I just want stam DKs to have a coherant vision. So many half changes over the years. Are we still vomit dragons? Fire benders? Earth benders? So many awkward skill redesigns from different eras of eso development and nothing meshes. I remember when eso first realized people wanted stamina builds and we got the infamous poop claw and belch skills, people complained, it was weird how we had a mix of fire and poison but there was a hope theyd keep fleshing out stamdks. 4 years later we have... an awkward earth bender stomp. Poison whip. Poison inhale. Flames of oblivion turns poison if your stam is higher, a real passive rework to make stamdks the poison class.
So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
It's not only about PvE tho
Everest_Lionheart wrote: »So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
I run Zen’s on mine as well. But Encratis always seems to end up on a tank in any of my group comps. It’s never my choice, but the raid lead wants it there. Three different teams vAS2, vSS HM, vCR3 Encratis always on a tank.
I just want stam DKs to have a coherant vision. So many half changes over the years. Are we still vomit dragons? Fire benders? Earth benders? So many awkward skill redesigns from different eras of eso development and nothing meshes. I remember when eso first realized people wanted stamina builds and we got the infamous poop claw and belch skills, people complained, it was weird how we had a mix of fire and poison but there was a hope theyd keep fleshing out stamdks. 4 years later we have... an awkward earth bender stomp. Poison whip. Poison inhale. Flames of oblivion turns poison if your stam is higher, a real passive rework to make stamdks the poison class.
Everest_Lionheart wrote: »So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
I run Zen’s on mine as well. But Encratis always seems to end up on a tank in any of my group comps. It’s never my choice, but the raid lead wants it there. Three different teams vAS2, vSS HM, vCR3 Encratis always on a tank.
That’s because people don’t think outside the box in strategy anymore. They copy what they’ve read, or seen on a YouTube video. I find more value on the DPS- who is supposed to be in group with other dps. Than a tank who is going to move, to chase a boss or deal with adds that aren’t a target yet.
Like in vAS +1, poison boss jumps and doesn’t like to move so well. Typically depending on dps comp - you’re still on main boss until mini comes or your on spheres to break boss immunity. The tank isn’t running too spheres with a troublesome pull, but you may be headed toward them.
So every time the mini leaps, encrat leaves the group - reducing its up time on DPS. Every time dps have to move towards a sphere - the tank is still by boss, and encrat ticks off.
——————
In vSS same idea, except OT holding atros too far for anyone to get encrat, MT is also too far.
Even in the scope of last boss, it would take both tanks to run it if there is a swap. And during add phase tanks have to move away from their group so they can regroup the adds - while DPS is staying ok on them too DPS.
——————-
There are fights where it can work on a tank with no question, but I see it with a higher buff up time on DPS.
I wish there was at least some more lore behind vomit dragons, rather than feeling like it was something they arbitrarily threw together to fit the CP system. I'll agree that tanky attrition builds are part of a healthy PvP metagame, but this isn't something ZOS has ever been able to balance.Urzigurumash wrote: »I like Vomit Dragon. I'm all for rejuvenation of this role, personally, but it would come at the offense of the sensibilities of many regarding dealing damage in heavy armor
Everest_Lionheart wrote: »Everest_Lionheart wrote: »So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
I run Zen’s on mine as well. But Encratis always seems to end up on a tank in any of my group comps. It’s never my choice, but the raid lead wants it there. Three different teams vAS2, vSS HM, vCR3 Encratis always on a tank.
That’s because people don’t think outside the box in strategy anymore. They copy what they’ve read, or seen on a YouTube video. I find more value on the DPS- who is supposed to be in group with other dps. Than a tank who is going to move, to chase a boss or deal with adds that aren’t a target yet.
Like in vAS +1, poison boss jumps and doesn’t like to move so well. Typically depending on dps comp - you’re still on main boss until mini comes or your on spheres to break boss immunity. The tank isn’t running too spheres with a troublesome pull, but you may be headed toward them.
So every time the mini leaps, encrat leaves the group - reducing its up time on DPS. Every time dps have to move towards a sphere - the tank is still by boss, and encrat ticks off.
——————
In vSS same idea, except OT holding atros too far for anyone to get encrat, MT is also too far.
Even in the scope of last boss, it would take both tanks to run it if there is a swap. And during add phase tanks have to move away from their group so they can regroup the adds - while DPS is staying ok on them too DPS.
