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Suggestion: Dragonknight deserve a execute ability (damage over time)

  • Everest_Lionheart
    Everest_Lionheart
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    MrMazurski wrote: »
    MagDK underperforms because the best set in the game designed for a MagDK to wear is Elfbane. The changes to armor passives effectively killed that set off. Front loading dots and spamming whips made it so the class didn’t need an execute. That one change is the biggest reason they have fallen to the back of the pack for DPS.

    This set is another illustration of my repeated suggestion that DK was always intended to be in Heavy Armor. I don't know when this set came out on PC but I'm pretty sure it's a Day 1 set on Xbox. I don't know why people think Knights should be wearing Cloth and Leather armor, or why a Melee class should be in the same armor setup as Ranged classes. (PvP comment)

    Have you tried running in full heavy even with DK on PvP? So try it first and then come back to this comment.
    MagDK underperforms because the best set in the game designed for a MagDK to wear is Elfbane. The changes to armor passives effectively killed that set off. Front loading dots and spamming whips made it so the class didn’t need an execute. That one change is the biggest reason they have fallen to the back of the pack for DPS.

    This set is another illustration of my repeated suggestion that DK was always intended to be in Heavy Armor. I don't know when this set came out on PC but I'm pretty sure it's a Day 1 set on Xbox. I don't know why people think Knights should be wearing Cloth and Leather armor, or why a Melee class should be in the same armor setup as Ranged classes. (PvP comment)

    5-2 setup gave us exactly what we needed in PvE to boost our resistances enough to withstand some of the punishment we often took by being in melee range while our other dps friends pew-pew’d from range. But with light armor bonuses being what they are now we all end up running 6-1 with the new mythic because it’s medium. Now don’t get me wrong DPS output is solid for what it is, but DK rotation feels like all the others now, 2 skills, barswap, 3 skills barswap, 2 skills barswap, 2 skills barswap, 4 skills swap, 3 skills swap…

    It all adds up to MagDK DPS being a weaker version of every other DPS except everything is on fire.

    oh oh no, i never wanted to see that. Everything is wrong ... This mithic its not must have, and in many cases it completely does not work. (I don't have it personally, but my brother often runs on trails, etc.)

    I have a MagDK pve and this is the first time I've heard of such a strange roatation on it.
    It has a normal rotation like everyone else.

    Static rotation currently

    Wall (exploding)- degen - swap (2 skills)
    Engulfing - burning ember - 2x whip -swap (4)
    Scalding rune - swap (1)
    3x whip - FoO - swap (2)
    Wall - degen - swap (2)
    Engulf - ember - swap (2)
    Trap - eruption - rune - swap (3)
    3x whip - FoO - (4)

    Old rotation

    Wall (blockade) - trap - rune - eruption - swap (4)
    Ember - engulf - FoO - talons - 7x whip - talons - swap (12)

    Now you can still use the old rotation just fine minus Elfbane as long as you drop talons and you hit about 2K lower than the more intricate version, but let’s be honest one of those is much easier to pull off in content especially if you are wearing Zen’s. Elfbane added the extra dot with talons plus the extra synergy which also equated to more damage.

    So far this patch I’ve only run Zen + Siroria with the kilt and parsed at 86k with the first rotation above and 84K using my modified Elfbane rotation. To get back the dots I’m missing I’ve gone with poison front bar enchant and flame back. Still have yet to go DW on the DK yet but jay give it a shot.

    But to me that first rotation still feels a lot like Necro which is pretty much all I ever get to really play in my trial groups anymore.
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