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DK discussion

Trayyacakes
Trayyacakes
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I think dk has a sustain issue. The combustion passive will get better with the new champion point stars increasing status effect changes, but the class will be the worse at sustain without champion points, this is do to the ability costs being high and the battle roar Nerf with no stamina or magicka Regen passives. So some cost reduction and/or adjusting resource return on battle roar would be nice... I think messing with combustion passives is dangerous keeping in mind the before mentioned champion star.

Coagulating blood heal cost seems to be a little weak for the cost, this also related to the sustain issues. It only heals yourself and gives a buff easily gotten from potions, maybe adding a hot to the base morph would be cool adding some usefulness to GDB in PvP?

Protective scale used to be one of a DKs coolest skills, now I find it meh. Adding snare removal to the base morph and major expedition to protective plate would be sweet while keeping the damage return on dragon fire scale but removing the weird cool down on it...

I still think their should be a stam whip but I've given up... So can we remove the cast time and clunkiness from stonefist/ stone giant?

A magicka based execute would be cool or even just add it to molten armaments something like while active direct flame damage scales up to xxx% starting at 50% health or something I don't know. I don't know of a skill that should be exchanged for a straight execute... Just some thoughts tell me why I'm dumb for them or some better ideas.

Random dream that will never happen but I wish could, since most of the dk damage kit is melee a way to optimally use a melee weapon while using the class abilities would be sweet. It's impossible because you need weapon damage, weapon crit, and physical penetration and the heavy attack restoring Stam instead of magicka doesn't help...
Edited by Trayyacakes on February 5, 2021 7:37AM
Bjorn Uldnost
  • Elrond87
    Elrond87
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    Agree and a snake for a stam whip would be cool ha, yea they brushed mdk under the carpet so they can focus on the necro and warden to boost their sales

    xp3pvl2phdid.gif
    PC|EU
    cp2807
    20 characters
  • Hotdog_23
    Hotdog_23
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    Think adding a HOT to the morphs of Dragon Blood would be nice vs. Major Fortitude would be an interesting change. Depends on how big and how long the HOT would be before we could say so for sure if the change was a loss or gain.

    Battle roar needs to buffed to 60 from 46 to help sustain for sure.

    Protective Scale should have major expedition attached to it. Just makes no sense for it to be on Empowering Chains. When I think of chains I don’t think of speed :D

    Whip is fine just making it scale off highest offensive stat Fire fits DK theme (“Fire and Fury”) better than poison.

    Stone fist is a mess and has personality issues for sure.

    Don’t think DK will ever get an in class execute. That ship is never coming to shore.

    Stay safe and have fun :)
  • Olupajmibanan
    Olupajmibanan
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    @Hotdog_23
    The problem of Battle Roar is not the value, but the very design. No matter if it's PvE or PvP, you want to hold your ultimate and fire it in the right moment, but Battle Roar forces you to do the exact opposite. If you want to make good use of Battle Roar you have to spend ultimate on cooldown even if it's the wrong time to fire it.

    What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change
    Edited by Olupajmibanan on February 5, 2021 8:50AM
  • Hotdog_23
    Hotdog_23
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    @Hotdog_23
    The problem of Battle Roar is not the value, but the very design. No matter if it's PvE or PvP, you want to hold your ultimate and fire it in the right moment, but Battle Roar forces you to do the exact opposite. If you want to make good use of Battle Roar you have to spend ultimate on cooldown even if it's the wrong time to fire it.

    What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change

    Can't disagree at all with you. In fact, I agree a lot with what you are saying. Just trying to work within the bounds ZOS gives us.

    Stay safe and have fun :)
    .
  • UntouchableHunter
    UntouchableHunter
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    If Stam DK have issues with sustain, imagine the Magdk... Magdk has the most expensives and less burst skills in the game.
  • kojou
    kojou
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    @Hotdog_23
    The problem of Battle Roar is not the value, but the very design. No matter if it's PvE or PvP, you want to hold your ultimate and fire it in the right moment, but Battle Roar forces you to do the exact opposite. If you want to make good use of Battle Roar you have to spend ultimate on cooldown even if it's the wrong time to fire it.

