

MurkyWetWolf198 wrote: »Why is the new dragon breath channeled skill on the ‘tank’ line?
Perhaps i misread, but i thought the point was to move skills to synergies better with each other?
They are going away from dedicated role skill lines. This will be done for all class skill lines in theory, and should make subclassing less overwhelmingly powerful
dhoward5b14_ESO wrote: »Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.
With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.
https://youtu.be/4Nu3FJ-g4_s?si=n3jOT5Obnf56sF0G&t=206
https://youtu.be/4Nu3FJ-g4_s?si=618-itoPDKmMKrTa&t=105.
https://youtu.be/4Nu3FJ-g4_s?si=lycH1geJVOwxyseR&t=127
https://youtu.be/4Nu3FJ-g4_s?si=ukTkSLlsJyEDG5QP&t=169




So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.
PTS
Live
So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.
Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.
Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.
I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.
Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.
Shadesofkin wrote: »So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.
PTS
Live
So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.
Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.
Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.
I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.
Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.
I went back and played around on dummies too after dinner.
Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.
I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.

I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:
1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.
2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.
3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.
4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.
5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.
I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:
1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.
2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.
3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.
4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.
5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.
This.
I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.
Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.
I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:
1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.
2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.
3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.
4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.
5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.
This.
I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.
Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.
Shifting Standard still works the same, and functions very similar to what Standard of Might did, except you can have higher up-time by moving the flag.
Dragonknight has great alternatives, you can maintain near 100% uptime on the 20% damage increase with Take Flight by pairing it with your new Minor Heroism found in-kit, and that 20% boosts all of your damage unlike Incap, including AoE Fiery Breath which synergizes great with the ultimate.
Our new Standard of Might thematically makes sense. Throughout history, flag bearers have been known to boost morale of those fighting with them, and by planting your Banner, the ultimate does just that.
This is a great change, especially paired with alternatives for those who want Single-Target burn.
We can keep going back and forth on this if you want, just know I’m not going to let you and your “PvE only” friends who know that Shifting is still a great option in PvE but want their cake and to eat it too, tear down a skill that I love so Standard and morphs can become a PvE only skill.
I don't share the same qualms that others have regarding the animations and sfx. Yes some are clunky but for others the clunkiness is better and they look really sick. The biggest issue you MUST fix that I hope is reiterated the most is first by:
1. Restoring standard to its former glory. Give the flame damage back and maybe the damage done while moving the support utility to shifting standard. Lots of people already said this so I won't go further into detail.
2. Passives need huge buffs. The passives don't give nearly enough to make this class viable. Overall the DK as a pure class has gone down in dps since live, inverse of the stated goals. Where's the crit dmg? Crit chance? Penetration? And even with those in the kit they need to all increase by at least 30% for dk to rival subclass builds.
3. Return staggers damage back. Stagger is now an okay but not optimal spammable that now no longer provides as potent of an already fairly weak buff. Why? Make it a super strong dps skill or make it a tank-focused support skill, not some weird in between that doesn't fit anything.
4. Bring eruption back for DPS. Both morphs shouldn't be for support. You guys should focus on adding things, not subtracting them from the game. That plus the new morphs leaves little for the long time veteran to enjoy from the kit they utilized for a decade.
5. Overall please restore eruption, standard, and stagger to their former playstyles as a singular option for their respective morphs. Furthermore, please buff the heck out of the skills and passives to make DK compete properly with subclassed builds instead of being so far behind, and even more behind than it's u48 counterpart.
This.
I won’t even mind if Standard of Might requires multiple DK abilities slotted to bring it back to its former glory with strong flame damage. Matter of fact, this would further incentivize the pure class. Which is something ZOS has stated as their goal. Back when class identity was strong, this was an ability that defined DK dps and playstyle since the game’s inception.
Reducing it to a support ult without giving back the flame damage, even if it’s by way of DK abilities slotted, is just abysmal.
Shifting Standard still works the same, and functions very similar to what Standard of Might did, except you can have higher up-time by moving the flag.
Dragonknight has great alternatives, you can maintain near 100% uptime on the 20% damage increase with Take Flight by pairing it with your new Minor Heroism found in-kit, and that 20% boosts all of your damage unlike Incap, including AoE Fiery Breath which synergizes great with the ultimate.
Our new Standard of Might thematically makes sense. Throughout history, flag bearers have been known to boost morale of those fighting with them, and by planting your Banner, the ultimate does just that.
This is a great change, especially paired with alternatives for those who want Single-Target burn.
We can keep going back and forth on this if you want, just know I’m not going to let you and your “PvE only” friends who know that Shifting is still a great option in PvE but want their cake and to eat it too, tear down a skill that I love so Standard and morphs can become a PvE only skill.
Turning Shifting into a group support ult is gonna reinvigorate it and increase the usage of the skill.
Or as I mentioned in my previous post, ZOS can bring back the Might’s original flame damage by having more DK abilities slotted or just having more DK skill lines. Keeping Shifting the same. This enhances the DK’s class fantasy, something this rework aims to do. All of these options are nuanced changes for ZOS to take. Either way, Might’s original flame damage needs to return.
Now as for Take Flight.. this isn’t the same nor should it replace Might. It has a much shorter cooldown whilst not providing any flame damage over time in an area. I can see Flight working better in certain instances over Might, and other instances where Might would be more ideal. This would bring more build variety and flexibility to the DK class instead of a very black and white, “one ultimate to rule them all” view of Take Flight replacing Might. It’s not just the numbers to look at, but also the gameplay function in certain scenarios and encounters.