Carbonised wrote: »If I am reading this correctly, it truly is one of the most braindead comments from the combat team in all time, and I sincerely hope it's just a miscommunication in the patch notes.
Or does the combat team truly believe that DKs need to waste 2 skill points and loose out on any additional effects of the Searing Heat passive, just in order to get their DoT DPS to the same standard as each and every other class in the game? And this on the DoT themed class no less!
Carbonised wrote: »
My thoughts exactly.
Sanguinor2 wrote: »You should also Keep in mind how conditional searing heat is, the necro passive increases all dot Damage by 10% regardless of origin.
Carbonised wrote: »
My thoughts exactly.
It was 2 seconds and 3% before and 4 seconds and 10% after. IMO that constitutes a buff to the passive.
Have you compared searing strike et al to other DoT skills to see if they are within reason or are you basing the thread on the developer note?
Keep in mind that this also buffs Standard of Might, so that is pretty nice.
Actually this change is a huge buff to the dk both in adding damage and sustain.
4 extra seconds in class dots is 4 extra ticks to apply burning or poisoned status effect which helps dk sustain. Also 10% damage increase is no joke on a stam morph that progressively hits harder each tick.
Dk is probably the closest any class is to having a true class identity a lot of their passives play into each other.
I main as dk and I like where the dk is currently at although I still want a stam morph for whip lol
GeorgeBlack wrote: »Actually this change is a huge buff to the dk both in adding damage and sustain.
4 extra seconds in class dots is 4 extra ticks to apply burning or poisoned status effect which helps dk sustain. Also 10% damage increase is no joke on a stam morph that progressively hits harder each tick.
Dk is probably the closest any class is to having a true class identity a lot of their passives play into each other.
I main as dk and I like where the dk is currently at although I still want a stam morph for whip lol
Ye ok.
Dk has an ID and you want a stamWhip so that stamDK can be the same as magDK.
Nonsense.
Do you know what ID means? Dragonknight, usage of draconic abilities. StamDK? Spikes! That's all. No wings no talons no DeepBreath.
Fire? Nah poison. Why? Because Assassins use Poison and ESO had a DB dlc.
There is no DK id.
It's just not a buff if the passive brings the class abilities on the same level as other abilities that dont use the passive.
GeorgeBlack wrote: »Actually this change is a huge buff to the dk both in adding damage and sustain.
4 extra seconds in class dots is 4 extra ticks to apply burning or poisoned status effect which helps dk sustain. Also 10% damage increase is no joke on a stam morph that progressively hits harder each tick.
Dk is probably the closest any class is to having a true class identity a lot of their passives play into each other.
I main as dk and I like where the dk is currently at although I still want a stam morph for whip lol
Ye ok.
Dk has an ID and you want a stamWhip so that stamDK can be the same as magDK.
Nonsense.
Do you know what ID means? Dragonknight, usage of draconic abilities. StamDK? Spikes! That's all. No wings no talons no DeepBreath.
Fire? Nah poison. Why? Because Assassins use Poison and ESO had a DB dlc.
There is no DK id.
It's just not a buff if the passive brings the class abilities on the same level as other abilities that dont use the passive.
Poison dragons are a thing FYI stam dk venomous claw one of the strongest dots in the game noxious breathe a strong direct dmg air skill with major fracture they are dragonkight abilities. Pvp wise stam dk uses wings and talons or fossilize of all the classes dk is in top 3 for using class abilities next to necromancer and wardens.
Actually this change is a huge buff to the dk both in adding damage and sustain.
4 extra seconds in class dots is 4 extra ticks to apply burning or poisoned status effect which helps dk sustain. Also 10% damage increase is no joke on a stam morph that progressively hits harder each tick.
Dk is probably the closest any class is to having a true class identity a lot of their passives play into each other.
I main as dk and I like where the dk is currently at although I still want a stam morph for whip lol
Carbonised wrote: »
My thoughts exactly.
It was 2 seconds and 3% before and 4 seconds and 10% after. IMO that constitutes a buff to the passive.
Have you compared searing strike et al to other DoT skills to see if they are within reason or are you basing the thread on the developer note?
Keep in mind that this also buffs Standard of Might, so that is pretty nice.
ZarkingFrued wrote: »Carbonised wrote: »
My thoughts exactly.
It was 2 seconds and 3% before and 4 seconds and 10% after. IMO that constitutes a buff to the passive.
Have you compared searing strike et al to other DoT skills to see if they are within reason or are you basing the thread on the developer note?
Keep in mind that this also buffs Standard of Might, so that is pretty nice.
It doesnt constitute, represent, or even identify as a buff. It was not buffed, it was a nerf if anything. In a game wide audit where those dots should have been brought to standard we were instead ripped off and had a passive taken. If everything else was balanced then the dots should have been balanced and then got the extra dmg/ duration of anything, or really a better passive. Something like increases direct dmg while an ardent flame ability is active, increased damage done to burning enemies ect. Any number of ideas thrown out so that we have to give up a passive to get regular dots. Its absurd.
