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Why is Mag DK being punished?

DRTE
DRTE
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So as a lot of you know mag dk has had a pretty rough time lately not in the damage department but in cost of skills and how they work. I'v been looking at a few other classes and what they can do. The most recent one i looked at was Arctic blast from warden skill line. It had 10-11k tooltip a HoT of 1.3k cost 100 less mag, damages and causes a stun. This is comparing to coagulating blood which has 10-11k tooltip and costs more has no HoT, no damage or stun. why is mag DK being punished right now. I feel like Mag DK needs to be revised with all these other classes to bring it in line when it comes to cost of skills and what they can do.

Damage does NOT need to be looked at. But heals and defensive skills and cost comparing to other classes is the issue. Stop Punishing the magicka DragonKnight.
DRAGON SPAWN

Tyrion septim. Stam DK
Agneyastra. Mag DK
Evil Buu. Mag Sorc
Super Evil Buu. Stam Sorc
Carmala Jabspammer. Magplar
Get some help. Stamplar
Plebby Longstockings. Stamblade
Nightbot. Magblade
Unslaad Krosis. Magden
Dirty lich. Magcro
  • ChunkyCat
    ChunkyCat
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    Save the DKs!
  • DRTE
    DRTE
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    It just sucks everything has had a cost increase but nothing really changed. most of my discussions come from a solo point of view so it kind of skews the subject. But when comparing to other classes and their defensive skills the mag dk is having a rough time. Cost is a large factor and i don't understand why they made them cost so much when they do so little.
    DRAGON SPAWN

    Tyrion septim. Stam DK
    Agneyastra. Mag DK
    Evil Buu. Mag Sorc
    Super Evil Buu. Stam Sorc
    Carmala Jabspammer. Magplar
    Get some help. Stamplar
    Plebby Longstockings. Stamblade
    Nightbot. Magblade
    Unslaad Krosis. Magden
    Dirty lich. Magcro
  • JumpmanLane
    JumpmanLane
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    WHAT a MagDk can do is fine. What it costs to DO IT is ABSOLUTELY a problem. Op is right.
  • jcm2606
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    Someone on the older combat team(s) got killed by a DK too many times and formed a grudge against them, and nobody on this new combat team plays DK and so isn't inclined to help it at all. That's why.
  • nihoumab14_ESO
    nihoumab14_ESO
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    Dragonknights do have a support issue, as they lack a support synergy, something every other class offers in some way. Our two synergies offer only damage, and an immobilization for the standard, but nothing that supports like other class abilities do

    Our burst heal requires an enemy target within 15 meters, our aoe heal is significantly smaller than other aoe heals, our defensive abilities like wings became a lesser version of itself while other classes retain the old functionality. Dragonknight as a support just feels like the abilities were put there to tantalize players, but not let them actually play the role in an enjoyable manor
  • technohic
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    Is it that bad? I had a mDK build I wanted to try. Always fiund the class the most visually appealing class.
  • Iskiab
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    I agree with the OP. Last PTS I had MagDK plans on a build, when when I tried it in practice the sustain isn’t there.

    There’s a massive sustain advantage right now for Templars, Wardens and Sorcs. I think it’s the primary reason they’re performing better then classes like MagDK and magblade.

    Better sustain allows you to pump spell damage and not worry too much about sustain when making a build.
    Edited by Iskiab on December 20, 2019 4:05AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • NBrookus
    NBrookus
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    technohic wrote: »
    Is it that bad? I had a mDK build I wanted to try. Always fiund the class the most visually appealing class.

    MagDK is not bad. It's just not particularly good at anything. Sustain is terrible and situational. And there is no magicka weapon that synergizes well with the class.

    For builds with about the same damage, stamden has more sustain, burst, mobility and tankiness. Mag sorc has more sustain and mobility and better burst and heals. Magplar and stam/mag necros are tankier. Stamplar and stamblade have more burst. Virtually any class can disengage from a DK if they don't leave wait too long, but a DK doesn't have that option.

    In a meta where not getting hit is the most effective form of mitigation, DK doesn't have the tools to utilize that; meanwhile 3 classes can purge their damage, in some cases for free.

