Possible useful changes for magicka dk

Miloscpolski
Miloscpolski
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In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pve. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk. Write your opinions (positive and negative) on these possible changes.
Edited by Miloscpolski on August 30, 2019 2:20PM
  • Kadoin
    Kadoin
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    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk.

    DK with minor evasion or minor protection? (DK not tanky enough? lol??)
    Coag blood needing a buff? (reliable self heal that can heal greater than BoL in the right conditions)

    DK does not need any more healing or damage reduction in my opinion.

    Now damage, mobility, or sustain, that's a different issue, but builds already exist where these can be obtained with little to no trade-off in PvP. Why in Oblivion would you want to overbuff those builds?

    Conclusion: no.
  • Miloscpolski
    Miloscpolski
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    Kadoin wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk.

    DK with minor evasion or minor protection? (DK not tanky enough? lol??)
    Coag blood needing a buff? (reliable self heal that can heal greater than BoL in the right conditions)

    DK does not need any more healing or damage reduction in my opinion.

    Now damage, mobility, or sustain, that's a different issue, but builds already exist where these can be obtained with little to no trade-off in PvP. Why in Oblivion would you want to overbuff those builds?

    Conclusion: no.

    Major fortitude looks rlly useless for dk
  • Fvh09NL
    Fvh09NL
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    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).
  • Kadoin
    Kadoin
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    Kadoin wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk.

    DK with minor evasion or minor protection? (DK not tanky enough? lol??)
    Coag blood needing a buff? (reliable self heal that can heal greater than BoL in the right conditions)

    DK does not need any more healing or damage reduction in my opinion.

    Now damage, mobility, or sustain, that's a different issue, but builds already exist where these can be obtained with little to no trade-off in PvP. Why in Oblivion would you want to overbuff those builds?

    Conclusion: no.

    Major fortitude looks rlly useless for dk

    So you should get a better buff for using Coag Blood/Green Dragon Blood, two self heals that are possibly the most potent in the game, on top of 12% healing received from passives because you don't find any use in the buff on the skill? Hmm...
  • Vermethys
    Vermethys
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    I'm not sure adding a condition-free execute side to MagDK's spammable is a good idea, and if anything I think Molten Whip is the morph that can do with another change. They could give it a stacking execute percentage tied to the usage of other Ardent Flame abilities instead of how it currently works. For example, Molten Whip deals 25% more damage to enemies below 25%, but using any other Ardent Flame abilities increases that percentage by increments of 25% for 5 seconds (capped at 100%). Something like that would be nice imo.

    Replacing Major Fortitude on Coagulating Blood with either Minor Intellect or Minor Heroism would be awesome for DKs.
    Edited by Vermethys on August 30, 2019 11:58AM
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  • Miloscpolski
    Miloscpolski
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    Kadoin wrote: »
    Kadoin wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk.

    DK with minor evasion or minor protection? (DK not tanky enough? lol??)
    Coag blood needing a buff? (reliable self heal that can heal greater than BoL in the right conditions)

    DK does not need any more healing or damage reduction in my opinion.

    Now damage, mobility, or sustain, that's a different issue, but builds already exist where these can be obtained with little to no trade-off in PvP. Why in Oblivion would you want to overbuff those builds?

    Conclusion: no.

    Major fortitude looks rlly useless for dk

    So you should get a better buff for using Coag Blood/Green Dragon Blood, two self heals that are possibly the most potent in the game, on top of 12% healing received from passives because you don't find any use in the buff on the skill? Hmm...

    I say this in accordance with a different amount of buff from other classes and, accordingly, it is necessary to balance
  • Bashev
    Bashev
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    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk. Write your opinions (positive and negative) on these possible changes.

    From so many trash (or extremely costly) skills in the DK arsenal you chose 2 of them which are actually really good and you want to buff them even more.

    Power lash combo is well designed, strong skill that you need to think how to use it.

    Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active.
    Because I can!
  • Miloscpolski
    Miloscpolski
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    Bashev wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk. Write your opinions (positive and negative) on these possible changes.

    From so many trash (or extremely costly) skills in the DK arsenal you chose 2 of them which are actually really good and you want to buff them even more.

    Power lash combo is well designed, strong skill that you need to think how to use it.

    Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active.

