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DK Standard of Might - bring back flame damage?

Tariq9898
Tariq9898
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The new DK changes saw a nerf to the DPS output of the standard ultimate. What was once a hard hitting ult has now been reduced to a support ultimate.

This is what it does now: Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and damage shield strength by 12%. Standing in the area increases your damage done and reduces damage taken by 15%. An ally near the standard can activate the Shackle synergy, dealing 3375 Flame Damage to enemies in the area and immobilizing them for 5 seconds.

This is what it will do with the changes: This Ultimate and the Standard of Might morph no longer deal damage to enemies inside or apply Major Defile. Instead, these Ultimates grant you and up to 11 allies standing in the area increased Weapon and Spell Damage (375) and reduced damage taken (12%). Note this effect cannot stack.

Standard of Might: This morph significantly increases these bonuses for the caster of the ultimate (adds 425 WD/SD and 13% reduced damage taken in addition to the base)

The survivability is higher whilst adding group buffs. Personally, I do think ZOS should add the flame damage over time back, even if it’s at a reduced amount. After all, it’s more aligned with the Dragonknight class fantasy.

Do you think the flame damage over time should be added back whilst keeping the new buffs or no?
Edited by Tariq9898 on January 9, 2026 11:06PM

DK Standard of Might - bring back flame damage? 39 votes

Bring back flame damage
48%
AttorneyatlawlMalthorneLord_HevDestaiPersonofsecretsHamish999Hotdog_23YandereGirlfriendDragonreduxIshtarknowsRkindaleftVulkunneTallon_IVadamsmith42alternatelderTariq9898manukartofanuDesiatoWup_sa 19 votes
Do not add flame damage
51%
ssewallb14_ESODenverRalphyEstinwolfie1.0.coop500Seminolegirl1992TheRedRavenTRRaptorRodeoGodspartaxoxotomofhyruletomfantBardokRedSnowJestirNysetoBasPZhuJiuyinEnjay_JonesrandconfigRadiate77Dalinar4 20 votes
  • Radiate77
    Radiate77
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    Do not add flame damage
    Don’t underestimate the power of a group-wide unnamed Major Courage.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • coop500
    coop500
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    Do not add flame damage
    I actually like that change, I'm pleasantly surprised.
    DK has leap, which I imagine is being reworked to have a damage morph that's desirable, plus even the standard of Might is good for DPS. It doesn't deal burst DPS but it buffs yours considerably.
    Hoping for more playable races
  • Tariq9898
    Tariq9898
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    Bring back flame damage
    Radiate77 wrote: »
    Don’t underestimate the power of a group-wide unnamed Major Courage.

    It’s not as great for solo play though. And most people prefer to play solo whilst fulfilling their own personal class fantasy.
  • spartaxoxo
    spartaxoxo
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    Do not add flame damage
    Isn't shifting standard still available if you want it to do damage?
  • YandereGirlfriend
    YandereGirlfriend
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    Bring back flame damage
    Tariq9898 wrote: »
    Radiate77 wrote: »
    Don’t underestimate the power of a group-wide unnamed Major Courage.

    It’s not as great for solo play though. And most people prefer to play solo whilst fulfilling their own personal class fantasy.

    Then use Shifting Standard? Problem solved.

    It's way better for solo anyway since you can reposition it as necessary.
    Edited by YandereGirlfriend on January 9, 2026 9:45PM
  • DenverRalphy
    DenverRalphy
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    Do not add flame damage
    I know which version I'd prefer to take into a dungeon or trial.
    Edited by DenverRalphy on January 9, 2026 10:01PM
  • BardokRedSnow
    BardokRedSnow
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    Do not add flame damage
    Its splitting hairs for something that will be better for the content its focused on, pve and tanking. It makes a lot more sense to have one support that role, and the other be more offensive for pvp. And, if you tank in pvp the first is now more useful for you also.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Tariq9898
    Tariq9898
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    Bring back flame damage
    Ahh I’m just being too concerned by this one change. I’m overthinking it. I’ll be happy to admit that I’m wrong and that this change is for the better. Which I hope it is.