Read the tool tips (the morph effects)for venomous claw and burning embers and perhaps you will understand how this is a very nice and massive buff
Lightspeedflashb14_ESO wrote: »@jcm2606 reach is 10 seconds. Entropy is 12 seconds, with the mages guild passive.
i suppose your take is that everything before passives ought to be "standard" but i see having to put the passive into consideration, because they will always be there on a toon that is being compared. like you will always compare classes at cp160+, never at level 15.
Lightspeedflashb14_ESO wrote: »@jcm2606 reach is 10 seconds. Entropy is 12 seconds, with the mages guild passive.
Both my game and UESP build editor say 8 for Destructive Touch, so I'm going with 8.
Forgot about the passive, though, good catch.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@jcm2606 reach is 10 seconds. Entropy is 12 seconds, with the mages guild passive.
Both my game and UESP build editor say 8 for Destructive Touch, so I'm going with 8.
Forgot about the passive, though, good catch.
the skill might be 8 seconds now but it is going to be 10 seconds in the next patch, here is a screenshot-
i suppose your take is that everything before passives ought to be "standard" but i see having to put the passive into consideration, because they will always be there on a toon that is being compared. like you will always compare classes at cp160+, never at level 15.
Read the tool tips (the morph effects)for venomous claw and burning embers and perhaps you will understand how this is a very nice and massive buff
Read the tooltips of Searing Strike, then read the tooltips of other single-target class DOT's, and pay attention to the durations. To make it simple, I'll mark any DOT's that don't line up with the standard in bold.
- Searing Strike -- 8 seconds.
- Cripple -- 10 seconds.
- Sun Fire -- 8 seconds.
- Swarm -- 10 seconds.
Now lets look at the single-target DOT's available outside of the class kit.
- Twin Slashes -- 10 seconds.
- Carve -- 10 seconds.
- Poison Arrow -- 10 seconds.
- Destructive Touch -- 8 seconds.
- Soul Trap -- 10 seconds.
- Entropy -- 12 seconds.
Of the 4 single-target class DOT's in the game, 2 are below the standard, and of the 6 external single-target DOT's in the game, 1 is below the standard. Both DK and Templar have passives to bump up the duration of Searing Strike and Sun Fire, and with these passives, Searing Strike will be at 12 seconds (+2 from the standard, so is a buff), and Sun Fire will be at 10 seconds. Destructive Touch doesn't have any sort of passive, so remains at 8 seconds.
So, yes, when you look at everything in a vacuum, DK, Searing Heat, and Searing Strike got buffed. However, DK still has an entire passive dedicated to bringing their DOT's up to the standard (exceeding a little), rather than the DOT's just being at (or exceeding, if that's the intention) the standard already, and the 10% extra damage from this passive only affects Ardent Flame DOT's, which is likely to balance the passive having the Ardent Flame DOT's exceed the standard.
Compare this to, say, Necro's Rapid Rot passive, which applies to all DOT's, not just the few that are in the Necro kit, and you can see why we think this passive is underwhelming. If DK is meant to be the DOT class, if DK's main DOT's are meant to exceed the standard intentionally, then why do we have to give up an entire passive for just that? Why do we not have a passive that touches all DOT's in someone's arsenal, if DK is meant to be the DOT and attrition class? It just makes no sense.
Templar also makes no sense, especially so since they are literally wasting an entire passive in getting their DOT's to the standard, and that's it. The problem with DK just goes against the point of the class, but the problem with Templar goes against the point of this entire patch. Why are we having an audit to ensure all skills and sets follow a set standard, and allowing an entire passive to be wasting just to do so? It makes even less sense.
Read the tool tips (the morph effects)for venomous claw and burning embers and perhaps you will understand how this is a very nice and massive buff
Read the tooltips of Searing Strike, then read the tooltips of other single-target class DOT's, and pay attention to the durations. To make it simple, I'll mark any DOT's that don't line up with the standard in bold.
- Searing Strike -- 8 seconds.
- Cripple -- 10 seconds.
- Sun Fire -- 8 seconds.
- Swarm -- 10 seconds.
Now lets look at the single-target DOT's available outside of the class kit.
- Twin Slashes -- 10 seconds.
- Carve -- 10 seconds.
- Poison Arrow -- 10 seconds.
- Destructive Touch -- 8 seconds.
- Soul Trap -- 10 seconds.
- Entropy -- 12 seconds.
Of the 4 single-target class DOT's in the game, 2 are below the standard, and of the 6 external single-target DOT's in the game, 1 is below the standard. Both DK and Templar have passives to bump up the duration of Searing Strike and Sun Fire, and with these passives, Searing Strike will be at 12 seconds (+2 from the standard, so is a buff), and Sun Fire will be at 10 seconds. Destructive Touch doesn't have any sort of passive, so remains at 8 seconds.
So, yes, when you look at everything in a vacuum, DK, Searing Heat, and Searing Strike got buffed. However, DK still has an entire passive dedicated to bringing their DOT's up to the standard (exceeding a little), rather than the DOT's just being at (or exceeding, if that's the intention) the standard already, and the 10% extra damage from this passive only affects Ardent Flame DOT's, which is likely to balance the passive having the Ardent Flame DOT's exceed the standard.