    "Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active." major fortitude increases health recovery by 20% and it does not apply to passive skills dk, this buff we get for example from potions, Burning Heart working from activation coagulation blood or others skills dragon power, you are wrong here.
    Edited by Miloscpolski on August 30, 2019 12:26PM
  • Bashev
    Bashev
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    Bashev wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk. Write your opinions (positive and negative) on these possible changes.

    From so many trash (or extremely costly) skills in the DK arsenal you chose 2 of them which are actually really good and you want to buff them even more.

    Power lash combo is well designed, strong skill that you need to think how to use it.

    Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active.

    "Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active." major fortitude increases health recovery by 20% and it does not apply to passive skills dk, this buff we get for example from potions, Burning Heart working from activation coagulation blood or others skills dragon power, you are wrong here.

    L2R, if they remove the fortitude buff and change it to minor protect for 6s, that will be kind of nerf, as u are not going to receive 12% more healing for 20s but only for 6s while the protection buff is active.
    Because I can!
  • Miloscpolski
    Miloscpolski
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    Bashev wrote: »
    Bashev wrote: »
    In this discussion, I would like to talk about possible useful changes for magicka dk which will help him in pvp and pvp. The first skill is lava whip morph - flame lash. Many people know that mag dk does not have execute and the next change would solve this problem. Power lash remake in fury lash. Now this morph does not deal increased damage and does not heal, instead, fury lash deals 150% increased damage to targets below 35% health with saving power lash animation.The second skill is coagulation blood. Major fortitude this buff is useless for dk, since this buff is very weak and easily accessible with potions, instead, you can put the following buffs: minor protection (which is so lacking dk), minor heroism, minor evasion, any of these buffs will be much more useful for survival dk. The third skill is stone giant. This skill can be converted into a more useful version first version: like like small execute, the second version is more interesting - now the stone giant deals explosive damage to targets that have a burning status effect (works like a curse of magicka dk). I hope you enjoyed my ideas for dk. Write your opinions (positive and negative) on these possible changes.

    From so many trash (or extremely costly) skills in the DK arsenal you chose 2 of them which are actually really good and you want to buff them even more.

    Power lash combo is well designed, strong skill that you need to think how to use it.

    Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active.

    "Regarding major fortitude, think about that buff as 12% more healing (because this is what that buff triggers from the DK passive line), not as 20% increased health recovery. As long as you have the buff Burning Heart passive will be active." major fortitude increases health recovery by 20% and it does not apply to passive skills dk, this buff we get for example from potions, Burning Heart working from activation coagulation blood or others skills dragon power, you are wrong here.

    L2R, if they remove the fortitude buff and change it to minor protect for 6s, that will be kind of nerf, as u are not going to receive 12% more healing for 20s but only for 6s while the protection buff is active.

    well this is complete nonsense, a u mad?
  • Sanguinor2
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    Bashev wrote: »

    L2R, if they remove the fortitude buff and change it to minor protect for 6s, that will be kind of nerf, as u are not going to receive 12% more healing for 20s but only for 6s while the protection buff is active.

    You have Burning heart active anyway since volatile armor is a Thing.
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  • WillhelmBlack
    WillhelmBlack
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    No.

    I'd like old Power Lash, Wings.
    PC EU
  • MartiniDaniels
    MartiniDaniels
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    1. Power lash - you already have molten whip morph which does 100% more damage all-time, so it is sort of execute. Also in majority of cases you are struggling to execute vampires due to god damned "undeath" passive. Molten whip nullifies this passive, esp with engulfing :D
    2. Coagulating - I agree generic health recovery can be enhanced with something more relevant, maybe minor intellect or something like that. I mean add minor intellect to existing features.
    3. Stone giant... idk, everybody hates this skill so much like useless. But I like obsidian shard morph on my hybrid, even if targer is cc-immune you'll still receive massive heal and stamina return. While fossilize which of course grants advantage when it works, often doesn't work at all cause people use cc-pots or are simply feared non-stop in BG's.
    4. I'll say devs need to do something with igneous weapons/molten armaments, that skill costs like hell and is niche at best. I mean even if it was suggested as group source of major sorcery / brutality, who needs it now when Rally and Entropy is must have.
  • Miloscpolski
    Miloscpolski
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    Sanguinor2 wrote: »
    Bashev wrote: »

    L2R, if they remove the fortitude buff and change it to minor protect for 6s, that will be kind of nerf, as u are not going to receive 12% more healing for 20s but only for 6s while the protection buff is active.