    What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change

    They should change Strategic Reserve in CP to grant Magicka or Stamina (based on which is highest) instead of health. That would solve the sustain problem for DK and still be universally good without allowing for silly health regen troll builds in PvP.
    Playing since beta...
  • Vevvev
    Vevvev
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    What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change

    Funny enough that's how I thought it worked for the longest time until one day I actually turned on resource numbers and ultimate numbers. Needless to say I was very sad when I learned the truth and would greatly appreciate such a change! Part of the reason I crutch on Vampire's Blood for Blood and the Pale Order ring so hard is because of the sustain issues the class has.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Wuerstal
    Wuerstal
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    Vevvev wrote: »
    Funny enough that's how I thought it worked for the longest time until one day I actually turned on resource numbers and ultimate numbers. Needless to say I was very sad when I learned the truth and would greatly appreciate such a change! Part of the reason I crutch on Vampire's Blood for Blood and the Pale Order ring so hard is because of the sustain issues the class has.

    Not 100% sure. but I think it worked like that in the past. Where battle roar would restore resources based on the amount of ultimate you actually spend.
  • Vevvev
    Vevvev
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    Wuerstal wrote: »
    Vevvev wrote: »
    Funny enough that's how I thought it worked for the longest time until one day I actually turned on resource numbers and ultimate numbers. Needless to say I was very sad when I learned the truth and would greatly appreciate such a change! Part of the reason I crutch on Vampire's Blood for Blood and the Pale Order ring so hard is because of the sustain issues the class has.

    Not 100% sure. but I think it worked like that in the past. Where battle roar would restore resources based on the amount of ultimate you actually spend.

    uesp does a pretty good job of cataloging past changes and it doesn't seem that was the case :disappointed:
    https://en.uesp.net/wiki/Online:Battle_Roar
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Ratzkifal
    Ratzkifal
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    Don't forget, your new base health is 16k. If you run Elf Bane, you get extra health on top of that from the heavy armor passive and Undaunted passive. That will already leave you at a comfortable health pool without food, so you can switch to parse food that gives more sustain than Witchmothers.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Luke_Flamesword
    Luke_Flamesword
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    Worst thing is that now there is OP passive with really high health regen when you have a lot of ultimate points. But dragonknights are forced to constantly use ultimates for sustain, so practically we can't use it (or it will be cost us much more than other classes).

    Dragonknights need some serious rework as whole, not only cosmetics changes...
    PC | EU | DC |Stam Dk Breton
  • Trayyacakes
    Trayyacakes
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    Ratzkifal wrote: »
    Don't forget, your new base health is 16k. If you run Elf Bane, you get extra health on top of that from the heavy armor passive and Undaunted passive. That will already leave you at a comfortable health pool without food, so you can switch to parse food that gives more sustain than Witchmothers.

    All classes are going to do this, not specifically with elf bane, so if this version goes live no classes will have sustain issues. I doubt it will go live like this.

    This is also not taking into account pvp where everyone still needs the health food. DK, especially magicka DK, is also pretty much forced into heavy armor or vampire because they have hardly any mobility. Add the fact that they don't really have a burst combo like some of the other classes and they are forced to melee because of their skill ranges, and well without abusing proc sets, heavy armor and block, or relying heavily on mist form, which is also problematic because terrible sustain, you end up with something that kills things with passive procs, which is not a playstyle I enjoy or something that builds into sustain and hits like a wet noodle so you have to catch people napping on your dots to kill them because investing into damage leaves them resource starved and dead because they have next to no mobility... Stamknight can still hit hard that was just the magicka variety.
    Bjorn Uldnost
  • Haquor
    Haquor
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    The main draw of the DK for me is the playstyle. Whipping, flames, leaping, melee. I love it. So regardless ill stick with it through thick and thin and make it work.

