Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

PTS Update 49 - Feedback Thread for Combat Refresh: Dragonknight

  • Tariq9898
    Tariq9898
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    Radiate77 wrote: »
    Tariq9898 wrote: »
    Radiate77 wrote: »
    Tariq9898 wrote: »
    trippcap wrote: »
    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.

    Shifting Standard is left a competitive PvE ultimate. What is there not to understand here?

    And now Corrosive and Take Flight are too. Just earlier in the thread someone was saying that they found Corrosive to perform extremely well in PvE after the doubling of its DoT and from the added pen to everything.

    If you enjoy the Standard playstyle, put on Shifting and very little changes about your gameplay, yet if you had it your way, the skill would be completely dead inside of my preferred form of content.

    Well it doesn’t have to be this way. As I mentioned, ZOS can really just bring back Might’s flame damage by having the ultimate be more reliant on DK abilities/skill lines. All while keeping Shifting the same. I’d totally be happy for this.

    Personally, I loved Might as I enjoyed having DPS and survivability buff. All while doing flame damage over time. Even before this rework, this ultimate was fine on its own. I’d be okay if the flame damage only returns if someone is on a pure DK.
  • ceruulean
    ceruulean
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    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?
    Edited by ceruulean on January 13, 2026 4:46AM
  • Radiate77
    Radiate77
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    ceruulean wrote: »
    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?

    See that’s what I’m 🚨 talking about.
    Where’s the video, somebody get that posted.
    Edited by Radiate77 on January 13, 2026 4:49AM
  • Tariq9898
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    Radiate77 wrote: »
    ceruulean wrote: »
    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?

    See that’s what I’m 🚨 talking about.
    Where’s the video, somebody get that posted.

    It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.

    8gbn0wo7lk0f.png

    rippafxzjoat.png

    He did record it, but unfortunately, I can’t post vids here.
  • YandereGirlfriend
    YandereGirlfriend
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    Faulgor wrote: »
    I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.

    So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.

    a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
    b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
    c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
    d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.

    I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
    Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.

    These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.

    There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.

    You might have your own headcanon about your character but those distinctions aren't officially supported any longer.
  • Radiate77
    Radiate77
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    Tariq9898 wrote: »
    Radiate77 wrote: »
    ceruulean wrote: »
    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?

    See that’s what I’m 🚨 talking about.
    Where’s the video, somebody get that posted.

    It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.

    8gbn0wo7lk0f.png

    rippafxzjoat.png

    He did record it, but unfortunately, I can’t post vids here.

    What? Multiple fire-beams going off early?

    Sorry, haven’t had to parse in like 6 years, what lingo is this? You’re saying he cheated it?
    Edited by Radiate77 on January 13, 2026 5:08AM
  • Tariq9898
    Tariq9898
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    Radiate77 wrote: »
    Tariq9898 wrote: »
    Radiate77 wrote: »
    ceruulean wrote: »
    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?

    See that’s what I’m 🚨 talking about.
    Where’s the video, somebody get that posted.

    It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.

    8gbn0wo7lk0f.png

    rippafxzjoat.png

    He did record it, but unfortunately, I can’t post vids here.

    What? Multiple fire-beams going off early?

    Sorry, haven’t had to parse in like 6 years, what lingo is this? You’re saying he cheated it?

    Watching his video again, yeah he managed to cancel fire beam early enough and cast other abilities while the beam is technically still going on in the background.

    He’d then go back to beam before the timer even ran out. Basically having 100% uptime on fire beam! 😆 😂

    Kortekk also did the same and manage 135k on fire breath alone lol.

    rrpy5dkcbh09.png

    ZOS is definitely patching this up 🙃
    Edited by Tariq9898 on January 13, 2026 5:16AM
  • Estin
    Estin
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    Ok, I think I'm done parsing. Maybe somebody can pick up where I left off, but I was able to push the new DK over 100k with my same setup but some skill changes. Mostly, I got rid of vigor and put on shatterspike mantle. I also put shifting standard on the backbar, and take flight on the front bar. I start the fight with flame staff heavy attack into standard, and use take flight for the rest of the fight. Here are my CMX's for my highest parse.

    2uz0x6rw8fmi.png
    9j7xfwbgcbxc.png

    Still, the key takeaways from my experiencing parsing is that it's still a dot cycler with only using whip at 3 stacks of seething fury. The damage is ok, but it does need to be higher to compete with the subclass meta. Dot timers can also be less restrictive too since it's easy for all the dots to stay down for a couple of seconds, which really hurts runecarver. In fact, the 10 second timers is a huge nerf to runecarver. This parse with an extra dot still puts runecarver back by almost 2k compared to live.