    The only reason mDK has a place in raid is really throwing out damage synergies for the bombblades and providing pressure between bombs. Otherwise sorcs are better at lockdowns -- even ice staff and bombard is better -- and wardens don't need a 225 cost ultimate to defile.

    Which is not to say DK isn't fun or viable. It is. It's just not best at anything.
  • Hotdog_23
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    No class has great sustain, DK is probably the worse then probably both Nerco's seeing as how the tethers work or don't work most of the time. Socr is third I would say. Templar 4th, Wardens 5th then NB's.
  • DRTE
    DRTE
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    Quoted post has been removed.

    Alright so yes that is 1 count 1 skill and class i was comparing as a good example of a skill that does a lot more and costs a lot less. The major fortitude also comes from popping a potion in most cases so it kinda cancels that out on coag.
    Damage doesn't need to be looked at on mdk if you compare it to stam classes the damage on magden however does thats its own issue and even then its not so much damage its more how the skills work and the timing bs.
    I'm not asking for huge OP buffs i'm asking to look into what other classes offer for the cost of the skills and maybe give us back some sustain.
    Edited by ZOS_GregoryV on December 30, 2019 9:53PM
    DRAGON SPAWN

    Tyrion septim. Stam DK
    Agneyastra. Mag DK
    Evil Buu. Mag Sorc
    Super Evil Buu. Stam Sorc
    Carmala Jabspammer. Magplar
    Get some help. Stamplar
    Plebby Longstockings. Stamblade
    Nightbot. Magblade
    Unslaad Krosis. Magden
    Dirty lich. Magcro
  • technohic
    technohic
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    NBrookus wrote: »
    technohic wrote: »
    Is it that bad? I had a mDK build I wanted to try. Always fiund the class the most visually appealing class.

    MagDK is not bad. It's just not particularly good at anything. Sustain is terrible and situational. And there is no magicka weapon that synergizes well with the class.

    For builds with about the same damage, stamden has more sustain, burst, mobility and tankiness. Mag sorc has more sustain and mobility and better burst and heals. Magplar and stam/mag necros are tankier. Stamplar and stamblade have more burst. Virtually any class can disengage from a DK if they don't leave wait too long, but a DK doesn't have that option.

    In a meta where not getting hit is the most effective form of mitigation, DK doesn't have the tools to utilize that; meanwhile 3 classes can purge their damage, in some cases for free.

    The only reason mDK has a place in raid is really throwing out damage synergies for the bombblades and providing pressure between bombs. Otherwise sorcs are better at lockdowns -- even ice staff and bombard is better -- and wardens don't need a 225 cost ultimate to defile.

    Which is not to say DK isn't fun or viable. It is. It's just not best at anything.

    That actually reminds me. The only things I haven't played are magden and magcro. Still want to do the DK because I like leaps, breath, whips, and wings but i need to look at those.
  • Kadoin
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    It was complained about before... I can't count the number of heavies I have to do on my mag DK this year
  • Iskiab
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    Hotdog_23 wrote: »
    No class has great sustain, DK is probably the worse then probably both Nerco's seeing as how the tethers work or don't work most of the time. Socr is third I would say. Templar 4th, Wardens 5th then NB's.

    Not in pvp, for mag at least.

    Sorc > Templar > Warden > Necro > NB > DK

    That’s primary stat, DKs excel at hybriding and off-stat but their primary stat sustain isn’t good.

    When I play my templar I cut out 600 mag regen off my build compared to NB. DKs... well I never really got past the design phase, when checking things out I realized it wouldn’t work so shelved it.

    Magsorc is easily the best, anyone who complains about sustain is a noob. There’s a reason sorcs never use Ele drain, dark deal or heavy attack.
    Edited by Iskiab on December 20, 2019 3:45PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Anyron
    Anyron
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    DRTE wrote: »
    So as a lot of you know mag dk has had a pretty rough time lately not in the damage department but in cost of skills and how they work. I'v been looking at a few other classes and what they can do. The most recent one i looked at was Arctic blast from warden skill line. It had 10-11k tooltip a HoT of 1.3k cost 100 less mag, damages and causes a stun. This is comparing to coagulating blood which has 10-11k tooltip and costs more has no HoT, no damage or stun. why is mag DK being punished right now. I feel like Mag DK needs to be revised with all these other classes to bring it in line when it comes to cost of skills and what they can do.

