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What should be changed for MagDk...

Ryanoxx
Ryanoxx
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MagDk has been suffering a lot from multiple changes in the past. Recently sustain took a hit and now the off-balance changes force you more and more to play a certain way. Here are my suggestions...

Make power lash proc on burning enemies and keep the current cooldown. (That would create a new issue because you can't proc burning on Dunmers but it would be better than now)

Increase the range of spiked armor to 22 meters, reduce it's damage returned by 40% and make it deal flame damage on voltile armors dot and the damage return. (This would synergise well with power lash proccing from burning and would help with sustain in synergy with combustion without overpowering MagDks dps in PvE)

Remove the shield from hardened armor and add minor vitality. (The shield is just too insignificant and makes the morph unappealing)

Increase the range of petrify to 12 meters. (Dk's already are slow and struggle with catching up with their target. It would be really helpful if Dks could stun their opponent if they notice them running away)

Make the scaled armor passive increase spell and physical resistance by 1320 instead of only increasing spell resistance by 3300. (There is an exteme overload of spell resistance here. The passive gives spell resistance that equals 5% damage reduction. This change would balance resistances more)

Replace the healthregen that you gain from the elder dragon passive to basic heal. It should heal 150 health every time you take direct damage.

Add an effect to the searing heat passive which increases your damage against enemies that are effected by your dragonknight dots by 0.5% per dragonknight class dot. (Dragonknights dots are very expensive currently and this would make them more appealing again)
  • Lughlongarm
    Lughlongarm
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    There is one small twik I think should be considered.

    'Battle Roar' should be based to ulti spend rather than ulti cost. This is a small change that I think in average will help DKs sustain and will offer much versatility with ulti usage.
  • Ryanoxx
    Ryanoxx
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    There is one small twik I think should be considered.

    'Battle Roar' should be based to ulti spend rather than ulti cost. This is a small change that I think in average will help DKs sustain and will offer much versatility with ulti usage.

    It's true that it is bad if you want to keep your ultimate and time it properly but this would be too overpowered. If someone would go into a fight with 500 ult they would get back 23k ressources.
  • Lughlongarm
    Lughlongarm
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    Ryanoxx wrote: »
    There is one small twik I think should be considered.

    'Battle Roar' should be based to ulti spend rather than ulti cost. This is a small change that I think in average will help DKs sustain and will offer much versatility with ulti usage.

    It's true that it is bad if you want to keep your ultimate and time it properly but this would be too overpowered. If someone would go into a fight with 500 ult they would get back 23k ressources.

    Why OP? if you waited that long for 500 ulti, you should get the 23k resources. I think its fair.
  • Ryanoxx
    Ryanoxx
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    Ryanoxx wrote: »
    There is one small twik I think should be considered.

    'Battle Roar' should be based to ulti spend rather than ulti cost. This is a small change that I think in average will help DKs sustain and will offer much versatility with ulti usage.

    It's true that it is bad if you want to keep your ultimate and time it properly but this would be too overpowered. If someone would go into a fight with 500 ult they would get back 23k ressources.

    Why OP? if you waited that long for 500 ulti, you should get the 23k resources. I think its fair.

    People would just get the 500 ult before a fight so they don't need anything else.
  • Lughlongarm
    Lughlongarm
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    Ryanoxx wrote: »
    Ryanoxx wrote: »
    There is one small twik I think should be considered.

    'Battle Roar' should be based to ulti spend rather than ulti cost. This is a small change that I think in average will help DKs sustain and will offer much versatility with ulti usage.

    It's true that it is bad if you want to keep your ultimate and time it properly but this would be too overpowered. If someone would go into a fight with 500 ult they would get back 23k ressources.

    Why OP? if you waited that long for 500 ulti, you should get the 23k resources. I think its fair.

    People would just get the 500 ult before a fight so they don't need anything else.

    Ya, that's an issue. But ZOS really trying to limit out of combat ulti regen.
  • FoolishOptimist
    FoolishOptimist
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    Ryanoxx wrote: »
    Increase the range of petrify to 12 meters. (Dk's already are slow and struggle with catching up with their target. It would be really helpful if Dks could stun their opponent if they notice them running away)

    I can't understate how useful Empowering Chains is in PvP.
    • Gap closer
    • Empower on subsequent two light attacks
    • Major Expedition
    • Gain a stack of Seething Fury (Molten Whip morph)

    Slot Empowering Chains, it'll change your life.
  • Taleof2Cities
    Taleof2Cities
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    Not opposed to your ideas, @Ryanoxx, but PTS isn’t the venue for this.