    You have Burning heart active anyway since volatile armor is a Thing.

    i think he dont know about dk passive right
  • Miloscpolski
    Miloscpolski
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    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Yep, necro looking better then mag dk
  • Royalthought
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    I mean no harm but if anyone sees dk a weak or even being one of the weaker classes, then this might be better served as a build discussion.

    Especially for pvp. Dks have one of the best kits for being tanky, high damage, great healing and mitigation.
    Edited by Royalthought on August 30, 2019 6:27PM
  • iCaliban
    iCaliban
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    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.
  • Miloscpolski
    Miloscpolski
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    iCaliban wrote: »
    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.

    Overall it looks like this, however, if you understand it more specifically, many changes in the form of changing major fortitude to any other useful buff would greatly help dk
  • iCaliban
    iCaliban
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    iCaliban wrote: »
    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.

    Overall it looks like this, however, if you understand it more specifically, many changes in the form of changing major fortitude to any other useful buff would greatly help dk

    "Could be useful" is not a good reason for a buff to a class that is not under performing. If you were to buff coag, you would need to nerf the healing from the skill. Most wont take that tradeoff.
  • Drachenfier
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    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?
  • Fvh09NL
    Fvh09NL
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    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?

    Because if you use it at range, they get out of the stun before you are even there, if you are in close range, fossilize is superior in every way. This is about stone giant, maybe should have specified, the heal morph might be useful although I wouldn't use it. Why use a skill that, on itself, is already lackluster, and where another skill in the same skilline provides way better results? This skill is only better at trolling people on keeps.
  • Drachenfier
    Drachenfier
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    Fvh09NL wrote: »
    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?

    Because if you use it at range, they get out of the stun before you are even there, if you are in close range, fossilize is superior in every way. This is about stone giant, maybe should have specified, the heal morph might be useful although I wouldn't use it. Why use a skill that, on itself, is already lackluster, and where another skill in the same skilline provides way better results? This skill is only better at trolling people on keeps.

    I don't understand how it gets so much hate compared to Fossilize. Maybe I'm missing something. It hits (much) harder, it's cheaper, and the stun duration is identical, not to mention the stacking minor ward and resolve to compliment Volatile Armor's buff.

    Edit: So, I forgot Fossilize can't be blocked, that is pretty huge for pvp.
    Edited by Drachenfier on August 30, 2019 5:44PM
  • Miloscpolski
    Miloscpolski
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    Fvh09NL wrote: »
    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?

    Because if you use it at range, they get out of the stun before you are even there, if you are in close range, fossilize is superior in every way. This is about stone giant, maybe should have specified, the heal morph might be useful although I wouldn't use it. Why use a skill that, on itself, is already lackluster, and where another skill in the same skilline provides way better results? This skill is only better at trolling people on keeps.

    I don't understand how it gets so much hate compared to Fossilize. Maybe I'm missing something. It hits (much) harder, it's cheaper, and the stun duration is identical, not to mention the stacking minor ward and resolve to compliment Volatile Armor's buff.

    Edit: So, I forgot Fossilize can't be blocked, that is pretty huge for pvp.

    that why stone need to be rework, cuz unless, and we have fossilize, stone should be better
    Edited by Miloscpolski on August 30, 2019 6:16PM
  • Miloscpolski
    Miloscpolski
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    iCaliban wrote: »
    iCaliban wrote: »
    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.

    Overall it looks like this, however, if you understand it more specifically, many changes in the form of changing major fortitude to any other useful buff would greatly help dk

    "Could be useful" is not a good reason for a buff to a class that is not under performing. If you were to buff coag, you would need to nerf the healing from the skill. Most wont take that tradeoff.

    you have no idea how coag look bad compared to honor of the dead - this is skill heal bette then coag - 1, this is skill return 60% resources - 2. Coag should he must stand in one place with honor of the dead, but its only heal, dont return resources, that why coag should be rework, i talking about major fortitude, and replacement-minor intellect or other minor buff will be better
  • Fvh09NL
    Fvh09NL
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    Fvh09NL wrote: »
    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?

    Because if you use it at range, they get out of the stun before you are even there, if you are in close range, fossilize is superior in every way. This is about stone giant, maybe should have specified, the heal morph might be useful although I wouldn't use it. Why use a skill that, on itself, is already lackluster, and where another skill in the same skilline provides way better results? This skill is only better at trolling people on keeps.

