Just switch. Ferocious leap out the wazoo these days. Nothing but leaps for miles.
MerguezMan wrote: »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)
khajiitNPC wrote: »I personally don’t think DK is in that bad of a position — I would say there is a slight sustain issue vs other classes, but I don’t think there’s quite the disparity that OP suggests. Not that I disagree, maybe cost could be tweaked. Outside of that magDK has an awesome toolkit and a lot of options to play compared to some of the other classes.
khajiitNPC wrote: »I personally don’t think DK is in that bad of a position — I would say there is a slight sustain issue vs other classes, but I don’t think there’s quite the disparity that OP suggests. Not that I disagree, maybe cost could be tweaked. Outside of that magDK has an awesome toolkit and a lot of options to play compared to some of the other classes.
I though Mag DK was doing OK this patch for PVE. On ESO Logs, it is currently listed as the top DPS for Dungeons: https://esologs.com/zone/statistics/10#metric=playerscore&dataset=95&class=DPS
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.
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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Quoted post has been removed.
Just two of the strongest DoT in game.
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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Seriously. Sorc > Templar > Warden > Necro > NB > DK.
DK are meant to heavy attack I think, if you’re a glassy magblade that’s difficult.
On my wood elf magsorc I streak x4, dark deal x2 everywhere instead of sprinting.
Quoted post has been removed.
Coag gives the same buff as any potion that restores health and buffs health recovery, which is basically guaranteed to be on any decent potion you use (except weapon/spell power pots, and any trash pots from trash mobs). If you're using your pots off cooldown, you already have the health recovery buff, making the one from Coag worthless.Just two of the strongest DoT in game.
Which also cost a *** ton, and are still only worth it for the secondary effects, as DoT's are extremely weak this patch.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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Seriously. Sorc > Templar > Warden > Necro > NB > DK.
DK are meant to heavy attack I think, if you’re a glassy magblade that’s difficult.
On my wood elf magsorc I streak x4, dark deal x2 everywhere instead of sprinting.
It's difficult even on a DK, because DK's live by playing aggressively. As I said before, I don't get why Zenimax is obsessed with heavy attacks, because they're just trash. Feel like trash, play like trash, interrupt the fluidity of combat like trash, just are trash.
Quoted post has been removed.
Coag gives the same buff as any potion that restores health and buffs health recovery, which is basically guaranteed to be on any decent potion you use (except weapon/spell power pots, and any trash pots from trash mobs). If you're using your pots off cooldown, you already have the health recovery buff, making the one from Coag worthless.Just two of the strongest DoT in game.
Which also cost a *** ton, and are still only worth it for the secondary effects, as DoT's are extremely weak this patch.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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Seriously. Sorc > Templar > Warden > Necro > NB > DK.
DK are meant to heavy attack I think, if you’re a glassy magblade that’s difficult.
On my wood elf magsorc I streak x4, dark deal x2 everywhere instead of sprinting.
It's difficult even on a DK, because DK's live by playing aggressively. As I said before, I don't get why Zenimax is obsessed with heavy attacks, because they're just trash. Feel like trash, play like trash, interrupt the fluidity of combat like trash, just are trash.
Yea, IDK. I strip out a lot of sustain on my magplar and run 1400 with new moon. I get by with heavy attacking on my back bar with a resto, but since DKs already (in theory) have major mending from a healing perspective it makes less sense. Fire/Ice heavies I never liked, too easy to dodge. Warden still plays a little more sustain hungry than Templar.
Btw, when I said sorcs have the best sustain I meant on my wood elf sorc with dark exchange, not dark deal. Imagine if coag blood cost 2k stamina, and gave you 3k mag immediately and mag every second... and then imagine if you had good enough abilities that there were better options so most sorcs don’t slot it. The only downside is you sometimes have to double streak out of everyone’s range twice before using it.
/insert snide comment about sorcs being OP and delusional about how strong their class is in pvp
If you’re surprised about warden, you’ll be shocked playing a sorc. No sustain sets are required.
Living that CP life lolJumpmanLane wrote: »Quoted post has been removed.
Coag gives the same buff as any potion that restores health and buffs health recovery, which is basically guaranteed to be on any decent potion you use (except weapon/spell power pots, and any trash pots from trash mobs). If you're using your pots off cooldown, you already have the health recovery buff, making the one from Coag worthless.Just two of the strongest DoT in game.
Which also cost a *** ton, and are still only worth it for the secondary effects, as DoT's are extremely weak this patch.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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Seriously. Sorc > Templar > Warden > Necro > NB > DK.
DK are meant to heavy attack I think, if you’re a glassy magblade that’s difficult.
On my wood elf magsorc I streak x4, dark deal x2 everywhere instead of sprinting.
It's difficult even on a DK, because DK's live by playing aggressively. As I said before, I don't get why Zenimax is obsessed with heavy attacks, because they're just trash. Feel like trash, play like trash, interrupt the fluidity of combat like trash, just are trash.
Yea, IDK. I strip out a lot of sustain on my magplar and run 1400 with new moon. I get by with heavy attacking on my back bar with a resto, but since DKs already (in theory) have major mending from a healing perspective it makes less sense. Fire/Ice heavies I never liked, too easy to dodge. Warden still plays a little more sustain hungry than Templar.
Btw, when I said sorcs have the best sustain I meant on my wood elf sorc with dark exchange, not dark deal. Imagine if coag blood cost 2k stamina, and gave you 3k mag immediately and mag every second... and then imagine if you had good enough abilities that there were better options so most sorcs don’t slot it. The only downside is you sometimes have to double streak out of everyone’s range twice before using it.
/insert snide comment about sorcs being OP and delusional about how strong their class is in pvp
If you’re surprised about warden, you’ll be shocked playing a sorc. No sustain sets are required.