    I agree with some points above.

    Sustain atm is balls. Without a lot of synergies or in more challenging solo content like vma and vateshran I find i hvy attack way more than other classes on the dk. Slight cost reduction to whip/eruption etc. or a slight base regen passive would go a long way to make it more inline with other classes. Relying on expensive skills when being required to be melee that inhibits shield usage as a result of cost is kinda rough.

    For wings: This is based on pvp because in reality wings for pve is fine. Fire Scales used to be stupidly OP tbh but at the moment both morphs still have a lot to offer. Adding short maybe minor momentum to plate would make it an easier decision over race against time for me. Snare removal to fire scales would be maybe too strong I think. At the moment its a hard decision whether i want to use fire scales for the damage return from a huge chunk of incoming or the snare removal for mobility and take a little extra damage to be able to los. Give plate snare removal and momentum and damage mitigation from range and ill take it 100% of situations.

    Execute. Yeah. What can we say. Please?! Im not sure how to impliment. But i think having your main spammable scale is a bad idea. Thats kind of OP. Executing usually requires the activation or slotting of an additional skill for that purpose. Molten weapons isnt really slotted for me in anything bar solo content. The buff is easy to aquire eslewhere and you dont go heavy attacking enough to make 50% worth it unless in a niche solo build. But in solo it is a long buff duration and it allows the use of tripots in conjunction with inner light/foo/cauterise on the front bar so ill take it. If molten weapons was to have an execute capability added then i think it would have to be weaker than 300% scaling.

    Whatever is adjusted please make it slight and gradual.
  • Trayyacakes
    Trayyacakes
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    Haquor wrote: »
    The main draw of the DK for me is the playstyle. Whipping, flames, leaping, melee. I love it. So regardless ill stick with it through thick and thin and make it work.

    I agree with some points above.

    Sustain atm is balls. Without a lot of synergies or in more challenging solo content like vma and vateshran I find i hvy attack way more than other classes on the dk. Slight cost reduction to whip/eruption etc. or a slight base regen passive would go a long way to make it more inline with other classes. Relying on expensive skills when being required to be melee that inhibits shield usage as a result of cost is kinda rough.

    For wings: This is based on pvp because in reality wings for pve is fine. Fire Scales used to be stupidly OP tbh but at the moment both morphs still have a lot to offer. Adding short maybe minor momentum to plate would make it an easier decision over race against time for me. Snare removal to fire scales would be maybe too strong I think. At the moment its a hard decision whether i want to use fire scales for the damage return from a huge chunk of incoming or the snare removal for mobility and take a little extra damage to be able to los. Give plate snare removal and momentum and damage mitigation from range and ill take it 100% of situations.

    Execute. Yeah. What can we say. Please?! Im not sure how to impliment. But i think having your main spammable scale is a bad idea. Thats kind of OP. Executing usually requires the activation or slotting of an additional skill for that purpose. Molten weapons isnt really slotted for me in anything bar solo content. The buff is easy to aquire eslewhere and you dont go heavy attacking enough to make 50% worth it unless in a niche solo build. But in solo it is a long buff duration and it allows the use of tripots in conjunction with inner light/foo/cauterise on the front bar so ill take it. If molten weapons was to have an execute capability added then i think it would have to be weaker than 300% scaling.

    Whatever is adjusted please make it slight and gradual.

    I think snare removal on the base would be ok when compared to what other skills that provide a snare removal do...

    Race against time, major expedition, and minor force.

    Momentum, major brutality and minor fortitude for 20 seconds

    Shuffle, snare removal and immunity for 5s plus 20s of evasion, which reduces Damage from most burst ultimates and a lot of burst skills used in pvp.

    Ball lighting absorbs incoming projectiles and is one of the best escape/mobility skills in the game.

    Phantasmal escape basically a magicka shuffle but with longer up time on evasion.