    We’re trying to evaluate actual changes proposed by ZOS on the PTS server for Update 25 ... not player ideas that may or may not be in a future patch.

    Head on over to the Combat & Character Mechanics forums and start a new thread ... or comment in one of the existing DK threads.

    Sifting through player ideas makes it difficult for PTS testers (and ZOS) to evaluate actual feedback on the patch.
  • StShoot
    StShoot
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    So i hat this crazy idea that molten weapons an its morphs could proc burning/poisoned if you light attack the enemy, of course the combustion passive would have to be adjusted (either reducing the number or give it an cooldown), this would give the dk an viable way to proc combustion for free, instead of relying on rng. Moreover it would make this worthless skill useable.


    Also Buff dots they are waaaaaaay to weak and cost waaaaaaay to mutch, they were fine before the year of the dragon so just revert the cost and the dmg ok ?
    Edited by StShoot on January 26, 2020 9:58PM
  • Sanguinor2
    Sanguinor2
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    I can't understate how useful Empowering Chains is in PvP.
    • Gap closer
    • Empower on subsequent two light attacks
    • Major Expedition
    • Gain a stack of Seething Fury (Molten Whip morph)

    Slot Empowering Chains, it'll change your life.

    Assuming your target doesnt stand on some random small rock.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • lucky_Sage
    lucky_Sage
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    Sanguinor2 wrote: »

    I can't understate how useful Empowering Chains is in PvP.
    • Gap closer
    • Empower on subsequent two light attacks
    • Major Expedition
    • Gain a stack of Seething Fury (Molten Whip morph)

    Slot Empowering Chains, it'll change your life.

    Assuming your target doesnt stand on some random small rock.

    Give old empowerback
    Why slot chains new empowers sucks for pvp. You get expo from RAT and not using that allows aomyhing that will give more dmg or better survival. And it is better but there are still soy of times you can’t use chains because of a rock.
    What did need is DOTS to do increase dmg to targets over 50% hp to help make it where dks don’t need there ult to get kills if there dots wheee strong enough to give pressure on targets again to get there health low enough where a power lash or 3 stacked molten whip could actually finish a target off
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • Ryanoxx
    Ryanoxx
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    Ryanoxx wrote: »
    Increase the range of petrify to 12 meters. (Dk's already are slow and struggle with catching up with their target. It would be really helpful if Dks could stun their opponent if they notice them running away)

    I can't understate how useful Empowering Chains is in PvP.
    • Gap closer
    • Empower on subsequent two light attacks
    • Major Expedition
    • Gain a stack of Seething Fury (Molten Whip morph)

    Slot Empowering Chains, it'll change your life.

    The animation is bad, you are stuck in it for some time...
  • Ryanoxx
    Ryanoxx
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    Not opposed to your ideas, @Ryanoxx, but PTS isn’t the venue for this.

    We’re trying to evaluate actual changes proposed by ZOS on the PTS server for Update 25 ... not player ideas that may or may not be in a future patch.

    Head on over to the Combat & Character Mechanics forums and start a new thread ... or comment in one of the existing DK threads.

    Sifting through player ideas makes it difficult for PTS testers (and ZOS) to evaluate actual feedback on the patch.

    I get your point, but these changes are connected to the changes made by zenimax on pts right now... The off-balance change makes flame lash useful so it has to be adjusted. And sustain has been an issue in the last patches as well. These things are important and can't just be left out forever. There is no reason to play MagDk outside of duels this pts and it needs these changes to be enjoyable in openworld cyrodiil and to keep up with other classes. It is something that should be changed with this patch and not just next year.
  • Zer0_CooL
    Zer0_CooL
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    A whip morph with an execute, or inhale with an aditional damage increase on low hp targets. Also fix leap. Its curently not working under a low ceiling.

    Also make eruption more usefull in pvp. Increase range or damage.