I unno...I don’t run a sustain set. I run a damage monster set (Slimecraw) 2 damage sets on the front bar (Succession/Spinner’s). Potentates back bar. 1400 mag recovery. SnB Ice Staff. Loving it. Lol.
Though I sometimes run it 1 Domi. 1 Chudan, flame staff/ ice staff. Kills about the same. Depends on my mood...Sometimes I just double bar spinners lol.
RAT over wings of course. Tri glyphs on everything so witchmother’s makes sense. Atro mundus. Hits like a truck. SnB ice staff tanky enough. 18k pen. Succession’s ALWAYS up.
Living that CP life lolJumpmanLane wrote: »Quoted post has been removed.
Coag gives the same buff as any potion that restores health and buffs health recovery, which is basically guaranteed to be on any decent potion you use (except weapon/spell power pots, and any trash pots from trash mobs). If you're using your pots off cooldown, you already have the health recovery buff, making the one from Coag worthless.Just two of the strongest DoT in game.
Which also cost a *** ton, and are still only worth it for the secondary effects, as DoT's are extremely weak this patch.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.
You're saying nightblades have the best sustain? Have you ever played one? (especially mag)
Seriously. Sorc > Templar > Warden > Necro > NB > DK.
DK are meant to heavy attack I think, if you’re a glassy magblade that’s difficult.
On my wood elf magsorc I streak x4, dark deal x2 everywhere instead of sprinting.
It's difficult even on a DK, because DK's live by playing aggressively. As I said before, I don't get why Zenimax is obsessed with heavy attacks, because they're just trash. Feel like trash, play like trash, interrupt the fluidity of combat like trash, just are trash.
Yea, IDK. I strip out a lot of sustain on my magplar and run 1400 with new moon. I get by with heavy attacking on my back bar with a resto, but since DKs already (in theory) have major mending from a healing perspective it makes less sense. Fire/Ice heavies I never liked, too easy to dodge. Warden still plays a little more sustain hungry than Templar.
Btw, when I said sorcs have the best sustain I meant on my wood elf sorc with dark exchange, not dark deal. Imagine if coag blood cost 2k stamina, and gave you 3k mag immediately and mag every second... and then imagine if you had good enough abilities that there were better options so most sorcs don’t slot it. The only downside is you sometimes have to double streak out of everyone’s range twice before using it.
/insert snide comment about sorcs being OP and delusional about how strong their class is in pvp
If you’re surprised about warden, you’ll be shocked playing a sorc. No sustain sets are required.
I unno...I don’t run a sustain set. I run a damage monster set (Slimecraw) 2 damage sets on the front bar (Succession/Spinner’s). Potentates back bar. 1400 mag recovery. SnB Ice Staff. Loving it. Lol.
Though I sometimes run it 1 Domi. 1 Chudan, flame staff/ ice staff. Kills about the same. Depends on my mood...Sometimes I just double bar spinners lol.
RAT over wings of course. Tri glyphs on everything so witchmother’s makes sense. Atro mundus. Hits like a truck. SnB ice staff tanky enough. 18k pen. Succession’s ALWAYS up.Anyone attempting to run like this on a magdk in no cp will get roasted in one vamp drain.
That 9k molten whip was 4 skills worth of magicka. Compare that cost to something like Snipe or Dizzy or Crystal Frags. The damage is not excessive, it just costs more and has a 4 GCD setup. You can't just spam Molten... well you can but it will be noodle whip.
I actually decided to play magDK recently... It's still really powerful and yall need to stop complaining cuz I have both great sustain and damage and the only thing I ever need to worry about is my stamina.
phoenixkungfu wrote: »To buff dk in this department should be like buffing a sorcerer. It's just the price to pay but I would be cool with a cost decrease if they remove the stun from dragon leap. And remove helping hand passive
I actually decided to play magDK recently... It's still really powerful and yall need to stop complaining cuz I have both great sustain and damage and the only thing I ever need to worry about is my stamina.
Ragnarock41 wrote: »I actually decided to play magDK recently... It's still really powerful and yall need to stop complaining cuz I have both great sustain and damage and the only thing I ever need to worry about is my stamina.
Thats odd. magDk has a lot of built in stamina sustain. Its not a lot for stamDK but more than enough for mag. You get stamina from combustion,battle roar, helping hands, and if that is not enough you can always do an SnB heavy for a quick stamina refill.
Ironically its magicka sustain magDk struggles with.
maybe you're struggling with the fact that magDK is very, very immobile?
I actually decided to play magDK recently... It's still really powerful and yall need to stop complaining cuz I have both great sustain and damage and the only thing I ever need to worry about is my stamina.
Maybe it’s because we’re coming at it from different perspectives?
Are you trying to use shard and shield in the earthen heart line?
When I play mag I typically mix in healing and damage. If you’re purely self focused or solo with destro/S&B or something like that I could see falling short in stam, but using earthen heart abilities eats your mag and feeds your stam.
MashmalloMan wrote: »Something I've always been curious about is how ZOS chooses to balance the fact that fire damage is the best damage type in the game, yet it's mDK's bread and butter. The fact that most of mDK's damage is fire means you have a pretty high advantage in pvp against vampires. It's almost entirely why I hate using vampire in PVP and choose to avoid it. Being burst down by mDK's is not fun in the slightest.
Perhaps the idea was that DK"s were primarly dot based, since a vampire gets their damage mitigation at low health where mDK's don't have a proper execute, the benefit of almost pure fire damage cancels out where it counts.. I don't know if thats true anymore now that dots are pretty meh, but something to consider from a pvp perspective when you go about complaining about your class. mDK has a huge advantage to 1 entire subclass of the game.