    Mist form, major expedition and serious damage reduction

    Then there are the purges which remove more than just snares...

    I don't know I just don't think a snare/root removal on dragon fire scale would be stronger than mist or ball lightning.
    Bjorn Uldnost
  • LtClungeX
    LtClungeX
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    I think dk has a sustain issue. The combustion passive will get better with the new champion point stars increasing status effect changes, but the class will be the worse at sustain without champion points, this is do to the ability costs being high and the battle roar Nerf with no stamina or magicka Regen passives. So some cost reduction and/or adjusting resource return on battle roar would be nice... I think messing with combustion passives is dangerous keeping in mind the before mentioned champion star.

    Coagulating blood heal cost seems to be a little weak for the cost, this also related to the sustain issues. It only heals yourself and gives a buff easily gotten from potions, maybe adding a hot to the base morph would be cool adding some usefulness to GDB in PvP?

    Protective scale used to be one of a DKs coolest skills, now I find it meh. Adding snare removal to the base morph and major expedition to protective plate would be sweet while keeping the damage return on dragon fire scale but removing the weird cool down on it...

    I still think their should be a stam whip but I've given up... So can we remove the cast time and clunkiness from stonefist/ stone giant?

    A magicka based execute would be cool or even just add it to molten armaments something like while active direct flame damage scales up to xxx% starting at 50% health or something I don't know. I don't know of a skill that should be exchanged for a straight execute... Just some thoughts tell me why I'm dumb for them or some better ideas.

    Random dream that will never happen but I wish could, since most of the dk damage kit is melee a way to optimally use a melee weapon while using the class abilities would be sweet. It's impossible because you need weapon damage, weapon crit, and physical penetration and the heavy attack restoring Stam instead of magicka doesn't help...

    I totally agree, as a Mag dk main myself we've been through some torrid times haven't we !!

    Looking at the upcoming changes however, Breton is going to be overkill for mag sustain, maybe until they figure out how to make mag dk competitive without making them OP, Breton will aid you in your enjoyment of our class again.

    reflecting meteor was so cool they ruined this skill, It made casters have to use melee, the only problem was it totally countered them.

    on the flip side a Templar totally counters us, 1 purge and we have no damage.
    yes an execute could solve this yes we need one!

    if they like a Rock, paper, scissors style of gameplay then the old Wings work with their philosophy.

    expedition on chains is nonsensical having it on wings would make this skill good again and balanced!!

    Stam whip i'm not sure stam dk has always been a boss to be fair.

    If mag dks start using 2h next patch we will have high weapon damage and stamina as a Dunmer, I'd have to test this but maybe Vigor could actually work but i'm not sure.
  • LtClungeX
    LtClungeX
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    Elrond87 wrote: »
    Agree and a snake for a stam whip would be cool ha, yea they brushed mdk under the carpet so they can focus on the necro and warden to boost their sales

    xp3pvl2phdid.gif

    Haha slapping people with snakes
  • LtClungeX
    LtClungeX
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    Haquor wrote: »
    The main draw of the DK for me is the playstyle. Whipping, flames, leaping, melee. I love it. So regardless ill stick with it through thick and thin and make it work.

    I agree with some points above.

    Sustain atm is balls. Without a lot of synergies or in more challenging solo content like vma and vateshran I find i hvy attack way more than other classes on the dk. Slight cost reduction to whip/eruption etc. or a slight base regen passive would go a long way to make it more inline with other classes. Relying on expensive skills when being required to be melee that inhibits shield usage as a result of cost is kinda rough.

    For wings: This is based on pvp because in reality wings for pve is fine. Fire Scales used to be stupidly OP tbh but at the moment both morphs still have a lot to offer. Adding short maybe minor momentum to plate would make it an easier decision over race against time for me. Snare removal to fire scales would be maybe too strong I think. At the moment its a hard decision whether i want to use fire scales for the damage return from a huge chunk of incoming or the snare removal for mobility and take a little extra damage to be able to los. Give plate snare removal and momentum and damage mitigation from range and ill take it 100% of situations.

