The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 22, 4:00AM EDT (08:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Coagulating Blood could it get an adjustment?

DRTE
DRTE
✭✭✭✭
The cost of skill vs what it gives imo isn't justified for what it does. Its a nice burst heal and when it crits its super nice but the fact it's second stat is major fortitude really bothers me. Could it be changed to something more useful like a small HoT as an after effect or something better than fortitude pls zos.
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
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    The 20 seconds fortitude gives you 12% healing received from class passives. Also the cost is in line with burst heals.
    Edited by zvavi on January 17, 2020 2:50PM
  • WillhelmBlack
    WillhelmBlack
    ✭✭✭✭✭
    ✭✭
    Yep it's pretty good as is tbh.
    PC EU
  • Pdoherty4637_ESO
    Pdoherty4637_ESO
    ✭✭✭
    Im going to lean in the direction of the OP here, honestly. Looking at it in a vacuum its not a terrible burst heal, providing 20% health regen, and an additional 5% health regen and 12% healing recieved from associated passives and a 33% bonus when low health. However, if we look deeper, it gets a little muddy. In PVP, most players are using tri-pots or some form of potion that restores health which provides the 20% health regen buff with 100% uptime, most DKs use Volatile armor which provides the 12% healing buff. So really, all you get is 5% health regen on the bar that has coag (which is frequently the back bar), compounding the prolem is that many magicka DKs run vampire, which ruins any health regen bonus. So you effectively only get the heal from the skill; all other bonuses are redundant. Now compare the healing to a few other burst heals. Honor the dead has a equal or higher tooltip then coag, even with the full 33% bonus, and has a significant cost reduction built in to the skill. Sorc flappy heal is currently the highest tooltipping heal in the game and heals two targets for the full amount and comes with free (cost of 2 slots) LoS and (now terrible) damage. Warden heal is full AoE and provides 10% of both resource recoveries to caster and targets (along with minor toughness for 10% extra health). Necromancer heal either heals 2 targets or provides a significant resistance buff to the caster. Another substantial drawback compared to other heals is that you cannot use it to heal a group memeber (while some people may prefer the selfish heal, it is in my opinion, a drawback). I dont necessarily think the design of coag blood is bad. It just needs different secondary effects, slightly more raw healing power/higher low-health scaling, or a reduced cost to reflect the lower effectiveness of the skill compared to other class burst healing.
  • Spartabunny08
    Spartabunny08
    ✭✭✭✭
    DragonKnight is supposed to be The Tank class of the game. I would really appreciate if they would put the DragonKnight back as the ultimate tank please. Now crowd control the DK is of course still the best. But warden has them in taking a beating maybe even necromancer as well, can't enjoy necromancer enough to find out. The DK heal has to be the strongest in the game imo and I agree it needs more for the cost. Actually the DragonKnight just has too high of cost for everything imo. I'm really hoping for the further class audit's to help here.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    zvavi wrote: »
    The 20 seconds fortitude gives you 12% healing received from class passives. Also the cost is in line with burst heals.

    Which is also given by Volatile Armor, which a DK should have up 24/7, and so your point is rendered moot.

    As Pdoherty said, Major Fortitude is already given by pots, and the healing received buff is already given by Volatile Armor, so the only thing you're getting is the heal, and the 5% health recovery for being slotted.

    The heal really only shines within execute range, where it can scale well, it's alright out of execute range, but it's too expensive for the healing it does out of execute range, often leading to you running out of magicka if you use it as your main burst heal, Cauterize is better in that regard. And the health recovery is inconsequential given how little people build into it, you're looking at a few hundred health every 2 seconds, at best.

    It really does need a better secondary effect, if it's to remain at such a high cost.
Sign In or Register to comment.