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Ardent Flame searing heat question

Hotdog_23
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From PTS notes

•Ardent Flame •Searing Heat: Rank II of this passive now increases the duration of the affected abilities by 4 seconds, up from 2. It also increases the damage dealt of the abilities by 10%, up from 3%.

Developer Comment:

Spoiler

These changes were done to ensure these abilities keep up with our current DoT standards, and to help emphasize the Dragonknight’s more attrition-based combat style.


Why not just increase the individual skills to match the current DOT standards instead of using a passive just to get them up to standards? Then the passive could be changed to something useful instead of basically useless passive that other classes get for nothing because they are up to current standards already.
  • Carbonised
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    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!
  • Davadin
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    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!

    This.

    I like the update to passive, but DK can use something more......
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • kojou
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    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...
    Playing since beta...
  • Carbonised
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    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...
  • Hotdog_23
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    Carbonised wrote: »
    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...

    My thoughts exactly.
  • kojou
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    Hotdog_23 wrote: »
    Carbonised wrote: »
    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...

    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.
    Playing since beta...
  • Sanguinor2
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    You should also Keep in mind how conditional searing heat is, the necro passive increases all dot Damage by 10% regardless of origin.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • kojou
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    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.

    The 4 seconds part is nice to have though. That's 2 extra GCDs you don't have to worry about those skills. Burning Embers heals based on damage done, so the heal has a higher potential, Engulfing will apply the 10% 2 seconds longer for easier management of that debuff, Standard of Might which buffs overall damage will last 2 seconds longer.

    I'm not saying that DKs are going to come out on top of Necros DPS-wise, but for those of us who still like playing them at least we got a couple buffs.
    Playing since beta...
  • BlackMadara
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    I was under the assumption that BE and EF already met their DoT standards, and this buff was just an overall buff. I hope the developer comment is a misunderstanding. We are gonna need to check the PTS with similar stats for DoT skill tooltips
  • GeorgeBlack
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    Aint DK passives a joke all in all?
  • Hotdog_23
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    kojou wrote: »
    Hotdog_23 wrote: »
    Carbonised wrote: »
    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...

    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.

    Since I am on console yes I am asking/looking on the basis of the comment. My thoughts the extra heal is not needed since I can easily get heals on it now that exceed my health bar already. Engulfing and standard increases are nice but again more difficult to track on console with the way our buff trackers work. Let the passive increase all DOT's and not just a select few since we are the DOT class with no execute.
  • BattleAxe
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    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
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    BattleAxe 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.
    Edited by GeorgeBlack on July 26, 2019 8:13AM
  • BattleAxe
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    BattleAxe 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.
  • GeorgeBlack
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    BattleAxe wrote: »
    BattleAxe 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.

    >. <
    Templar NB? They have ID. Dk does not
  • Vildebill
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    It's been pretty clear for years now that no one in the developer team plays damage dealer on a DK, but this year must be an all-time low. First we get that stupid seething fury crap that goes against both how to use skills in the skill line, and DK play style in general, and now, instead of making the skills themselves up to par, nuking a passive to "get their DoT DPS to the same standard as each and every other class in the game".

    Way to go combat team. Do you hate DK damage dealers in general, or are you just stupid?
    EU PC
  • jcm2606
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    BattleAxe 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

    DK has to give up an entire passive to have a select few of their DOT's line up with the standard, while other classes simply have their DOT's lined up with the standard naturally, maybe with an identical passive that has a select few DOT's exceed the standard.

    If DK's identity is to require entire passives to meet the baseline, then DK's identity sucks ass, and I don't want it.
  • BattleAxe
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    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
    Edited by BattleAxe on July 26, 2019 10:39AM
  • ZarkingFrued
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    kojou wrote: »
    Hotdog_23 wrote: »
    Carbonised wrote: »
    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...

    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.
  • ZarkingFrued
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    kojou wrote: »
    Hotdog_23 wrote: »
    Carbonised wrote: »
    kojou wrote: »
    I would like to see 4 seconds and 10% to all fire damage DoT skills regardless of skill line, but a buff is a buff...

    A buff is not a buff if it takes an entire passive skill to take your DoT damage to the same level as every other DoT skill in the game ...

    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.

  • jcm2606
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    BattleAxe wrote: »
    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 -- 10 seconds.
    • Soul Trap -- 10 seconds.
    • Entropy -- 12 seconds.

    Of the 4 single-target class DOT's in the game, 2 are 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.

    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.
    Edited by jcm2606 on July 26, 2019 12:31PM
  • Lightspeedflashb14_ESO
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    @jcm2606 reach is 10 seconds. Entropy is 12 seconds, with the mages guild passive. also vampires bane is 14 seconds.


    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.
    Edited by Lightspeedflashb14_ESO on July 26, 2019 12:23PM
  • jcm2606
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    @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, and I see no mention of a duration increase in the patch notes, so I'm going with 8.