    Damage does NOT need to be looked at. But heals and defensive skills and cost comparing to other classes is the issue. Stop Punishing the magicka DragonKnight.

    Now you have to build for sustain too, as every other class. Is that bad?

    Before, MDK was good with battle roar only so you could use everything for damage
    MDK skills are not more expensive than other now
  • Xvorg
    Xvorg
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    Quoted post has been removed.

    you know what's my problem with people like you who complains about a class that barely knows? Everything is theory.

    Sure, I can put 2 stronk dots on you and then start whipping, how many times, 3? 4 times? Because If I go full whipping I lose my magicka, that I use to CC you, to heal myself or to get some utility.

    The potential dmg of the class has 0 problem, the problem is that you must build towards sustain, mobility, and extra mitigation, because, if you didn't know it, mitigation on a DK is worse than on a Warden or a templar, unless you run S/B or Ice staff (an ice staff in the flame based class... GENIUS!!)

    So, what we really want is a class that can use attrition to win the fight, currently that's not possible. Templars have much better attrition with jab spamming than any DoT a DK applies since their jabs are not purgeable.

    Fair?
    Edited by ZOS_GregoryV on December 30, 2019 9:53PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • NBrookus
    NBrookus
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    Xvorg wrote: »
    So, what we really want is a class that can use attrition to win the fight, currently that's not possible.

    This. Attrition based damage simply doesn't work now. It's not even purge -- altho that doesn't help. It's burst to zero or your target doesn't die.
  • Ragnarock41
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    NBrookus wrote: »
    technohic wrote: »
    Is it that bad? I had a mDK build I wanted to try. Always fiund the class the most visually appealing class.

    MagDK is not bad. It's just not particularly good at anything. Sustain is terrible and situational. And there is no magicka weapon that synergizes well with the class.

    For builds with about the same damage, stamden has more sustain, burst, mobility and tankiness. Mag sorc has more sustain and mobility and better burst and heals. Magplar and stam/mag necros are tankier. Stamplar and stamblade have more burst. Virtually any class can disengage from a DK if they don't leave wait too long, but a DK doesn't have that option.

    In a meta where not getting hit is the most effective form of mitigation, DK doesn't have the tools to utilize that; meanwhile 3 classes can purge their damage, in some cases for free.

    The only reason mDK has a place in raid is really throwing out damage synergies for the bombblades and providing pressure between bombs. Otherwise sorcs are better at lockdowns -- even ice staff and bombard is better -- and wardens don't need a 225 cost ultimate to defile.

    Which is not to say DK isn't fun or viable. It is. It's just not best at anything.

    That sums it up well. But then again, no class in this game is unviable really. I think right now the biggest issue mDk or sDK doesn't feel unique is the fact that dots are countered so easily and there is no attrition playstyle. Both stam and magDK play to burst people, something the class is not specialized for. (notice how every other class has additional burst tools but DK has dots instead. These dots are what DK has instead of other class tools like assassin's bow, bound armaments,sub assault , blastbones etc. How would people react if the other things I listed here could be rendered useless with cleanse? Thats how I feel as Dk when my dots don't even get to tick two times before getting purged.)

    mDk is all about hitting molten whips , sDK is all about onslaught. Dots are not strong enough for how easily they are purged, especially in group play, one button erasing all your dots and also healing your targets, is just frustrating.
    Edited by Ragnarock41 on December 20, 2019 6:13PM
  • xylena
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    U24 has been especially horrible for mDK. The DoT nerfs ruined half of Engulfing Flames and all of Burning Embers, making 81cp in Thaumaturge a waste, but moving those CP elsewhere means losing another 10% damage from Exploiter on a spec that's supposed to benefit from Off-Balance procs. Whether you continue using the nerfed Burning Embers or drop it from your bar, either way building Molten Whip stacks becomes much less efficient. The Entropy nerf also really hurt, now we're back to having a dead bar slot just for Major Sorcery.

