill.
Some DK passives feel underwhelming like Elder Dragon and World in Ruin.
PvP players feel overly reliant on Sword & Board and Vampire archetypes. Would like a bit more mobility. Adding a short snare immunity (2 seconds) on Wings might make non-vampire option attractive.
Stamina Dragonknights don’t feel like Dragonknights. They were really strong prior in PvE because heavy attacks were strong, now that technique isn’t as good. Also there’s a feeling the stamina DKs don’t get much out of the class as some passives like World in ruin offer little value to them. Molten Armaments offers what they want but is the “wrong” buff.
Several concerns were brought up for Magicka DK:
Power Lash misses a lot
Burning Breath cone also misses target. Noxious breath (stam morph) good for PvP, not as much for PvE.
Sustain needs help
Not wanted for melee DPS
Key abilities like Flame Lash, Burning Breath and Burning embers feel clunky to use (different ranges, cone not hitting hit boxes, et al)
Reapplying burning embers is not working anymore? And we have access to major mending on top of that.InBedWithMySelf wrote: »1. The class is incapable of healing.
Reapplying burning embers is not working anymore? And we have access to major mending on top of that.InBedWithMySelf wrote: »1. The class is incapable of healing.
As much as i know dragonknights have access to another two powerful heals. One is the power lash proc. I know it is difficult to land, since people often dodge after getting rooted. Knowing that or using powerlash after a stun provides a really strong heal. The second one is the stone fist morph obsidian shard. I myself play with the other morph as my main stun ability and as secondary burst skill, afterwards i can continue with flame lash/powerlash. Anyway obsidian shard is a really powerful heal ability, some people even compare its potency with the one of breath of life. Right its is a but trickier to use, since an enemy is required, still the heal is very strong. Therefore dragonknights have a lot of class healing skills: burning amber, powerlash, obsidian shard, coagulating blood, the healing morph of ash cloud and even some kind of hot with the cauterize skill.
Isn't true. Some of the mechanics, like BE stacking, are things I didn't discover for a long time and they are game changing once you understand how they can be juggled to provide a steady source of incoming heals while in combat.1. The class is incapable of healing.
The only DK heal I have a beef with is Cauterize, and then only because you are likely not to get your own heal. Cauterize ticks on a clock and if you miss your heal you are SOL for 5 seconds. I liked running Cauterize thematically, but it just wasn't reliable enough to stay in my bar.
Cauterize (Inferno morph): Increased the speed of the projectile from this morph by approximately 50%, and the projectile can now target the casting Dragonknight.
Lightspeedflashb14_ESO wrote: »@Savos_Saren re your number 4-Cauterize (Inferno morph): Increased the speed of the projectile from this morph by approximately 50%, and the projectile can now target the casting Dragonknight.
https://forums.elderscrollsonline.com/en/discussion/comment/4585501/#Comment_4585501
exeeter702 wrote: »The only DK heal I have a beef with is Cauterize, and then only because you are likely not to get your own heal. Cauterize ticks on a clock and if you miss your heal you are SOL for 5 seconds. I liked running Cauterize thematically, but it just wasn't reliable enough to stay in my bar.
False in that caurterize is bound to a timer. When you want the burst, you activate the skill and the heal fires instantly, foolish DK healers and mag dk DDs will wait for the interval ticks. When fully set up to actually be a healer in pvp, cauterize has a very impressive tool tip coming out only slightly below BOL . The smart healing issue of having an ally "steal" the heal pertains to many heal spells in the game. But cauterize is first and foremost a dk healers tool and its active cast is very quick since its recent buff to trajectory speed. You never wait for its intervals when you need the heal. You simply cast the skill. The lingering interval ticks are for cushion / spot healing ie triage if you will (dont want to confuse anyone) which plays well into its relatively cheap cost vs other heals in the game that heal for similar values and arent even 360 degrees. As well as situationally providing cauterize's benefits without having to stay commited to the bar its slotted on.
Savos_Saren wrote: »Lightspeedflashb14_ESO wrote: »@Savos_Saren re your number 4-Cauterize (Inferno morph): Increased the speed of the projectile from this morph by approximately 50%, and the projectile can now target the casting Dragonknight.
https://forums.elderscrollsonline.com/en/discussion/comment/4585501/#Comment_4585501
I'm not sure I'm tracking with you, @Lightspeedflashb14_ESO . Which of the passives in its skill line (Combustion, Warmth, Searing Heat, or World in Ruin) does it benefit from?
Lightspeedflashb14_ESO wrote: »Savos_Saren wrote: »Lightspeedflashb14_ESO wrote: »@Savos_Saren re your number 4-Cauterize (Inferno morph): Increased the speed of the projectile from this morph by approximately 50%, and the projectile can now target the casting Dragonknight.
https://forums.elderscrollsonline.com/en/discussion/comment/4585501/#Comment_4585501
I'm not sure I'm tracking with you, @Lightspeedflashb14_ESO . Which of the passives in its skill line (Combustion, Warmth, Searing Heat, or World in Ruin) does it benefit from?
I see. You meant literally passives. I was pointing out you get healed by the skill now, wasn't always the case. To the point you made, all classes have passives that don't apply to all skills in the particular skill line that are in. It is par for the course, so I am not sure what makes you bring it up.
Still_Mind wrote: »Dragon Knights need their class identity back. Right now they feel very generic, and their class-defining mechanics don't stand out enough for the class to feel properly fleshed out, instead it plays like a clumsy melee fighter with some flashy visuals.
Savos_Saren wrote: »I don't necessarily agree with your opinion on this.
1. Heavy armor "tanky" players shouldn't have mobility and burst. They should be the "stand your ground" types. They should be hard as hell to kill, have strong lockdowns for group support, and do very little burst (albeit, they could do decent damage over time). The "kills" that they do should pretty much come from assist-kills.
It's just my two cents worth- but hopefully you can see my point.
Savos_Saren wrote: »I don't necessarily agree with your opinion on this.
2. Not allowing mobility and executes would only apply to magicka-based DKs... since stamina-based DKs get mobility AND executes from weapon skill lines (ie: quick cloak, whirlwind, and reverse slice). You're effectively crippling only the magicka-based side of the class by your original post.