  • Radiate77
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    Tariq9898 wrote: »
    Radiate77 wrote: »
    Tariq9898 wrote: »
    Radiate77 wrote: »
    ceruulean wrote: »
    Day 1 and someone already parsed 171k on pure DK lmao

    Maybe there's a bug in the passives somewhere?

    See that’s what I’m 🚨 talking about.
    Where’s the video, somebody get that posted.

    It’s on Discord. I believe the person was cancelling the fire beam too early and had multiple fire beams and abilities go off at once lol.

    8gbn0wo7lk0f.png

    rippafxzjoat.png

    He did record it, but unfortunately, I can’t post vids here.

    What? Multiple fire-beams going off early?

    Sorry, haven’t had to parse in like 6 years, what lingo is this? You’re saying he cheated it?

    Watching his video again, yeah he managed to cancel fire beam early enough and cast other abilities while the beam is technically still going on in the background.

    He’d then go back to beam before the timer even ran out. Basically having 100% uptime on fire beam! 😆 😂

    Kortekk also did the same and manage 135k on fire breath alone lol.

    rrpy5dkcbh09.png

    ZOS is definitely patching this up 🙃

    That is so lame. Why bother trying to cheat the parse? Just to say they can? I was so excited for them. 😂

    Either way, every skill line is going to perform the same as our new Dragonknight ones, it’s just the wait to get there which is going to be miserable for Subclassing in PvE if it’s now a struggle to break 100k.

    Maybe that’s the new normal they want? Every pure and Subclassed class to break 100k?
    Edited by Radiate77 on January 13, 2026 5:23AM
  • Radiate77
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    Would be nice to get some sort of communication on what the expectation of a Pure Class compared to a Subclassing one will be, and some action done to alleviate the difference between the two in the meanwhile.
  • YandereGirlfriend
    YandereGirlfriend
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    I find it weird that there isn't any actual +Flame Damage found in the kit at all.

    Yes, there is some +Flame Damage Taken but I actually don't like that because it falls into that weird category of more of a group buff than an actual player buff.

    Would love to see a Warden-style +15% Flame Damage somewhere.
  • CageKnight
    CageKnight
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    I really like all of these changes! Stone Giant is dead at long last! Long Live Magma Fist! (Though I do think it's support capability should have been preserved a little more)

    The only problems I have are with Molten weapons + morphs, Earthspike Mantle + morphs, Dragon Blood + Morphs

    While I like the new casting animation of Molten weapons, I'm not a huge fan of the fact that it replaces your weapon. I like my motifs! and seeing my awesome maelstrom battleaxe be replaced with this weird new axe is a little disappointing. I would have much preferred something like tome-bearers inspiration, a skill I, and many others consider to be extremely cool. Parhaps a swirling flame curling up the blade/haft, sharp volcanic rock emerging from around your grip on the weapon, something like that?

    My second issue is with the new Spiked Armour rework. I've heard some people complain that visually it's not sharp or aggressive enough anymore, but I actually don't mind the new look at all. No, my problem is with the sound design and animation. It's just feels sort of limp? the animation is too slow for the sound effect I think.

    My final issue is with Dragon Blood. To be clear, Coagulating Blood was my favourite heal ability in the game. It was just very reliable whenever my healers weren't, with that said, I was always perturbed by the VFX of the skill. It just didn't look very good while also not making a lot of sense. There is a similar problem with the rework, Blood of the Elder Dragon (which is a sick name by the way) Why is my heart now floating above me? and why is my ribcage glowing? Admittedly I don't have many ideas on what else to do with it. Maybe just a glowing blood layer on any exposed skin? Maybe it could be green for green dragon blood, and a sky blue/orange gradient (a la Dragon Aspect in Skyrim) for the Elder Dragon Blood.

    I don't want to list my praises because the list would be too long, but I will give shout outs to Engulfing Dragonfire (the skill feels amazing!), Molten Whip, and Burning Embers (Which both look and feel extra cool to use)

    I'll also not mention the Wing Buffet animations, I'm sure you guys are on that ;)

    Overall, You guys did great! I'm gonna keep testing stuff out on the PTS, thanks ZOS!
  • Faulgor
    Faulgor
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    Faulgor wrote: »
    I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.

    So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.

    a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
    b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
    c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
    d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.