    Un- nerf DoTs and make Structured Entropy give Major Sorcery + HoT with no damage and no target required (and make Molten Armaments a real ability like Warden Netch or Sorc Surge).
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Haquor
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    jcm2606 wrote: »
    Someone on the older combat team(s) got killed by a DK too many times and formed a grudge against them, and nobody on this new combat team plays DK and so isn't inclined to help it at all. That's why.

    They have PTSD from dunmer vampire dks in 2014 completley melting everyone.
  • Ragnarock41
    Ragnarock41
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    Haquor wrote: »
    jcm2606 wrote: »
    Someone on the older combat team(s) got killed by a DK too many times and formed a grudge against them, and nobody on this new combat team plays DK and so isn't inclined to help it at all. That's why.

    They have PTSD from dunmer vampire dks in 2014 completley melting everyone.

    I wish they heavily nerfed dynamic ult gen instead of removing it completely.
  • Ryanoxx
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    There is a problem with the forums in general which is that most players here are representing one part of ESO. I often hear MagDk is broken and too strong, it has too much dot pressure and the burst is crazy. I have only heard that from the dueling community though. MagDk is very strong in duels due to it's passive pressure and additional burst. You can put consistent pressure on your enemy and burst them down if you feel like it. In battlegrounds MagDk performs fairely well and it doesn't seem bad in PvE either. In openworld pvp though MagDk has suffered a lot. The class was designed to stand their ground and rely on block... which now is pretty much impossible with the high and frequent blockcost. Sorcerers have shields as their defense and good mobility, Templars have cleanse and passive heals like living dark... MagDk doesn't have that. It doesn't have reliable heals over time which makes it very hard to go offensive. They don't have the mobility to reposition in a fight. They don't have shields to protect their health and there is no cleanse to remove harmful effects which results in having defile on you very often and having dragonblood heal for 4k and I'm gonna mention this now because I know there will be people comming back at me with... ohhhh but you can run a restrostaff and use rapid regen as heal over time, you can use the lightarmor shield and there is purge in the support skillline from alliance war, you can run swift jewelry and race against time and you will be fast and to cover your sustain you just run lich and bright throat... People might even suggest to go full damage... This does show the problem though. Why does a Dk have to do all these things to keep up with other classes in openworld pvp? You get bad results with it because your passives are build around using sword and shield. You might feel good on it because you are having fun but I can garantee you that you will never reach the potential of a MagSorc or Magplar and so on.. (This is not a secret nerf Sorc thread, I play it myself). By dealing with all these issues you will give up damage and healing and in the end you have everything else but can't kill and heal, can't sustain or will be squishier than any other class.

    I will probably make a list with changes needed for MagDk again and put it with explainations on the forum. It is very likely that it will be completely ignored again but I'll do it anyway.


    ps. I'm comming back from a long break and the game has never felt worse as MagDk.
  • xylena
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    Ryanoxx wrote: »
    You can put consistent pressure on your enemy and burst them down if you feel like it...The class was designed to stand their ground and rely on block... which now is pretty much impossible with the high and frequent blockcost.

    You really haven't played in a while. Pressure damage doesn't even exist anymore because DoTs and Defiles are a pathetic joke. SnB block healing is the most braindead easy and incredibly efficient defensive tactic in the game. I feel your frustration though, see my post above for why U24 has been particularly horrible for mDK.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Ryanoxx
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    xylena wrote: »
    Ryanoxx wrote: »
    You can put consistent pressure on your enemy and burst them down if you feel like it...The class was designed to stand their ground and rely on block... which now is pretty much impossible with the high and frequent blockcost.

    You really haven't played in a while. Pressure damage doesn't even exist anymore because DoTs and Defiles are a pathetic joke. SnB block healing is the most braindead easy and incredibly efficient defensive tactic in the game. I feel your frustration though, see my post above for why U24 has been particularly horrible for mDK.

