Red_Feather wrote: »Does it say what makes playing a pure dragonknight more effective than just subclassing. I read the article but I skimmed over a lot of it as it just looked like skill changes and passive changes.
A pure DK won’t be more effective than subclassing because EH is still weak. The new avalanche passive doesn’t sound that good and the skills within EH are lackluster. Corrosive might be big, but there’s a lot of dmg ults out there to choose from.
Also, in a trial group the lack of any sort of penetration or crit damage passive is going to continue to hurt the class significantly
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Please no. Many of us who don't want to play beam hate or are fed up with the slow playstyle. If all this rework provides is effectively different coloured beam options, there's no point at all.
Earthen Heart is awful
Storm Calling will still be a staple on every Dragonknight build, shame.
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Please no. Many of us who don't want to play beam hate or are fed up with the slow playstyle. If all this rework provides is effectively different coloured beam options, there's no point at all.
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Please no. Many of us who don't want to play beam hate or are fed up with the slow playstyle. If all this rework provides is effectively different coloured beam options, there's no point at all.
In light of subclassing, we’ve decided to look at skill line ability and passive distribution more closely than we have before. There are currently two distinct models of building skill lines for classes; a role-centric model (Necromancer, Arcanist, most of Warden), and one that focuses on theme or identity (the original 4 classes, with some exceptions such as the Nightblades’ Assassination).
Prior to subclassing, there was a strong internal sentiment that the newer class model of role-specific skill lines was a more successful system for newer players, building more digestible experiences, and building more modular buckets that could be more easily compared and balanced to one another.
I'm not seeing it here guys - is there anyway DK's can be a healer in this new world without subclassing?
Seraphayel wrote: »I'm not seeing it here guys - is there anyway DK's can be a healer in this new world without subclassing?
I think so, with a focus on shields. A new single target shield like Healing Ward and another AoE shield (scaling off Magicka now) are a great start to make DK a shield healer in my opinion.
Emphasis mine. I just want to make sure this is seen. Avalanche as written and the new fondness for boss Immunity Phases are really out of sync.This passive is mostly useless in most scenarios. 50s for 10% buff? Constant combat at that? And it starts falling off after 2s?
We won't be able to stack it up in older dungeons because bosses will be dead before we get to max stacks. The same with trash packs.
We won't be able to stack it up because of mechanics. As long as boss have some immunity phases or we have to run alot, we might as well not have this passive.
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Please no. Many of us who don't want to play beam hate or are fed up with the slow playstyle. If all this rework provides is effectively different coloured beam options, there's no point at all.
Just to counter, I like having the option of channeled aoe beams. I'd never have wanted a class change tokens (which ZOS turned into mulit/subclassing) if I could just channel a big lightning attack out of my sorcerer (they could have just turned overload into a longer and less clunky beam and I'd be happy)
Everyone has different tastes. As long as the options are implemented well, I am all for each class having the options for both faster or slower styles of gameplay while both being effective.
Erickson9610 wrote: »
Some thoughts:
- Giving every class their own unique version of Arcanist beam sounds like a good solution to making it less mandatory to be an Arcanist in PvE. Love that.
Please no. Many of us who don't want to play beam hate or are fed up with the slow playstyle. If all this rework provides is effectively different coloured beam options, there's no point at all.
I'm sure they won't all just be exactly like beam. I'm thinking the DK breath is more like a "melee beam", since I doubt the flame breath will extend as far as Arcanist beam. For Warden I can see their verion of beam work like polar wind: centered around them and fire-and-forget.
The big issue in PvE is, how do you let other classes do what Arcanists do without nerfing Arcanists? Giving everyone an overly complicated rotation does not allow people to compete. I was able to PUG a vAS+2 for the first time in a full Arcanist run. Why? Because Arcanist is so easy that everybody can focus on staying alive, focusing the right targets and doing the mechanics correctly. Do I want every class to play exactly the same? No, of course not. But the success of Arcanist is undeniable and beam is a big part of that.