——————-
There are fights where it can work on a tank with no question, but I see it with a higher buff up time on DPS.
That’s exactly how I see it too. If I’m to be a buff machine let me give all the buffs that I can. This frees the tank up to give even more buffs.
I’ve been pushing this idea on stam dps toons as well. When I’m running my Stamden I’m pretty much on the boss the whole time. Put me in Alkosh to boost the other stam toons or let the mag toons slot less points in pen to get their resistances up so they can survive. None of the tanks want to hear it though and would rather complain about wearing the set ☠️
Lughlongarm wrote: »IDK,
My PTS server is full of Stam DK's just destroying everyone in duels. Not sure why....
xylena_lazarow wrote: »I wish there was at least some more lore behind vomit dragons, rather than feeling like it was something they arbitrarily threw together to fit the CP system. I'll agree that tanky attrition builds are part of a healthy PvP metagame, but this isn't something ZOS has ever been able to balance.Urzigurumash wrote: »I like Vomit Dragon. I'm all for rejuvenation of this role, personally, but it would come at the offense of the sensibilities of many regarding dealing damage in heavy armor
They were once considered oppressive enough for defiles and most dots to essentially be deleted from the game. Blocking feels fair when you're being zerged, but in evenly numbered fights, barring mistakes or skill gap, one side can go hard on the block healing to turtle indefinitely, and there's nothing the other side can really do about it. And of course, we've had metas where glass cannons vanish because they offer no advantage over the tanky damage god build.
So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
So, one of my stam dk buds parses 106k on pts atm.
My mag friend parses 95k live - but strictly works with Zen+Behemoth for trial Content. His support makes us much stronger than his losses.
I think DK is very powerful if built right, and comfortably fits into a support dps role while still being competitive.
ke.sardenb14_ESO wrote: »@MrZeDark
It is great that you are content, I think that is spectacular. I sit at 80k on my DK, and I was proud to get him that high, since it is the class I know best, and it is character I've played since release.
The issue is that the time and effort required to get the DK to a 80k, equates to 100k on my sorc, and 110 on my templar, even when my DK is in better quality gear, and that is the issue.
What I'm saying is that the DK can't compete, but outside of a few options, it doesn't perform as well as the other base classes, let alone the paywall classes. I don't think it is unreasonable for ZoS to make changes to the class to bring it to standard.
Everest_Lionheart wrote: »ke.sardenb14_ESO wrote: »@MrZeDark
It is great that you are content, I think that is spectacular. I sit at 80k on my DK, and I was proud to get him that high, since it is the class I know best, and it is character I've played since release.
The issue is that the time and effort required to get the DK to a 80k, equates to 100k on my sorc, and 110 on my templar, even when my DK is in better quality gear, and that is the issue.
What I'm saying is that the DK can't compete, but outside of a few options, it doesn't perform as well as the other base classes, let alone the paywall classes. I don't think it is unreasonable for ZoS to make changes to the class to bring it to standard.
I play on console and all the mag classes I play sit between 80-85 no matter which combination of CP and gear that I use. CP 2.0 has a lot to do with that. All of the classes in my eyes have been homogenized, class identity is pretty much the color of your AOE damage and that’s it.
My MagDK is sitting at 81K wearing Zen’s and Siroria. My magplar is at 80K in Acuity and Siroria. Magblade is at 80K in Medusa and Sorrow. Magcro is the highest at 85k in Medusa and Siroria. All of them wear Zaan, all of them have inner light on their front bar, all of them have dots on their back bar. The guts of their basic rotations are nearly the same, 2-3 skills, barswap, 2-3 skills barswap, 2-3 skills, barswap. Repeat ad nauseam.
Literally 4 different flavours of vanilla ice cream one with chocolate sprinkles and 2 with a little sauce on top.
danthemann5 wrote: »Another patch cycle goes by and DK has nothing to show for it other than bitter disappointment.
Cleveland sports fans know this feeling well.
xylena_lazarow wrote: »Chaining players off keep walls from the ground
Leaping up into keeps
Reflecting projectiles
xylena_lazarow wrote: »Chaining players off keep walls from the ground
Leaping up into keeps
Reflecting projectiles
Fire damage abilities for sdk
Igneous Weapons adding fire damage to LA/HA
Eruption as an AoE disorient
RIP DK