    Execute. Yeah. What can we say. Please?! Im not sure how to impliment. But i think having your main spammable scale is a bad idea. Thats kind of OP. Executing usually requires the activation or slotting of an additional skill for that purpose. Molten weapons isnt really slotted for me in anything bar solo content. The buff is easy to aquire eslewhere and you dont go heavy attacking enough to make 50% worth it unless in a niche solo build. But in solo it is a long buff duration and it allows the use of tripots in conjunction with inner light/foo/cauterise on the front bar so ill take it. If molten weapons was to have an execute capability added then i think it would have to be weaker than 300% scaling.

    Whatever is adjusted please make it slight and gradual.

    I think snare removal on the base would be ok when compared to what other skills that provide a snare removal do...

    Race against time, major expedition, and minor force.

    Momentum, major brutality and minor fortitude for 20 seconds

    Shuffle, snare removal and immunity for 5s plus 20s of evasion, which reduces Damage from most burst ultimates and a lot of burst skills used in pvp.

    Ball lighting absorbs incoming projectiles and is one of the best escape/mobility skills in the game.

    Phantasmal escape basically a magicka shuffle but with longer up time on evasion.

    Mist form, major expedition and serious damage reduction

    Then there are the purges which remove more than just snares...

    I don't know I just don't think a snare/root removal on dragon fire scale would be stronger than mist or ball lightning.

    yes root and snare removal on wings is also good
  • Inklings
    Inklings
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    I always thought battle roar should work the opposite the way it does. Instead of gaining resources back when using an ult it should have gave stat recovery for ultimate gained/held. (to a certain cap)

    Right now our resources are punished cause of the way content is designed . Ultimates are needed to be held onto for optimization. We get punished for doing so.

    Changing the way it works to the more ultimate you hold onto the more recovery you get is much more fitting to the flow of the game but still leaves us to make a choice that punishes us when we do finally use the ult by reseting the regen value.




  • Extinct_Solo_Player
    Extinct_Solo_Player
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    I would also like to see some weapon spammable damage nerfs (heroic slash ransack) reverted as only stam dk really benefited from them as we really don't have a viable melee spammable option in our toolkit. Using stone fist is clunky and not really fitting with the melee playstyle of dk
  • JoSePHRiNG
    JoSePHRiNG
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    Every class has its Pros and Cons but
    1. Every class should have at least one "execute" ability.

      All offensive weapons except destruction staff have an execute skill.
      Bow > poison injection, Two-handed > Reverse Slash, Dual wield > Whirling Blades.
      But they are all stamina based so every class needs one execute ability.


    2. Every class should have passive healing (an ability that automatically heals if conditions have met)
      Examples;
      • Surge,
      • Siphoning Strikes, Strife.
      • Lotus Flower.
      • Puncturing Sweep.
      These abilities automatically heal the player just by light attacks or dealing damage.

    3. Every class should have reliable sustain tools.

      Example abilities;
      • Mystic Siphon, Mortal Coil.
      • Or passives;
      • Executioner, Restoring Spirit, Unholy Knowledge.

      DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
      Though maybe with new cp changes it could be good.

      Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.



    Jorvuld's Guidance and SPC all the way down.
  • NaviS
    NaviS
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    JoSePHRiNG wrote: »
    Every class has its Pros and Cons but
    1. Every class should have at least one "execute" ability.

      All offensive weapons except destruction staff have an execute skill.
      Bow > poison injection, Two-handed > Reverse Slash, Dual wield > Whirling Blades.
      But they are all stamina based so every class needs one execute ability.


    2. Every class should have passive healing (an ability that automatically heals if conditions have met)
      Examples;
      • Surge,
      • Siphoning Strikes, Strife.
      • Lotus Flower.
      • Puncturing Sweep.
      These abilities automatically heal the player just by light attacks or dealing damage.