    I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
    Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.

    These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.

    There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.

    You might have your own headcanon about your character but those distinctions aren't officially supported any longer.

    What you call "headcanon" is actually kind of important for an RPG, though, namely the power fantasies we have for our characters, which is something ZOS always professed to wish to support. With these changes, we are moving back to when everyone was a mage - i.e. it's completely trivial to create a viable pure magic user, when that is nearly impossible for a warrior type character that doesn't use magic. We fought those battles a decade ago and eventually got stamina morphs for class skills.

    I have floated the idea to add a "Barbarian" class with only Stamina skills, but that solution would be a long way off (an 8th class would be fitting though if they really aimed to have only 1 element per class).

    Regardless, hybridization can't explain why you'd use Stamina for magical skills, or vice versa.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Radiate77
    Radiate77
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    Faulgor wrote: »
    Faulgor wrote: »
    I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.

    So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.

    a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
    b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
    c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
    d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.

    I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
    Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.

    These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.

    There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.

    You might have your own headcanon about your character but those distinctions aren't officially supported any longer.

    What you call "headcanon" is actually kind of important for an RPG, though, namely the power fantasies we have for our characters, which is something ZOS always professed to wish to support. With these changes, we are moving back to when everyone was a mage - i.e. it's completely trivial to create a viable pure magic user, when that is nearly impossible for a warrior type character that doesn't use magic. We fought those battles a decade ago and eventually got stamina morphs for class skills.

    I have floated the idea to add a "Barbarian" class with only Stamina skills, but that solution would be a long way off (an 8th class would be fitting though if they really aimed to have only 1 element per class).

    Regardless, hybridization can't explain why you'd use Stamina for magical skills, or vice versa.

    We’re not moving back to when everyone was a mage as that time never existed. Even before Stamina class abilities there were Stamina versions of every class. I vividly remember Fengrush running around on a StamSorc werewolf before Hurricane.

    Making Scribing base game, the addition of Skill Styles, Subclassing, and the updates to all of our weapon skills, will go a LONG way towards representing different roleplays regardless of your given class.

    Poison builds for example… slap green poison effects on skills through styles, run Poison damage scripts that we have (there are going to be a lot more Scripts in the future) run sets that proc or encourage poison use, and subclass into the new class that is chosen to receive Dragonknight’s poison damage. My money is on Warden or Nightblade.

    What I’m saying is, all things are going to remain possible, even with the reversions that we are seeing.
    Edited by Radiate77 on January 13, 2026 5:58AM
  • Radiate77
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    Honestly, if I was a fan of all of the green skills that StamDK had, I would request poison skill styles for EVERYTHING Dragonknight has, instead of these blue ones.

    We’d finally see that Poison Whip we were teased with years ago.
    Edited by Radiate77 on January 13, 2026 6:10AM
  • flizomica
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    I generally like the new animations, with the exception of the beating heart over your head - it's distracting and doesnt mesh with the ESO buff styles in general.

    *Also to add - I don't care for the the model replacement for igneous weapons. I get what they were going for, but the idea of replacing the model entirely feels more at home with conjured weapons as they existed in previous TES titles. I would much rather have some sort of effect on top of my weapons, like the equivalent Arcanist skill. The effects, especially when barswapping, are also a little much. I don't like having my fashion choices messed with!

    I do enjoy that there are now options to juggle shorter DoT timers and also have another thematic channel skill. It's nice to see timers become un-homegenized as I used to really enjoy playing full-DoT builds, which were deleted by U35. My rotations were feeling a lot more interesting/dynamic than live.

    Can we get more dynamic costs based on your max resource/more Arcanist "tech" in general? My stam DK on live is already losing poison stuff (which I don't like, but I can live with), and I struggled to sustain using a few magicka costing skills in her rotation. So I feel like that character is going to be in a bit of an odd spot.

    I really dislike the loss of eruption. Its a thematically cool skill and I dont think the new support morphs are well-differentiated enough to justify the total removal of a DPS skill.

    Sustain in general feels very rough without inhale, which is not a change I like - needing to slot it just limits my choices.

    I also did a few test parses while swapping things around on my live characters and they feel slightly weaker DPS-wise than on live, which also doesn't feel great. Something like a 5% consistent DPS loss as I messed around with some different skill combos and balanced the harder sustain. I would expect minimally to be on par with live or quite a bit better given how OP certain skill lines are in the context of subclassing, which these characters don't use. Can we get some clarification on how strong pure class DKs are intended to end up, especially stacked against subclassing?

