INe_Saninus wrote: »As far a PVE dps.
...I don't know, man. Lol.
I get that it can't be a top contender for stam dps because it is a top contender for tank, but the gap is just too big between Stam DK and all the other classes.
Everything unique we bring to the table can be supplied by the tank.
Anything added has pvp implications as well.
Stam whip. An execute. Claw buff. Fix Stone Fist.... some combination of all those. Anything to bridge that gap a bit.
Give us a reason to choose Stam DK for PVE dps.
*suggestion:
Add X% dmg per poison ability applied when using Stam Whip.
Say 4% off the top of my head.
Breath, claw, and a poison inject would add 12% dmg to a new spamable.
That would even the gap and give a solid and enjoyable game play loop focusing on dots and the poison dragon theme.
*Bonus- someone might slot poison inject on their bar again!
LightYagami wrote: »I've been playing magdk as my main over a long time, CP1000+, PvE flawless conquer (on VMA leaderboard a few times), PvP warlord (on Cyrodiil leaderboard a few times), solo's vet dungeons.
I always say that the COMBINED effect of the following problems makes magdk terribly bad in PvP:
1. Lack of burst (burst is very important in PvP, we all know)
2. Most DoT can be purged (can't even land all the slow DoT.
3. Lack of range (especially bad in open area)
4. Lack of mobility (unable to reach opponents or flee quickly. Don't forget they're basically a melee class)
5. No class execution (very difficult to kill opponents under the current high health high recovery meta)
6. Very high cost skills (you may use ultimates to recover resources but that means you are more difficult to control the time of using ultimate with other skills to burst people down)
7. Overly nerfed skills: wings, spike, cc, leap (basically makes magdks illegal to have any special advantages like all other classes have)
I don't think any other classes have ALL the above problems Together. It's fine to have one or two problems, but magdks have ALL the problems. The synergy of ALL the problems makes them bad in PvP.
I don't play group PvE often and I won't oppose that magdks may work as PvE tanks, but they're really bad apart from being PvE tanks.
If there's a class change token, I'll immediately change my magdk to another class.
If someone still complain magdks are too strong, Please, ZOS, Please let me swap the class with the person. I'll change it to any other classes happily.
Edit: typo "group" PvE
Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.LightYagami wrote: »1. Lack of burst (burst is very important in PvP, we all know)
LightYagami wrote: »4. Lack of mobility (unable to reach opponents or flee quickly. Don't forget they're basically a melee class)
Skill costs are generally standardized across all skill lines, so DK skills aren't objectively more expensive. Most apparent when you compare something like Fiery Grip and Teleport Strike: they both cost 3780 magicka.6. Very high cost skills (you may use ultimates to recover resources but that means you are more difficult to control the time of using ultimate with other skills to burst people down)
Every class can list skills that were nerfed and gutted, not DK specific.7. Overly nerfed skills: wings, spike, cc, leap (basically makes magdks illegal to have any special advantages like all other classes have)
phantasmalD wrote: »
Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.
Sanguinor2 wrote: »phantasmalD wrote: »
Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.
Do you really want to call that a burst combo? Thats like saying dizzy is a burst combo. Sub assault/dizzy/db is a burst combo. Or curse/frag/wrath but calling petrify into flame lash a burst combo. I just cant.
Sanguinor2 wrote: »phantasmalD wrote: »
Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.
Do you really want to call that a burst combo? Thats like saying dizzy is a burst combo. Sub assault/dizzy/db is a burst combo. Or curse/frag/wrath but calling petrify into flame lash a burst combo. I just cant.
Sanguinor2 wrote: »phantasmalD wrote: »
Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.
Do you really want to call that a burst combo? Thats like saying dizzy is a burst combo. Sub assault/dizzy/db is a burst combo. Or curse/frag/wrath but calling petrify into flame lash a burst combo. I just cant.
Yeah, and then add onto the fact the Power Lash proc misses most of the time because after landing the first hit of Flame Lash on the stunned foe to proc off balance your target has already dodge rolled. You might get lucky they breaks free immediately and then you hit them while immobilized, but I've missed a few of those hits to because they dodge rolled so fast afterwards.
phantasmalD wrote: »
Alright, then Inferno\Chains\Flames\Embers\Petrify\Lash\Lash\Lash be the combo. If listing more than two skills is the requirement to be a combo.