    3. Every class should have reliable sustain tools.

      Example abilities;
      • Mystic Siphon, Mortal Coil.
      • Or passives;
      • Executioner, Restoring Spirit, Unholy Knowledge.

      DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
      Though maybe with new cp changes it could be good.

      Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.




    Thank God he has high critical ratings from skills & passives :D:D:D
  • Vevvev
    Vevvev
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    JoSePHRiNG wrote: »
    [*]Every class should have passive healing (an ability that automatically heals if conditions have met)
    Examples;
    • Surge,
    • Siphoning Strikes, Strife.
    • Lotus Flower.
    • Puncturing Sweep.
    These abilities automatically heal the player just by light attacks or dealing damage.


    DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
    Though maybe with new cp changes it could be good.

    Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
    [/list]


    Burning Embers says hello.
    https://eso-skillbook.com/skill/burning-embers

    Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Trayyacakes
    Trayyacakes
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    Vevvev wrote: »
    JoSePHRiNG wrote: »
    [*]Every class should have passive healing (an ability that automatically heals if conditions have met)
    Examples;
    • Surge,
    • Siphoning Strikes, Strife.
    • Lotus Flower.
    • Puncturing Sweep.
    These abilities automatically heal the player just by light attacks or dealing damage.


    DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
    Though maybe with new cp changes it could be good.

    Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
    [/list]


    Burning Embers says hello.
    https://eso-skillbook.com/skill/burning-embers

    Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.

    Inhale too, even if it's not used as much anymore.
    The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...
    Bjorn Uldnost
  • Vevvev
    Vevvev
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    Vevvev wrote: »
    JoSePHRiNG wrote: »
    [*]Every class should have passive healing (an ability that automatically heals if conditions have met)
    Examples;
    • Surge,
    • Siphoning Strikes, Strife.
    • Lotus Flower.
    • Puncturing Sweep.
    These abilities automatically heal the player just by light attacks or dealing damage.


    DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
    Though maybe with new cp changes it could be good.

    Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
    [/list]


    Burning Embers says hello.
    https://eso-skillbook.com/skill/burning-embers

    Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.

    Inhale too, even if it's not used as much anymore.
    The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...

    Indeed, I didn't want to include Inhale due to it's 2-part attack. Not something you can spam due to the cost and functionality x.x

    Speaking of vampire magDKs using it this patch have been exploiting the expensive ultimate for Battle Roar reasons, and Burning Embers + the Ring of the Pale Order have been letting them get away with Blood for Blood. It's a crutch to the sustain issues of the class as a whole but the health cost spammable really does take the pressure off the magicka bar.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Trayyacakes
    Trayyacakes
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    Vevvev wrote: »
    Vevvev wrote: »
    JoSePHRiNG wrote: »
    [*]Every class should have passive healing (an ability that automatically heals if conditions have met)
    Examples;
    • Surge,
    • Siphoning Strikes, Strife.
    • Lotus Flower.
    • Puncturing Sweep.
    These abilities automatically heal the player just by light attacks or dealing damage.


    DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
    Though maybe with new cp changes it could be good.

    Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
    [/list]


    Burning Embers says hello.
    https://eso-skillbook.com/skill/burning-embers

    Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.

    Inhale too, even if it's not used as much anymore.
    The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...

    Indeed, I didn't want to include Inhale due to it's 2-part attack. Not something you can spam due to the cost and functionality x.x

    Speaking of vampire magDKs using it this patch have been exploiting the expensive ultimate for Battle Roar reasons, and Burning Embers + the Ring of the Pale Order have been letting them get away with Blood for Blood. It's a crutch to the sustain issues of the class as a whole but the health cost spammable really does take the pressure off the magicka bar.