    I agree with making molten weapons useful but dots aren't as bad, they are just way too expensive for their damage dealt. Embers unbuffed does about 12-14k damage over 14 seconds but you shouldn't forgive that it applies burning as well which is a decent dot. Snb block healing is not useful if you have defile on you and do not have a cleanse. You receive 4k dragonblood heals and thats just not useful. Also you cannot block long. If you have a normal build with 81 Cp in blockcostreduction with snb and you block you lose about 4k stam every second. I agree though that the dots aren't effecient enough for their cost.
  • MerguezMan
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    Hi,

    Some DK skills indeed feel underloaded.
    And the built-in resource restore from Combustion is not as effective as it should.

    I can suggest (please don't focus on figures, that's roughly rounded):

    1) Inferno: Activate an aura of flame that will Purge any negative effect on you every 5s for 15s.
    While active, applying direct damage to an enemy with DK skills heals you for 1400, once every 2s
    Morph 1: Apply Burning status to any enemy in a 5m radius every 2s
    Morph 2: Apply Poisoned status to any enemy in a 5m radius every 2s
    (no direct damage, just the status damage, so we proc Combustion every 2s in close range whatever else happens)

    2) Ash Cloud: summon a cloud of ash of 12m radius at your feet, healing you and allies for 130, while enemies take 130 fire damage each second for 24 seconds and have 30% reduced movement speed. Allies in the area can activate the synergy "Burn, baby !" (call it whatever you like), restoring 2500 of magicka and stamina
    Morph 1 - lose damage, heal for more. Standing in your own cloud grants you Minor Intellect.
    Morph 2 - you can activate your own synergy

    3) Lava whip: while slotted, gain Major Prophecy and Savagery (has to go somewhere, right ?)
    Lash an enemy with flame, dealing 880 flame damage, applying Burning status, stunning him for 2s
    If target dies within 2s of being damaged, restore twice the cost of this ability.
    Morph 1 - Skill damage is inversely proportional to your remaining resource, up to +300% at 25% magicka
    Morph 2 - Convert to a stamina skill, imbue the whip in poison
    Skill damage is inversely proportional to your remaining resource, up to +300% at 25% stamina
    (so now you have an incent to burn resources :smile: )
  • Kahnak
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    Mag DK has had notoriously bad sustain for quite a while at this point, but I don't think they are being 'punished' any more than any other class as ability costs have gone up across the board. It may be more pronounced in Mag DK's than most other classes, but saying that they are being punished is a little hyperbolic. Aside from sustain, the class is pretty strong right now.
    Tombstone Reads: "Forgot to get good"
  • KCC11
    KCC11
    Hotdog_23 wrote: »
    No class has great sustain, DK is probably the worse then probably both Nerco's seeing as how the tethers work or don't work most of the time. Socr is third I would say. Templar 4th, Wardens 5th then NB's.

    Magblade no longer has amazing sustain and hasn't for quite some time. I need Ele Drain, Siphoning, and Lich to sustain on magblade as the skills aren't cheap and you're constantly casting more skills in comparison to any other class.
  • KCC11
    KCC11
    Quoted post has been removed.

    you know what's my problem with people like you who complains about a class that barely knows? Everything is theory.

    Sure, I can put 2 stronk dots on you and then start whipping, how many times, 3? 4 times? Because If I go full whipping I lose my magicka, that I use to CC you, to heal myself or to get some utility.

    The potential dmg of the class has 0 problem, the problem is that you must build towards sustain, mobility, and extra mitigation, because, if you didn't know it, mitigation on a DK is worse than on a Warden or a templar, unless you run S/B or Ice staff (an ice staff in the flame based class... GENIUS!!)

    So, what we really want is a class that can use attrition to win the fight, currently that's not possible. Templars have much better attrition with jab spamming than any DoT a DK applies since their jabs are not purgeable.