I thought it's obvious that lash and petrify wouldn't be the only skills you use and I'm only listing the actual burst portion, but shrug.
> Sub assault/dizzy/db
Notice how two of these aren't even class skills. If we are considering non-class skills then obv DK has more tools as well.
> curse/frag/wrath
Two of these are purgeable prep-skills. If purging and preparing is a non-issue then DK should have plenty of tools to wear down their opponents.
Petrify is also a tick of damage, no?Sanguinor2 wrote: »phantasmalD wrote: »
Alright, then Inferno\Chains\Flames\Embers\Petrify\Lash\Lash\Lash be the combo. If listing more than two skills is the requirement to be a combo.
I thought it's obvious that lash and petrify wouldn't be the only skills you use and I'm only listing the actual burst portion, but shrug.
> Sub assault/dizzy/db
Notice how two of these aren't even class skills. If we are considering non-class skills then obv DK has more tools as well.
> curse/frag/wrath
Two of these are purgeable prep-skills. If purging and preparing is a non-issue then DK should have plenty of tools to wear down their opponents.
Here´s the difference tho: For dk if you petrify lash then you will only have the lash, dot ticks and 1 FoO hit at the same time which hardly compares in terms of damage to sub assault/medium weave/db going off at the same time after a preparatory dizzy for offbalance or frag/curse/wrath/potentially meteor too going off at the same time in the amount of burst achieved. Thats why I said that I would hardly call this a burst combo. Not because you didnt list more abilities.
phantasmalD wrote: »Petrify is also a tick of damage, no?
Also what if you tack on Inhale as well? That'd be another tick of damage going of simultaneously.
Without seeing hard actual numbers I can't really tell how well it really compares.
Edit: Also. Meteor. Again, a universal skill (ultimate), not a class one, so you can tack it onto a DK burst combo as well for the same effect.
ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Dragonknight.
phantasmalD wrote: »Petrify into Flame Lash is the burst combo, no? Weaving in some LAs and other skills.LightYagami wrote: »1. Lack of burst (burst is very important in PvP, we all know)LightYagami wrote: »4. Lack of mobility (unable to reach opponents or flee quickly. Don't forget they're basically a melee class)
Compared to what? Some classes have even less. DKs have two gap closers, hard CCs, a high amount of snares and an immunity skill.
A class that truly has no mobility is Necromancers, all they is like one snare. DK is either third best or tied for second place. (The other top classes being Sorcerer with Streak and stuns and Nightblade with Shadow Image and Teleport Strike).Skill costs are generally standardized across all skill lines, so DK skills aren't objectively more expensive. Most apparent when you compare something like Fiery Grip and Teleport Strike: they both cost 3780 magicka.6. Very high cost skills (you may use ultimates to recover resources but that means you are more difficult to control the time of using ultimate with other skills to burst people down)
We just have rougher sustain; our class passives increase damage, duration or defense instead of giving max resources or cost reduction. Also, no active sustain skill (aka something like the Sorcerer's Dark Exchange).
Arguably the skill cost standards might not be properly balanced, but that's not a DK specific issue.Every class can list skills that were nerfed and gutted, not DK specific.7. Overly nerfed skills: wings, spike, cc, leap (basically makes magdks illegal to have any special advantages like all other classes have)
Honestly, while it was really sweet and funny when wings could reflect ultimates it was also ridiculously OP, so a nerf was warranted.
Also, when was Leap ever nerfed? Are you counting the height related targetting restriction as a nerf? Because that's the only thing I can think of. Other than that it only got buffed, like becoming undodgeable and having bigger range.
I'm not saying that DKs are perfectly balanced, but these points feel kind of disingenuous/incorrect to me.
Ultimately the one thing I 100% agree with is #2; DK tools are too easily counterplayable. Immobilization immunity potions make CCs kind of unusable and DoTs are too easy to get rid of and too slow for high HP, high sustain environment.
DreadDaedroth wrote: »Wings pretty much never see use putting aside situational events like tanking hard mode dungeons and trials. Restore them to pre Elsweyr.