    Cost reduction on molten armaments.
    Edited by Zer0_CooL on January 27, 2020 12:07PM
  • jcm2606
    jcm2606
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    Zer0_CooL wrote: »
    Cost reduction on molten armaments.

    Can we just get an entire rework of this, please? It's pretty disappointing, in comparison to its more modern siblings.
  • relentless_turnip
    relentless_turnip
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    jcm2606 wrote: »
    Zer0_CooL wrote: »
    Cost reduction on molten armaments.

    Can we just get an entire rework of this, please? It's pretty disappointing, in comparison to its more modern siblings.

    I completely agree, why would you pay 3.5k for major sorcery when you can get it from degeneration with a strong DOT or rally with a heal for nearly half the cost... It's shite :lol:
  • Ryanoxx
    Ryanoxx
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    jcm2606 wrote: »
    Zer0_CooL wrote: »
    Cost reduction on molten armaments.

    Can we just get an entire rework of this, please? It's pretty disappointing, in comparison to its more modern siblings.

    I agree, it is very underwhelming. Too expensive for an effect you can get elsewhere with a better secondary effect on the ability and the long duration does not make it better since it does not work well with the earthen heart passives.
  • DUTCH_REAPER
    DUTCH_REAPER
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    I’m a pretty big staunch supporter of mdk for PvP. I honestly think it’s in a good place for PvP atm. Some skills like chains need to work when used but that is really all. You have to build to the class. We all know in PvP a mdk uses alllll of its resources. So you have to build for that. We all know for mdk you usually have to be in melee range so you better be tankyish. Again you have to build for it. Fortified brass or chudan or skelly or warden mix or blood spawn for more tankyness. My heals hit for stupid amounts on myself. 7-8k cauterizes and 11k coagulated blood. I’m anywhere from 4200-4986 spelldamage when buffed.

    Again I’m not trying to be negative here. I’m just trying to give some perspective. Mdk is NOT and easy class to play for PvP.
    https://youtu.be/Kmq0wIEKwys
    

    https://youtu.be/Kmq0wIEKwys
  • Ryanoxx
    Ryanoxx
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    I’m a pretty big staunch supporter of mdk for PvP. I honestly think it’s in a good place for PvP atm. Some skills like chains need to work when used but that is really all. You have to build to the class. We all know in PvP a mdk uses alllll of its resources. So you have to build for that. We all know for mdk you usually have to be in melee range so you better be tankyish. Again you have to build for it. Fortified brass or chudan or skelly or warden mix or blood spawn for more tankyness. My heals hit for stupid amounts on myself. 7-8k cauterizes and 11k coagulated blood. I’m anywhere from 4200-4986 spelldamage when buffed.

    Again I’m not trying to be negative here. I’m just trying to give some perspective. Mdk is NOT and easy class to play for PvP.
    https://youtu.be/Kmq0wIEKwys
    

    https://youtu.be/Kmq0wIEKwys

    Well it is playable but I absolutely disagree. MagDk is not in a good place. It has very bad sustain compared to other classes. It is true that healing is crazy but that is not only the case for MagDks... As you said you hit 7-8k cauterizes and 11k coagulated blood. I get about 5-6k cauterizes and 8-9k coags because I'm build more tanky since there are so many zergs running around on eu these days. My damage is still decent with 40k mag and about 3k spelldmg buffed. On my sorc I crit for 15-16k heals though... My magplar has better healing as well. It is not just about the direct healing but the heals over time and MagDk lacks that which is the reason that many MagDks still run Flame Lash even though Molten Whip is so much more damage. With the changes to off-balance though Flame Lash will be useless because with a 15+ seconds cooldown on your powerlash you might as well just run Molten Whip because the heal is only over 2 seconds and has such a massive cooldown now.

    Some tips for your build:
    Change you single monster set pieces out for bloodspawn... the extra stamregen is nice to have, you gain pretty much the same amount of resistances and it has a very high uptime if you are under pressure. Also the 14 ult you can gain every 6 seconds equal up to 215 mag and stamregen.