    Forgot about the passive, though, good catch.
    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.

    Pretty much. Everything should be standard at baseline, except if done intentionally (ie one morph increases damage, the other increases duration, the base skill could be like 10-20% off the standard and the morphs add the 10-20% back on for damage or duration respectively), and passives should be used for class flavour and identity.

    If DK is meant to be the DOT and attrition class, then it needs to have passives that reflect that. +2 seconds beyond the standard and +10% damage to two skills that were under the standard to begin with doesn't reflect that, in my eyes. Especially when you compare it to Necro's Rapid Rot passive. I'd take +10% global DOT damage over +2s and +10% Ardent Flame DOT damage/duration any day.
    Edited by jcm2606 on July 26, 2019 12:27PM
  • Lightspeedflashb14_ESO
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    jcm2606 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-

    iTl3Jju.jpg
  • jcm2606
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    jcm2606 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-

    iTl3Jju.jpg

    Then they must have left that out of the patch notes, since I don't see a mention of a duration increase anywhere.
  • jcm2606
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    And just in case you missed it...
    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.

    Pretty much. Everything should be standard at baseline, except if done intentionally (ie one morph increases damage, the other increases duration, the base skill could be like 10-20% off the standard and the morphs add the 10-20% back on for damage or duration respectively), and passives should be used for class flavour and identity.

    If DK is meant to be the DOT and attrition class, then it needs to have passives that reflect that. +2 seconds beyond the standard and +10% damage to two skills that were under the standard to begin with doesn't reflect that, in my eyes. Especially when you compare it to Necro's Rapid Rot passive. I'd take +10% global DOT damage over +2s and +10% Ardent Flame DOT damage/duration any day.
  • BattleAxe
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    jcm2606 wrote: »
    BattleAxe wrote: »
    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
  • jcm2606
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    BattleAxe wrote: »
    jcm2606 wrote: »
    BattleAxe wrote: »
    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.
  • BattleAxe
    BattleAxe
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    jcm2606 wrote: »
    BattleAxe wrote: »
    jcm2606 wrote: »
    BattleAxe wrote: »
    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.
  • jcm2606
    jcm2606
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    Both searing strike morphs deal an initial strike damage

    So does Sun Fire, and so does one of the morphs of Cripple. So does Twin Slashes, Carve, Poison Arrow, Destructive Touch, too.
    dks also have a 30% snare added when they deal direct dig with an ardent flame ability

    Nightblade generates 2 ultimate whenever they use a Siphoning ability, including Cripple. Slotting Cripple also gives a Nightblade 8% max magicka and an additional 3% healing done.

    Templar generates 3 ultimate whenever they use a Dawn's Wrath ability, including Sun Fire, on top of granting Minor Sorcery to you and your group for 20 seconds.

    Warden generates 4 ultimate whenever they use an Animal Companion ability while in combat. Having an Animal Companion ability slotted increases your magicka and stamina recovery by 12%, and also increases your damage done by 3% for each ability you have slotted (so Swarm is an additional 3% damage done).

    Just like morph effects, passives are also just additional flavour. I'd also argue that all three of the above passive effects are stronger than a 30% snare, too.
    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.

    And how does this in any way help make DK a DOT class? Necro has an ult that grants Major Vulnerability to the entire group for 3 seconds, Sorc has an ult that grants Major Berserk to anyone who uses the synergy for 8 seconds. Your passive argument was a bit of a stretch, but this is just entirely irrelevant.
    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

    250 magicka or stamina every 2 seconds, on status effects that are RNG in terms of if they apply, that also contribute basically nothing to your actual damage. This passive is pretty much negligible for your sustain, when you really need the resources, even if you had a guaranteed way to apply the status effects.
    plus dks have an additional 2 meter range on melee abilities

    An additional 2 meters which should be standardised anyways, because melee skills only land half the time while on the move in any actual fight. I've had to fight the game for a solid 5-10 seconds just to cast a damn Incap or execute, because the current 5 meter range is pitiful.

    And, again, this is completely irrelevant to DK's being the DOT class.
    Final note is 10% damage applies to the initial hits of searing strike and fiery breath abilities resulting in a lot more damage.

    Which only proves my point, lol. Let me remind you the wording that Zenimax chose for the dev comment on Searing Heat:

    "and to help emphasize the Dragonknight’s more attrition-based combat style."

    What's the definition of attrition?

    "attrition: the process of reducing something's strength or effectiveness through sustained attack or pressure."

    Taken directly from Google. So, how does increasing the initial damage help the sustained pressure that DK can put out? How does this in any way reflect the attrition-based playstyle that Zenimax intends for DK? It doesn't.
    Edited by jcm2606 on July 26, 2019 2:38PM
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