Maintenance for the week of February 23:
· [COMPLETE] NA megaservers for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] EU megaservers for maintenance – February 23, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
· [COMPLETE] ESO Store and Account System for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
The maintenance is complete, and the PTS is now available.

Ardent Flame searing heat question

  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    @jcm2606

    Searing heat increases the damage of you fiery breath, searing strike, and dragon knight standard by 10% that applies both to the initial hit as well as the dot just to clarify.

    Dks passively get 2 ultimate while in combat every 6 seconds as compared to needing to use a skill to grant ultimate

    Wardens passive increasing damage per animal companion skill slotted was reduced 1% so swarms is only increased 2% FYI
    And they get 4 ultimate when they cast an animal companion skill while in combat

    The other classes mentioned Templar and nightblade also must cast skill in the skill line to gain ultimate versus just passively getting it while in combat

    Dks get an additional 2 meters added to their melee range so a dk has 7 meter melee range meaning they will land a hit slightly further away than other classes

    The ultimates granting major vulnerability and major berserk will also effect any dk in the group bolstering their damage so that becomes irrelevant

    500 magicka or stamina for applying the burning or poisoned status effect FYI



    End of the day the proposal is change the passive and make searing strike by default at the standard then what change is to be made to searing heat to help with a dks attrition based combat style as per dev comments

    4 seconds on top of the standard dot duration plus the 10%(taking a strong class dot and making it substantially stronger)
    The above would be without changing the devs change

    Ardent flame abilities apply major or minor vulnerability (necromancer mains would complain heavily)
    Noxious breathe already applies major fracture and engulfing makes enemies take more damage from flame damage abilities

    Ardent flame abilities apply major or minor maim to the target(making an already tanky class that much harder to kill this would be very unbalanced for pvp and may be too op for pve) now this suggestion may be worth testing but dk is suppose to be the dot class so this would add to the attrition combat style but still doesn’t set dk as the dot class

    I state again I main a dk and the dev proposed changes are actually very appealing

  • BlackMadara
    BlackMadara
    ✭✭✭✭
    @BattleAxe

    The additional 10% damage on the initial hit should be good from Searing Heat.

    DKs do not gen 2 ultimate per 6 seconds for nothing. They gain 3 ult when casting an earthen heart ability from Mountains Blessing passive, on a 6 second cooldown. From a PvE perspective, that is minimal ult gain for a dps. PvP it's fine due to Petrify being the CC of choice. You should review the passives if DK is your main. Ult gain is something I've looked into extensively when making an ult gen StamDK build.

    The extra 2m in melee range was a small change that rewards good spacing. A good passive and good change for the relatively immobile, melee based DK.

    Status effects have a 20% chance to proc on enchants, 10% on direct, single target damage, 5% on direct, AoE damage, 3% on single target DoT tick, and 1% on AoE DoT tick. The only way to reliably proc burning/poisoned on a 2s CD would be to run a infused enchant back bar with an AoE weapon ground DoT(wall of elements or Volley), and a charged front bar destro staff. This would allow your back bar enchant to proc every 2 seconds, with an 84% to proc the status effect from enchant. Note that light attacks do not proc status effects, unless changed in recent patches. This is a rather niche set up to get 500 unbuffable recovery.

    Major or minor vulnerability would not be a good fit on DK when they already have unique vulnerabilities from Engulfing Flames and Standard of Might. I would rather them stay unique. Changing Standard's 15% damage done and damage reduction to apply to all group members in the area would be better. Battle standards are used to raise moral and coordinate combat on the field, so this would make sense.

    DKs already have minor maim through Choking Talons, and ZoS wants to avoid redundancy. Free minor maim from just casting a dps ability is frowned upon as well, hence the damage nerf to Heroic Slash
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    @BlackMadara
    I’ll admit I was wrong about the passive ultimate ability I’m only human and I do occasionally make errors. Now to the proposals I listed as changes for searing strike they were purely satirical in nature as no true proposal for a searing heat rework or adjustment were being put forward.

    With that said here would be a real proposal rework/adjustment to searing heat passive.not this will be a 3 part change and DISCLAIMER this is not a real change just a proposal attempting to use wording ZOS typically uses!

    Searing strike and morphs increase duration by 2 seconds
    World in ruin- renamed this passive to searing heat(or something to align with the poisons skill cost reduction as well as the damage increase to flame aoe)
    Searing heat- renamed this passive to world in ruin as well as increases the duration of all damage over time abilities by 4 seconds and increases the chance of applying a status effect(or instead but possibly too op casting an ardent flame abilities has a guaranteed chance to apply a status effect)

    I would like to reiterate this is only a proposal for change and is not official.

  • JumpmanLane
    JumpmanLane
    ✭✭✭✭✭
    ✭✭
    Vildebill wrote: »
    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?

    Straight gospel!
  • ku5h
    ku5h
    ✭✭✭✭✭
    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

    If you could only use class skills MagDK would be among the strongest, simply because it has everything.
    Spammable, ST dot, AoE dot, delayed burst skill, soft cc, hard cc, utility skills like wings for 50% ranged reduction, major mending on demand, heal and major prophecy from Cauterize, class major sorcery, gap closer and decent ult potions.
    Yea, no identity!
  • GeorgeBlack
    GeorgeBlack
    ✭✭✭✭✭
    ✭✭
    ku5h wrote: »
    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

    If you could only use class skills MagDK would be among the strongest, simply because it has everything.
    Spammable, ST dot, AoE dot, delayed burst skill, soft cc, hard cc, utility skills like wings for 50% ranged reduction, major mending on demand, heal and major prophecy from Cauterize, class major sorcery, gap closer and decent ult potions.
    Yea, no identity!

    It should be obvious that the little back and forth was about stamina ID on classes but hey! forums
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    ku5h wrote: »
    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

    If you could only use class skills MagDK would be among the strongest, simply because it has everything.
    Spammable, ST dot, AoE dot, delayed burst skill, soft cc, hard cc, utility skills like wings for 50% ranged reduction, major mending on demand, heal and major prophecy from Cauterize, class major sorcery, gap closer and decent ult potions.
    Yea, no identity!

    It should be obvious that the little back and forth was about stamina ID on classes but hey! forums

    Of the 4 vanilla classes nb has the most class identity followed by dk then Templar and lastly sorc for stamina when it comes to class identity. This applies both pve and pvp.
Sign In or Register to comment.