BlackMadara wrote: »Ash cloud and morphs are really interesting skills but have such a small range, it is hard to justify their use in pvp. It is almost always more useful to use wall of elements with an ice staff for an aoe damage and snare. Increasing the radius by 1-2 meters would allow more room for a "stand your ground" playstyle, at least bringing it to the same range as talons. Reducing the snare can be done for compensation for said buff, probably to 50-60%.
SaintSubwayy wrote: »BlackMadara wrote: »Ash cloud and morphs are really interesting skills but have such a small range, it is hard to justify their use in pvp. It is almost always more useful to use wall of elements with an ice staff for an aoe damage and snare. Increasing the radius by 1-2 meters would allow more room for a "stand your ground" playstyle, at least bringing it to the same range as talons. Reducing the snare can be done for compensation for said buff, probably to 50-60%.
Well its like sorcs LL...which you dont see beeing used often in pvp aswell.
But thats a problem for the sorc thread
Personally I think adding a synergy to ashcloud abd its morphs may be a good change to give magdk (maybe even stam dks) a reason to ve considered for a raidgroup
Theres ofc the real possibility to throw it on a tank and have him provide the synergy, but I think that another highcost skill might be too much for the tank to also use...and he need to drop another skill for it
I would add instead of 600 health bonus to Dunmers a passive that works like 5th effect of sun set adding 400 spell dmg to flame based attacks.
I would change Igneous Weapons to also recover highest resources while skill is active (so that it will be somewhat useful morph not like now) and add major brutality to molten weapons so that we would have a choice to make sustain vs more heavy attack damage.
I would add synergy to ash cloud/cinder storm (any kind would do - we need it, prefferable some kind of DPS group buff to make them more needed in end game PvE content)
I would change obsidian shard - either lower the cost to ~2,5k or leave cost as it is but on impact when healing causing AoE heal for half of what we healed main target (obsidian shard would become grenade like missile shattering on impact and stabbing allies in the area with our love )
I would create stam/poison whip morph, I still do not understand why there are so few skills for stam on a "Knight" type class.
PS: Would be awesome to finally have execution skill. And also increase 1 morph of Fragmented Shield so that it would not be considered useless and destroy tanks casting their own shield version.
John_Falstaff wrote: »@MassTerror23 , theoretically, our "group buff" is supposed to be Minor Brutality, but for stamDK, it's difficult to bring that buff without wasting some of own, personal damage away (skill slot, extra skill cast, and base magicka regen isn't enough to sustain both FoO and Igneous Weapons). So it automatically falls to tank. I think sorcs are in same spot with their group offering - no easy way to give it to the group while keeping on doing their usual DD thing.
People still post in this thread? Lol.
There's 26pages of feedback that have been ignored and not a single suggestion was ever implemented or anything done about the "top 2 pain points" since this thread was created. Give up and play a stamden/stamblade if you're a stamdk or a magplar if you're a magdk.
juhislihis19 wrote: »Ah darn, just realized I need to list just 2 main pain points. Well here they are:
1) Lack of stamina morphs
2) Sustain and weak Ardent Flame passives
Solutions:
1) Stamina morph of Spiked Armor as stated above. Dealing poison damage and granting Minor Endurance eases sustain for sDK's and gives us 1 extra stamina morph on a skill which is very commonly used. This change wouldn't hurt mDK's either as their morph would give them damage shield and dot.
2) Fixing Combustion as stated above, also possibly World in Ruin as well. This would give both DK's more sustain and damage on their damage class tree.
juhislihis19 wrote: »Ah darn, just realized I need to list just 2 main pain points. Well here they are:
1) Lack of stamina morphs
2) Sustain and weak Ardent Flame passives
Solutions:
1) Stamina morph of Spiked Armor as stated above. Dealing poison damage and granting Minor Endurance eases sustain for sDK's and gives us 1 extra stamina morph on a skill which is very commonly used. This change wouldn't hurt mDK's either as their morph would give them damage shield and dot.
2) Fixing Combustion as stated above, also possibly World in Ruin as well. This would give both DK's more sustain and damage on their damage class tree.
Madcap_Symphony wrote: »juhislihis19 wrote: »Ah darn, just realized I need to list just 2 main pain points. Well here they are:
1) Lack of stamina morphs
2) Sustain and weak Ardent Flame passives
Solutions:
1) Stamina morph of Spiked Armor as stated above. Dealing poison damage and granting Minor Endurance eases sustain for sDK's and gives us 1 extra stamina morph on a skill which is very commonly used. This change wouldn't hurt mDK's either as their morph would give them damage shield and dot.
2) Fixing Combustion as stated above, also possibly World in Ruin as well. This would give both DK's more sustain and damage on their damage class tree.
1- Definitely nice if hey made Spiked Armor into a Poisen morph, and Hardened Armor should deal Fire damage instead of Magic.
2- Yes, Combustion would be a much better sustain tool if it would proc off of fire and poisen damage over burning and poisoned, but don’t lock it into the Ardent Flame tree. More morphs should deal their prospective fire/poison damage over magic and be able to proc it. (Tanks want sustain too)
I've been playing a heavy stamDK in Cyro and BGs lately (usually play MagDK, MagSorc or StamSorc) and tbh it feels pretty strong.
On the subject of stam whip while it would certainly be a nice to have, I don't feel the lack of it is detrimental to the most common builds out there. It might be hurting some build diversity and it probably would enable a DW/2H build but let's be honest; the DK synergises very well with S&B and that weapon will always be the basis for >90% of stamDK builds. Mainly because Reverb Bash works great for a DoT based class that grinds opponents down and the class has passives for blocking more damage. And while you have S&B equipped you already have Heroic Slash which is a great spammable in every sense.
I'm not saying they shouldn't add stam-whip, I'm all for it, just saying that the complaining is a bit over the top and it has dominated discussion for too long.
On Spiked Armor, having a morph deal Poison/Physical damage would be great. I think that's more useful than stam-whip. But you still would want the cost to be Magicka as it's basically the only magic skill to damp some magicka on every 20".
I agree with the rest of the pain points. Combustion a bit of a trash passive, only semi-useful in PvE when you have layered 50 poison/fire DoTs on a boss. Stone Fist is a very meh skill. Molten Armaments is too expensive for both types of DKs to use. Shifting Standard is weaker than Corrupting Pollen. It should be a Permafrost equivalent skill; a PBAoE major defile + dmg for 10" and if you get hit by the dot 3 times and you're chained and rooted.
As for MagDK, I love it but the problem is itemization for heavy builds. Stam builds have many excellent sets; Fury, 7th, Heritance, Cyro Crest, Berserker, Ravager, previously Truth. The magicka options pale in comparison. Light armor builds are a bit squish in Cyro cause they lack mobility and escape and it's tricky to play heavy armor with the lack of good itemization.