    I do like the overall changes for the entire class though.
  • Desiato
    Desiato
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    Bring back flame damage
    This is a good example of something that was fixed but wasn't broken.

    ZOS seems incapable of nuanced adjustments. I don't understand why they constantly perform massive upheavals -- that take so long they're not even complete before they move on to the next massive upheaval.

    Had they actually shown some restraint, the class rework to solve the issues caused by the reckless implementation of subclassing could have been implemented much sooner... instead of dragging on for.... years?

    IMO, the "power fantasy" crowd is blown away by the big new fx spam, but the nuts and bolts eso players seem wary to distraught.

    Edited by Desiato on January 9, 2026 10:31PM
    spending a year dead for tax reasons
  • wolfie1.0.
    wolfie1.0.
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    Do not add flame damage
    Tariq9898 wrote: »
    Radiate77 wrote: »
    Don’t underestimate the power of a group-wide unnamed Major Courage.

    It’s not as great for solo play though. And most people prefer to play solo whilst fulfilling their own personal class fantasy.

    If i lose poison damage you can lose some flame damage.

  • Freelancer_ESO
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    Tariq9898 wrote: »
    Radiate77 wrote: »
    Don’t underestimate the power of a group-wide unnamed Major Courage.

    It’s not as great for solo play though. And most people prefer to play solo whilst fulfilling their own personal class fantasy.

    Unless I'm misinterpreting it, the new Standard of Might is giving you personally + 800 Weapon and Spell Damage and a 25% damage reduction.

    The current Standard of Might gives you a 15% damage reduction and 15% extra damage done and the DOT.

    So, from a durability perspective, the new one is better.

    From a healing perspective, the new one is better as + damage doesn't do anything for your healing but + weapon and spell damage does.

    From a damage perspective, the one that is better will likely depend on your stats and buffs.

    The 800 Weapon and Spell Damage will get buffed in most cases by 20-50% depending on what buffs/armor/skills you are running.

    The 15% extra damage can hit diminishing returns if you have other extra damage buffs.

    My guess is that at high enough weapon/spell damage you'd be losing damage even before considering the abilities damage but, at lower weapon/spell damage you'd be gaining damage.

    With that said, it gets a bit murkier as many solo builds will not be having as many buffs to their weapon/spell damage which will mean that the weapon/spell damage buff will be more effective in those cases.

    With that said, I think from a fantasy standpoint the damage dealing one might be cooler but, I'll have to wait till it hits the PTS to actually try it.

    I'd also point out that ESO already has an Ultimate ability that increases the Weapon/Spell Damage of other players that lasts for 15 seconds. However, it requires the ability to be healed/damage to hit full effectiveness and it only provides 200 Weapon/Spell Damage.

    Edit: 800 not 900
    Edited by Freelancer_ESO on January 10, 2026 2:30AM
  • Estin
    Estin
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    Do not add flame damage
    Will have to wait til PTS on monday to be fully sure. Am worried about some changes on how it would affect how I played DK in both PvP and PvE, but ultimately willing to take these changes if it means class identity and pure classing is viable compared to subclassing. The only change I'm not 100% with is the engulfing flames one. I get wanting to provide a low effort way to play to all classes since beam became super popular, but if every class is going to get a 4.8s channel skill that deals massive AoE direct damage, then that defeats the purpose of class identity, even if there are synergistic skills to go with it. It's still just a reskinned beam at the end of the day.