    Yes but a class shouldn't rely on being a subclass to work, I also hate the vamp rework and kind of refuse to do it... Vampires are suppose to steal life from others not steal their own life... I really hate that tree. Mist is nice, the ult is nice(but expensive) but the other skills I hate. Siphoning my own health to damage someone does not sound vampire to me... Also don't vamps get stronger the more life blood/life they drain(the opposite of frenzy) I also want to whip people with fire. Not scratch people lol. And the penalties suck. More flame damage cool, less health regen makes since, reduced vamp skill costs yes, increased every other skill cost is bogus, and no Regen gained is garbage. The WW doesn't recieve penalties close to the vampire... But this is about dk not vamp (I still hate the current vamp line lol) sorry for the tangent.
    Bjorn Uldnost
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vevvev wrote: »
    Vevvev wrote: »
    JoSePHRiNG wrote: »
    [*]Every class should have passive healing (an ability that automatically heals if conditions have met)
    Examples;
    • Surge,
    • Siphoning Strikes, Strife.
    • Lotus Flower.
    • Puncturing Sweep.
    These abilities automatically heal the player just by light attacks or dealing damage.


    DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
    Though maybe with new cp changes it could be good.

    Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
    [/list]


    Burning Embers says hello.
    https://eso-skillbook.com/skill/burning-embers

    Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.

    Inhale too, even if it's not used as much anymore.
    The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...

    Indeed, I didn't want to include Inhale due to it's 2-part attack. Not something you can spam due to the cost and functionality x.x

    Speaking of vampire magDKs using it this patch have been exploiting the expensive ultimate for Battle Roar reasons, and Burning Embers + the Ring of the Pale Order have been letting them get away with Blood for Blood. It's a crutch to the sustain issues of the class as a whole but the health cost spammable really does take the pressure off the magicka bar.

    Yes but a class shouldn't rely on being a subclass to work, I also hate the vamp rework and kind of refuse to do it... Vampires are suppose to steal life from others not steal their own life... I really hate that tree. Mist is nice, the ult is nice(but expensive) but the other skills I hate. Siphoning my own health to damage someone does not sound vampire to me... Also don't vamps get stronger the more life blood/life they drain(the opposite of frenzy) I also want to whip people with fire. Not scratch people lol. And the penalties suck. More flame damage cool, less health regen makes since, reduced vamp skill costs yes, increased every other skill cost is bogus, and no Regen gained is garbage. The WW doesn't recieve penalties close to the vampire... But this is about dk not vamp (I still hate the current vamp line lol) sorry for the tangent.

    No worries! I agree with you on all points when it comes to vampires. Not sure what ZOS was thinking...
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Mettaricana
    Mettaricana
    ✭✭✭✭✭
    ✭✭✭
    Other than a tank or vampire dk feels useless its stam dps is just juggling dots without trying to over spam them. And the dumbest part of all is a melee range spammage that refuses to have a stam morph lava Whip is it really so hard to scale on highest resource? Add in a night blade feature and attack from flank or rear to trigger off balance so we can proc the flame lash all in one skill. Add some higher poison and flame dmg passives because as it sits now any class can do better flame and poison dps than a dragon knight. Top it off aside from ult spamming sustain is impossible.
  • Miloscpolski
    Miloscpolski
    ✭✭✭
    Elrond87 wrote: »
    Agree and a snake for a stam whip would be cool ha, yea they brushed mdk under the carpet so they can focus on the necro and warden to boost their sales

    xp3pvl2phdid.gif


    *** your stam whip is not needed, *** with him already
  • TwinLamps
    TwinLamps
    ✭✭✭✭✭
    Would love to see some buffs for DK in general.
    Nothing crazy, but some.
    So DK does not feel like a class that exists only so people buy necro.

    Also, #stamwhip
    its time.
    Awake, but at what cost
  • SeaUnicorn
    SeaUnicorn
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    Reasonable speaking:
    - Bump up sustain
    - Give us executable
    - Remove cast time from Poopfist
    - Make healing morph of poop-fist use friendly as a target
    - Make healing morph of Ash Cloud cover bigger area and cost less (balance it as compared to templar ritual or warden shrooms in size/cost)

    This will solve majority of issues that DKs have for all roles.
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