    Fair?[/quote]

    My problem with people such as yourself is that whenever your class gets a little tough you start running to the forums instead of figuring out a way to work around it. Magblade is MagDK..without the DoTs..and without the heals we too have to build for sustain, mobility, and extra mitigation not to mention we are the kings of not being good at anything. Your class isn't bad and hasn't been bad since they added the flame dmg version of leap back in like homestead, it's just no longer God-tier since the wings change. In short work through it the same way stam sorcs, magdens, and us magblades have.
    Edited by ZOS_GregoryV on December 30, 2019 9:52PM
  • JumpmanLane
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    Ryanoxx wrote: »
    There is a problem with the forums in general which is that most players here are representing one part of ESO. I often hear MagDk is broken and too strong, it has too much dot pressure and the burst is crazy. I have only heard that from the dueling community though. MagDk is very strong in duels due to it's passive pressure and additional burst. You can put consistent pressure on your enemy and burst them down if you feel like it. In battlegrounds MagDk performs fairely well and it doesn't seem bad in PvE either. In openworld pvp though MagDk has suffered a lot. The class was designed to stand their ground and rely on block... which now is pretty much impossible with the high and frequent blockcost. Sorcerers have shields as their defense and good mobility, Templars have cleanse and passive heals like living dark... MagDk doesn't have that. It doesn't have reliable heals over time which makes it very hard to go offensive. They don't have the mobility to reposition in a fight. They don't have shields to protect their health and there is no cleanse to remove harmful effects which results in having defile on you very often and having dragonblood heal for 4k and I'm gonna mention this now because I know there will be people comming back at me with... ohhhh but you can run a restrostaff and use rapid regen as heal over time, you can use the lightarmor shield and there is purge in the support skillline from alliance war, you can run swift jewelry and race against time and you will be fast and to cover your sustain you just run lich and bright throat... People might even suggest to go full damage... This does show the problem though. Why does a Dk have to do all these things to keep up with other classes in openworld pvp? You get bad results with it because your passives are build around using sword and shield. You might feel good on it because you are having fun but I can garantee you that you will never reach the potential of a MagSorc or Magplar and so on.. (This is not a secret nerf Sorc thread, I play it myself). By dealing with all these issues you will give up damage and healing and in the end you have everything else but can't kill and heal, can't sustain or will be squishier than any other class.

    I will probably make a list with changes needed for MagDk again and put it with explainations on the forum. It is very likely that it will be completely ignored again but I'll do it anyway.


    ps. I'm comming back from a long break and the game has never felt worse as MagDk.

    I agree with all of this. You can have mobility, damage, and ok-ish heals NOT running SnB...but your passives are still designed for you to have an SnB stand your ground playstyle. If you build to stand your ground you give up mobility AND the damage to kill dangerous folks.

    I know I’m beating a dead horse but the removal of reflect from wings truly hurt the stand your ground playstyle.

    Increasing the cost of damn near everything really hurt too. Having to do SOMETHING for sustain with respect to making your build means you have to take away from damage, survivability (mitigation and damage reduction). Having to add mobility SOME HOW (because you can’t stand your ground) is just the straw that breaks the camel’s back.

    Edited by JumpmanLane on December 21, 2019 10:47PM
  • Iskiab
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    Kahnak wrote: »
    Mag DK has had notoriously bad sustain for quite a while at this point, but I don't think they are being 'punished' any more than any other class as ability costs have gone up across the board. It may be more pronounced in Mag DK's than most other classes, but saying that they are being punished is a little hyperbolic. Aside from sustain, the class is pretty strong right now.

    I don’t know about that. I think you could make an argument that the devs are punishing the class, likely because of the earthen heart passive.

    A good example would be stonefist (though that’s stam). It costs 1k stam more than similar abilities for other classes. A lot of the abilities in that tree also cost a lot more then you’d expect for what they do.

    To me it looks like ability costs have been tweaked because of the earthen heart passive stamina return, so you’re left with expensive abilities, no decent class sustain passive or ability, and a dead passive because ability costs have been tweaked around it. The passives are great if you want to turn mag into stam, it’s just not very efficient.
    Edited by Iskiab on December 22, 2019 2:43AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • max_only
    max_only
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    Just switch. Ferocious leap out the wazoo these days. Nothing but leaps for miles.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
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