    For the sake of balance, I understand the time frame for all of these changes to be done is going to be minimum 2 years, but the sheer strength of this new DK should be looked at in the lens of all the class changes being done, rather than how it compares to every class there is currently. Yes, there's going to be a DK meta for a while, but judging by the timeline, it's going to be a short wait for Werewolf to receive its changes, and then Warden, so in the span of probably 3-4 months, we can see a DK, Werewolf, and Warden meta but all 3 still be withing reach of each other, and then ending the year with Sorc. I would stress that people shouldn't freak out too much over how this DK is overpowered compared to other pure classes since it doesn't matter in the long run unlike the outlook of subclassing before we knew of these changes. If every class is getting this same exact treatment, there isn't anything to be worried about, it's just going to take time for more options to open up. Since this should be going live in march, and Sorc is scheduled for November, it's only going to take 8 months to have 4 options to play as. Definitely not too long when single class metas usually lasted for 5-6 months. And that's not saying if there's going to be temporary balance changes to current classes to help not make them feel too far out of range while they wait their turn.
    coop500 wrote: »
    I actually like that change, I'm pleasantly surprised.
    DK has leap, which I imagine is being reworked to have a damage morph that's desirable, plus even the standard of Might is good for DPS. It doesn't deal burst DPS but it buffs yours considerably.

    I'm imagining corrosive is going to be the preferred ultimate for DK now. Not entirely sure if my math is right, but the base tooltip is going to be 1388 compared to standard's 870 + 15% damage. Leap's 20% damage against monsters looks neat, but corrosive ticks each second and is going to see some stupidly high damage due to Avalanche, World in Ruin, and Fan the Flames, all the while allowing you to still control your character unlike Engulfing Dragonfire. It's going to be stronger than current standard by a mile I'm sure.
  • Personofsecrets
    Personofsecrets
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    Bring back flame damage
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Desiato
    Desiato
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    Bring back flame damage
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....
    spending a year dead for tax reasons
  • Radiate77
    Radiate77
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    Do not add flame damage
    Desiato wrote: »
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....

    Eliminating an identity that made zero game sense that was provided post launch?

    Sounds like a problem fixed to me.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Personofsecrets
    Personofsecrets
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    Bring back flame damage
    Radiate77 wrote: »
    Desiato wrote: »
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....

    Eliminating an identity that made zero game sense that was provided post launch?

    Sounds like a problem fixed to me.

    Dynamic ultimate gen playing into battle roar, the DK wings reflect, generating ult while under magma armor, and now the instant gratification of the unique buff from fiery breath are some cool identity grounding things that have been stolen.

    And other classes have had cool stuff stolen from them too. The only thing that makes skill changes make sense is that they aren't based on any guideline or game-wide principles, but are based around however a couple of designers were feeling on a certain day and whatever the gameplay was that they wanted to force at that given moment.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • YandereGirlfriend
    YandereGirlfriend
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    Bring back flame damage
    Poison on Dragonknight always felt like a bizarre kludge. I'm sorry but it's true.

    When you think about dragons in the Elder Scrolls series you are definitely not thinking about Poison. You are thinking about the Fire, Ice, and Lightning Dragons that relentless strafed you at low-levels in Skyrim and that seemed to be masters of the Magicka-type elements through the use of their Thu'um.
  • Lord_Hev
    Lord_Hev
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    Bring back flame damage
    Instead of nerfing standard of might in PvE and making it completely irrevocably useless in PvP, it should retain the flame damage and also allow shackle to be self-synergizeble. And it will still be basically useless in PvP aside from chokepoints. But at least it will have some kind of case-argument to use.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Desiato
    Desiato
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    Bring back flame damage
    Radiate77 wrote: »
    Desiato wrote: »
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....

    Eliminating an identity that made zero game sense that was provided post launch?

    Sounds like a problem fixed to me.

    Venomous Claw and Noxious Breath have been part of the DK identity since 2016 -- almost 10 years.