    I don't understand how it gets so much hate compared to Fossilize. Maybe I'm missing something. It hits (much) harder, it's cheaper, and the stun duration is identical, not to mention the stacking minor ward and resolve to compliment Volatile Armor's buff.

    Edit: So, I forgot Fossilize can't be blocked, that is pretty huge for pvp.

    Yes, mainly the fact that it can't be blocked, but also that it roots people after, meaning it is a real stamina drain. Ok, the cost increase of fossilize is a main disadvantage, but both skills' damage is worthless, and you won't use it for that anyway. Btw, correct me if I'm wrong, but I think stone giant only gives minor resolve, and not ward.
  • OG_Kaveman
    OG_Kaveman
    ✭✭✭✭✭
    iCaliban wrote: »
    iCaliban wrote: »
    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.

    Overall it looks like this, however, if you understand it more specifically, many changes in the form of changing major fortitude to any other useful buff would greatly help dk

    "Could be useful" is not a good reason for a buff to a class that is not under performing. If you were to buff coag, you would need to nerf the healing from the skill. Most wont take that tradeoff.

    you have no idea how coag look bad compared to honor of the dead - this is skill heal bette then coag - 1, this is skill return 60% resources - 2. Coag should he must stand in one place with honor of the dead, but its only heal, dont return resources, that why coag should be rework, i talking about major fortitude, and replacement-minor intellect or other minor buff will be better

    Honor the dead is not guaranteed to hit you in group settings. Coagulating blood is. That is a huge difference.
  • Miloscpolski
    Miloscpolski
    ✭✭✭
    Fvh09NL wrote: »
    Fvh09NL wrote: »
    Fvh09NL wrote: »
    I main a mDK, and prefer flame lash as it is, as for coag blood, I agree that something like minor protection would make it op. Maybe add minor intelligence or something, although I don't think it really needs a change. Stonefist is useless anyway, needs a total change. My main priority would be to change 2 passives: elder dragon giving stamina/magicka recovery/cost reduction would be appreciated, and searing heat to give 10% dot damage to all flame dot abilities (I mean, we are the dot class and necro gets 10% extra damage to all dots).

    Why is Stonefist useless?

    Because if you use it at range, they get out of the stun before you are even there, if you are in close range, fossilize is superior in every way. This is about stone giant, maybe should have specified, the heal morph might be useful although I wouldn't use it. Why use a skill that, on itself, is already lackluster, and where another skill in the same skilline provides way better results? This skill is only better at trolling people on keeps.

    I don't understand how it gets so much hate compared to Fossilize. Maybe I'm missing something. It hits (much) harder, it's cheaper, and the stun duration is identical, not to mention the stacking minor ward and resolve to compliment Volatile Armor's buff.

    Edit: So, I forgot Fossilize can't be blocked, that is pretty huge for pvp.

    Yes, mainly the fact that it can't be blocked, but also that it roots people after, meaning it is a real stamina drain. Ok, the cost increase of fossilize is a main disadvantage, but both skills' damage is worthless, and you won't use it for that anyway. Btw, correct me if I'm wrong, but I think stone giant only gives minor resolve, and not ward.

    all minors
  • Miloscpolski
    Miloscpolski
    ✭✭✭
    OG_Kaveman wrote: »
    iCaliban wrote: »
    iCaliban wrote: »
    Mag dk is in a good spot and doesnt need further buffs tbh. Damage is high, tankiness is high, healing is high. The tradeoff comes in mobility (which can be accessed via RAT) and execute power, which can be solved via smart use of molten whip.

    Overall it looks like this, however, if you understand it more specifically, many changes in the form of changing major fortitude to any other useful buff would greatly help dk

    "Could be useful" is not a good reason for a buff to a class that is not under performing. If you were to buff coag, you would need to nerf the healing from the skill. Most wont take that tradeoff.

    you have no idea how coag look bad compared to honor of the dead - this is skill heal bette then coag - 1, this is skill return 60% resources - 2. Coag should he must stand in one place with honor of the dead, but its only heal, dont return resources, that why coag should be rework, i talking about major fortitude, and replacement-minor intellect or other minor buff will be better

    Honor the dead is not guaranteed to hit you in group settings. Coagulating blood is. That is a huge difference.

    i mean solo content, but its not a problem that cant heal only u sometimes, cuz its super good that u can heal your teammates
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