Compare this to, say, Necro's Rapid Rot passive, which applies to all DOT's, not just the few that are in the Necro kit, and you can see why we think this passive is underwhelming. If DK is meant to be the DOT class, if DK's main DOT's are meant to exceed the standard intentionally, then why do we have to give up an entire passive for just that? Why do we not have a passive that touches all DOT's in someone's arsenal, if DK is meant to be the DOT and attrition class? It just makes no sense.
Templar also makes no sense, especially so since they are literally wasting an entire passive in getting their DOT's to the standard, and that's it. The problem with DK just goes against the point of the class, but the problem with Templar goes against the point of this entire patch. Why are we having an audit to ensure all skills and sets follow a set standard, and allowing an entire passive to be wasting just to do so? It makes even less sense.
Well put but now figure in what each morph of searing strike does
Venomous claw increases the dot 12% every 2 seconds
Burning embers heals for x% of damage dealt
When factored in the dk is still the dot class
Read the tool tips (the morph effects)for venomous claw and burning embers and perhaps you will understand how this is a very nice and massive buff
Read the tooltips of Searing Strike, then read the tooltips of other single-target class DOT's, and pay attention to the durations. To make it simple, I'll mark any DOT's that don't line up with the standard in bold.
- Searing Strike -- 8 seconds.
- Cripple -- 10 seconds.
- Sun Fire -- 8 seconds.
- Swarm -- 10 seconds.
Now lets look at the single-target DOT's available outside of the class kit.
- Twin Slashes -- 10 seconds.
- Carve -- 10 seconds.
- Poison Arrow -- 10 seconds.
- Destructive Touch -- 8 seconds.
- Soul Trap -- 10 seconds.
- Entropy -- 12 seconds.
Of the 4 single-target class DOT's in the game, 2 are below the standard, and of the 6 external single-target DOT's in the game, 1 is below the standard. Both DK and Templar have passives to bump up the duration of Searing Strike and Sun Fire, and with these passives, Searing Strike will be at 12 seconds (+2 from the standard, so is a buff), and Sun Fire will be at 10 seconds. Destructive Touch doesn't have any sort of passive, so remains at 8 seconds.
So, yes, when you look at everything in a vacuum, DK, Searing Heat, and Searing Strike got buffed. However, DK still has an entire passive dedicated to bringing their DOT's up to the standard (exceeding a little), rather than the DOT's just being at (or exceeding, if that's the intention) the standard already, and the 10% extra damage from this passive only affects Ardent Flame DOT's, which is likely to balance the passive having the Ardent Flame DOT's exceed the standard.
Compare this to, say, Necro's Rapid Rot passive, which applies to all DOT's, not just the few that are in the Necro kit, and you can see why we think this passive is underwhelming. If DK is meant to be the DOT class, if DK's main DOT's are meant to exceed the standard intentionally, then why do we have to give up an entire passive for just that? Why do we not have a passive that touches all DOT's in someone's arsenal, if DK is meant to be the DOT and attrition class? It just makes no sense.
Templar also makes no sense, especially so since they are literally wasting an entire passive in getting their DOT's to the standard, and that's it. The problem with DK just goes against the point of the class, but the problem with Templar goes against the point of this entire patch. Why are we having an audit to ensure all skills and sets follow a set standard, and allowing an entire passive to be wasting just to do so? It makes even less sense.
Well put but now figure in what each morph of searing strike does
Venomous claw increases the dot 12% every 2 seconds
Burning embers heals for x% of damage dealt
When factored in the dk is still the dot class
Vampire's Bane increases the duration to 14 seconds without the passive. Reflective Plate makes the DOT AOE.
Debilitate increases the snare effect, and applies Minor Magickasteal. Crippling Grasp deals an additional initial damage component, and immobilizes the target for 2 seconds, in addition to the 30% snare.
Fetcher Infection deals 50% increased damage every second cast. Growing Swarm spreads to up to 6 targets when the DOT ends, which I'm pretty sure includes refreshing it.
The secondary morph effects are just additional flavour on top of the primary base skill effect, and I'd honestly argue that Vamp Bane and Fetcher Infection are better for a DOT build, because both result in overall more damage dealt in a single cast, and in the case of Vamp Bane, results in less GCD's spent refreshing them.
Both searing strike morphs deal an initial strike damage
dks also have a 30% snare added when they deal direct dig with an ardent flame ability
on top of taking 15% reduced damage and 15% increased damage when dropping standard of might which now lasts an additional 2 seconds with the searing heat buff that 15% damage increas is all damage done by the way on top of providing a group synergy dealing more damage as well as giving a dk resources back.
Another thing to note is dk get magicka back when they apply the burning status effect or stamina when applying the poisoned status effect which both are another dot
plus dks have an additional 2 meter range on melee abilities
Final note is 10% damage applies to the initial hits of searing strike and fiery breath abilities resulting in a lot more damage.