    Edited by Desiato on January 10, 2026 7:45AM
    spending a year dead for tax reasons
  • YandereGirlfriend
    YandereGirlfriend
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    Bring back flame damage
    I quite hope that Sorcerer is handled the same way with streamlining Shock Damage and that it can finally throw off the shackles of having its kit subdivided arbitrarily into Physical and generic Magic as well, when the time comes. "Stamina Sorcerer" is no less hilarious and nonsensical now than it was back when that nonsequitur of a class description was created.
    Lord_Hev wrote: »
    Instead of nerfing standard of might in PvE and making it completely irrevocably useless in PvP, it should retain the flame damage and also allow shackle to be self-synergizeble. And it will still be basically useless in PvP aside from chokepoints. But at least it will have some kind of case-argument to use.

    Use Shifting Standard? It's the obvious PvP morph what with damage and Major Defile and the ability to move it around.

    I do like your idea of the self-synergy option, though. That definitely should be added to both morphs (and basically all other synergy abilities), IMO.
  • Radiate77
    Radiate77
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    Do not add flame damage
    Desiato wrote: »
    Radiate77 wrote: »
    Desiato wrote: »
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....

    Eliminating an identity that made zero game sense that was provided post launch?

    Sounds like a problem fixed to me.

    Venomous Claw and Noxious Breath have been part of the DK identity since 2016, making them part of the class identity for almost 10 years.

    Both skills have better iterations come next update, and do more damage, being Flame Damage.

    What is the complaint here? That they are no longer green? That’s what Skill Styles are for.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Radiate77
    Radiate77
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    Do not add flame damage
    Radiate77 wrote: »
    Desiato wrote: »
    "You know what would make DK feel cool? What if we took the most widely used and iconic ultimate ability and messed it up?"

    Yeah, addressing class identity by changing an iconic and beloved ultimate and eliminating half of the identity (poison)....

    Eliminating an identity that made zero game sense that was provided post launch?

    Sounds like a problem fixed to me.

    Dynamic ultimate gen playing into battle roar, the DK wings reflect, generating ult while under magma armor, and now the instant gratification of the unique buff from fiery breath are some cool identity grounding things that have been stolen.

    And other classes have had cool stuff stolen from them too. The only thing that makes skill changes make sense is that they aren't based on any guideline or game-wide principles, but are based around however a couple of designers were feeling on a certain day and whatever the gameplay was that they wanted to force at that given moment.

    Every class had a clear vision when they were created, and Poison was not a part of Dragonknight along with Physical (Wind) on Sorcerer.

    I would rather see an Alchemist or Swordsinger Class, than pre-Hybridization skill tweaks continue to be kept years after the barriers to build diversity have been demolished.
    Edited by Radiate77 on January 10, 2026 7:21AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Personofsecrets
    Personofsecrets
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    Bring back flame damage
    Poison on Dragonknight always felt like a bizarre kludge. I'm sorry but it's true.

    When you think about dragons in the Elder Scrolls series you are definitely not thinking about Poison. You are thinking about the Fire, Ice, and Lightning Dragons that relentless strafed you at low-levels in Skyrim and that seemed to be masters of the Magicka-type elements through the use of their Thu'um.

    Alot of people thought that the poison effects were cool when they were released. Even if there should be flavor based reworkes, earth bending is also not a thing that dragons do in Elder Scrolls. So the changes made still arent necessarily getting into a good area even if there is more fire now.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Desiato
    Desiato
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    Bring back flame damage
    Radiate77 wrote: »
    What is the complaint here? That they are no longer green? That’s what Skill Styles are for.

    This is off-topic for the thread, so I don't want to go off on a tangent. The point is simply that poison has been part of the DK class identity for almost 10 years. Of course losing poison damage and the passives it interacted with is also impactful at a gameplay level.

    You may not have preferred it, but during that time, of course many players have grown attached to their poisoned themed builds, including me. And no, not because they're green... The way players have enjoyed a class for almost 10 years is certainly relevant to the topic of class identity.

    Edited by Desiato on January 10, 2026 8:08AM
    spending a year dead for tax reasons
  • Radiate77
    Radiate77
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    Do not add flame damage
    Desiato wrote: »
    Radiate77 wrote: »
    What is the complaint here? That they are no longer green? That’s what Skill Styles are for.