    You run a 2h Sword on your damage bar... with that you lose important passives from the firestaff like even more single target damage, a 100% higher chance to proc burning which is extra damage and sustain from combustion. Also running a firestaff with the charged trait makes you lose spelldamage but you would get better lightattack weaving which increases your damage and again a better chance to proc burning from charged which helps sustain and also damage. In addition you can run a shock or disease glyph on your staff to make even better use of charged by getting an extremely high uptime on minor vulnerability or minor defile.

    Your skill choice is questionable too but if that how you perform well then I guess it's good.
    Edited by Ryanoxx on January 27, 2020 5:32PM
  • DUTCH_REAPER
    DUTCH_REAPER
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    Oh no doubt. Blood spawn is used at times. Appreciate the feedback. But I do love the way it performs currently for my play style.
  • DUTCH_REAPER
    DUTCH_REAPER
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    I did damage tests for my abilities on my damage bar. 2H sword out performs staff on abilities but not light attacks.
  • Ryanoxx
    Ryanoxx
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    I did damage tests for my abilities on my damage bar. 2H sword out performs staff on abilities but not light attacks.

    From the raw damage output 2h sword is higher damage yes but I think you didn't take all the other benefits of a staff into account... anyway both are viable. However MagDk does not perform on one level with other classes.
  • DUTCH_REAPER
    DUTCH_REAPER
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    Ryanoxx wrote: »
    I did damage tests for my abilities on my damage bar. 2H sword out performs staff on abilities but not light attacks.

    From the raw damage output 2h sword is higher damage yes but I think you didn't take all the other benefits of a staff into account... anyway both are viable. However MagDk does not perform on one level with other classes.

    First off. You need to teach me how you get to 78k mdk pve dps ;) I only get 38k now.

    Second. I just think we as the mdk community users need to be careful bc we got the class nerfd for years due to pre1.5. (Glory days of mdk). As such I see mdk s in cyrodil with 2 staves or sword and shield and resto or dual wield and resto. It just depends. I like there is no cookie cutter for it. I think other class heals need to be checked into. But the days of being unkillaable on a perm a blocking mdk build and killing everyone are over unfortunately.
  • DUTCH_REAPER
    DUTCH_REAPER
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    Btw did any of you test the healing cinder storm and shard? Omg 11k on shard and 3-4K a tic on cinder.
  • DUTCH_REAPER
    DUTCH_REAPER
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  • Ryanoxx
    Ryanoxx
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    Ryanoxx wrote: »
    I did damage tests for my abilities on my damage bar. 2H sword out performs staff on abilities but not light attacks.

    From the raw damage output 2h sword is higher damage yes but I think you didn't take all the other benefits of a staff into account... anyway both are viable. However MagDk does not perform on one level with other classes.

    First off. You need to teach me how you get to 78k mdk pve dps ;) I only get 38k now.

    Second. I just think we as the mdk community users need to be careful bc we got the class nerfd for years due to pre1.5. (Glory days of mdk). As such I see mdk s in cyrodil with 2 staves or sword and shield and resto or dual wield and resto. It just depends. I like there is no cookie cutter for it. I think other class heals need to be checked into. But the days of being unkillaable on a perm a blocking mdk build and killing everyone are over unfortunately.

    Very true. I'm not a PvE guy myself... for PvE you should probably check out Liko. I just tried a parse once on pts.
  • Ryanoxx
    Ryanoxx
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    Btw did any of you test the healing cinder storm and shard? Omg 11k on shard and 3-4K a tic on cinder.

    Shard is actually a very decent heal but the issue with it is that you can't use it if you have to kite around and can't attack someone. Cinder Storm would be decent if it wasn't a ground ability. If you have to move around a lot you often lose the healing and it is pretty expensive. Overall not really worth it.
  • DUTCH_REAPER
    DUTCH_REAPER
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    Oh another bad for shard. It can be dodged depriving u of heal unfortunately
  • Ryanoxx
    Ryanoxx
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    Oh another bad for shard. It can be dodged depriving u of heal unfortunately

    True :/ Looks like a cheap copy of breath of life to me...
  • DUTCH_REAPER
    DUTCH_REAPER
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    Right on. Btw who is our DK class rep? I would love to get in contact with them.
  • Ryanoxx
    Ryanoxx
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    Right on. Btw who is our DK class rep? I would love to get in contact with them.

    If nothing changed it should still be Quantum.
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