    This is off-topic for the thread, so I don't want to go off on a tangent. The point is simply that poison has been part of the DK class identity for almost 10 years. Of course losing poison damage and the passives it interacted with is also impactful at a gameplay level.

    You may not have preferred it, but during that time, of course many players have grown attached to their poisoned themed builds, including me. And no, not because they're green... The way players have enjoyed a class for almost 10 years is certainly relevant to the topic of class identity.

    Of course it’s off-topic, you conveniently left out the first half of what I wrote. All of these changes are better, and it’s not an opinion. The class will perform better at every role.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Desiato
    Desiato
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    Bring back flame damage
    Radiate77 wrote: »
    Of course it’s off-topic, you conveniently left out the first half of what I wrote. All of these changes are better, and it’s not an opinion. The class will perform better at every role.

    I quoted the one of two lines that was relevant. Yes, it is purely your subjective opinion the class is better. Obviously not everyone shares it.

    I couldn't care less about overall power. I don't like OP classes. I like balance. I avoided DK the first year precisely because it was so OP.

    We have no idea now how the numbers will work out and which play styles and abilities that will emerge as superior yet. But DK was already an at least balanced class so the goal should not have been to make it more powerful.

    Edited by Desiato on January 10, 2026 8:55AM
    spending a year dead for tax reasons
  • Cobble123
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    ‘Hey guys we want you to use lots of DK damage skills, so we’re going to remove the AOE damage portion of both Standard and Eruption, remove the option to use FOO as a semi-spammable, and make this new FOO and Claw so expensive that you won’t be able to actually use them with the constant attack on DK sustain we’ve been running since U34.’


    Have fun!
  • Radiate77
    Radiate77
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    Do not add flame damage
    Cobble123 wrote: »
    ‘Hey guys we want you to use lots of DK damage skills, so we’re going to remove the AOE damage portion of both Standard and Eruption, remove the option to use FOO as a semi-spammable, and make this new FOO and Claw so expensive that you won’t be able to actually use them with the constant attack on DK sustain we’ve been running since U34.’


    Have fun!

    Sustain hasn’t been a problem in years, even after all of the recent changes.

    And yeah, no more spamming Flames of Oblivion, because whip is now AoE, Fiery Breath is now a channel that funny enough synergizes with that fancy 20% increase to ALL of our damage from Dragon Leap for 15 seconds. How long does it take to fill up for a Dragon Leap again? Around 15 seconds?

    I would advise playing the changes before complaining about them.
    Edited by Radiate77 on January 10, 2026 11:06AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Cobble123
    Cobble123
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    Radiate77 wrote: »
    !

    Sustain hasn’t been a problem in years, even after all of the recent changes.

    [/quote]

    DK sustain was badly nerfed in u34. You couldn't complete a 20m dummy parse without heavy attacking to regain resources. The [snip] that folllowed in u35 and its 20s dots completely wiped u34 from peoples consciousness'.

    And Combustion and Battle Roar have been nerfed several times again since then.
    [edited for profanity bypass]
    Edited by ZOS_Icy on January 10, 2026 7:25PM
  • ZhuJiuyin
    ZhuJiuyin
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    Do not add flame damage
    Cobble123 wrote: »

    DK sustain was badly nerfed in u34. You couldn't complete a 20m dummy parse without heavy attacking to regain resources. The [snip] that folllowed in u35 and its 20s dots completely wiped u34 from peoples consciousness'.

    And Combustion and Battle Roar have been nerfed several times again since then.

    I don't know. If you need 20 minutes to hit the dummy down, then the root problem is your build, not the DK ssustain. Even if you're talking about 21M dummy , the DK also doesn't have a sustain issue, even without using subclasses.
    [edited to remove quote]
    Edited by ZOS_Icy on January 10, 2026 7:27PM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
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