    Edited by flizomica on January 13, 2026 10:17AM
  • Red_Feather
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    The new ardent flame abilities look really cool, except for the first strike of the whip. Something about that first whip animation feels like it was cut and pasted from a larger animation.
    The more I look at it, the less jarring it feels. But that first impression is weird.
  • Galagladi Dragonblood
    I've been testing now the DK for like 12h and thats what i see

    Do the refreshed abilities correctly portray the mechanics of the ability?

    Besides the Dragon Wings being wrongly displayed yes

    Are there any key DK changes that you enjoyed?

    I really feel the need of fuel in a fun way. I love the new Engulfing Dragonfire, Burnings Talons and incinerate to play.

    Are there any key DK changes that did not feel great?

    Ardent Flame

    Lava Whip and its Morphs
    • Their are not equal to Engulfing Dragonfire, which would be nice, so you can chose the playstyle you want
    • I would take the spell damage Passive of Molten Whip into the passive "A Soul A Blaze", boost the Stack from 100 too 150 and reduce the duration to 6 seconds.
    • Change Molten Whip to the effect of volcanic whip so it gets to be an Aoe and feels moltier? as it does now, increase the bonus stacks from 33% to 50%. i would think the Whip would be powerful enough to be relevant as a spammable then.

    Searing Strike and its Morphs
    • The Searing Claw doesnt feel searing enough
    • Put from searing claw the effect "getting stronger every 2 Seconds" in all morphs, then Burnings Embers would be nicer for tanks too.
    • Increase the "getting stronger with time" effect of Searing Claw from 24% to 32% and add a guaranteed burn with every hit.

    Hearthfire and its Morphs
    • Put all effects of Fire Keeper in Hearth and Home.
    • Change Fire Keeper in a damage ability where the radius is increased from 8 to 12 meters.
    • Let Fire Keeper deal a small amount of damage and for every enemie up to 6 the Flame damage of the ability gets increased by 40% or your flame damage will be increased for every enemie up to 6 about 1%. At least this would be something i would say, if i hear fire keeper.

    Incinerate
    • Change the Duration from 15 to 16s and let it hit every 4 seconds instead of five

    Dragonknigt Standard and his morphs
    • add a 12% Damage bonus to shifting standard and increase the cost from 225 to 240
    • Reduce the cost of Standard of Might from 250 to 220

    Draconic Power

    Take Flight
    • Let the enemies be knocked up! Its too cool for not using it because of this

    Engulfing Dragonfire
    • Add an Afterburn for 2 seconds on the Last hit. so you can breath for moment while you are surrounded from the Heat XD

    Chains of Devastation
    • Change the duration of Major Berserk from 6 to 8 or even 10

    Earthern Heart

    Corrosive Armor
    • Reduce the Cost from 200 to 170 in PVE

    Is there anything else you would like to share about the DK changes?

    I must say those are really good efforts and im curious how the final product will be coming out^^
  • MSattrtand
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    DK is moving in the right direction with these changes. The problem is that it doesn’t really matter if you’re going in the right direction when you’re about to get hit by a truck going the opposite way. And that truck is Herald/Assassination/Whatever.

    It also doesn’t matter that a pure DK is fairly decent and can pull, idk, 145k on a dummy (without abusing bugs), when Herald/Assassination/Dawn’s Wrath setups are parsing 170k. This DK is dead on arrival unless something is done about the fact that you can stack three offensive skill lines with no real downside.

    And it only gets worse in actual content, since you have no penetration or crit damage passives. Everyone’s running Exploiter and daggers? Too bad - you’re forced into Fighting Finesse and axes, because no one is going to bring EC just for you (unlike in dummy parsing). Meanwhile, Herald/Assassination/Grave Lord DDs don’t need Kosh at all; you’re the only one who has to run it, because without Kosh, you’re underpenning.

    Yes, it’s better than before. No, there’s still very little reason to choose a pure DK over some multiclassed abomination.
  • ajkb78
    ajkb78
    ✭✭✭✭✭
    Lava whip: instead of a 7.9 second window of activation, it would be better to have it so that the proc generates 3 or 4 stacks or volcanic whip lasting up to 20 seconds, and each use of whip consumes a stack and applies volcanic whip. Proc can still occur every 20 seconds. As it is, if you proc on an off-balance enemy on your last whip before you have to reapply DOTs you either have to keep whipping and let your DOTs fall off or reapply your DOTs and lose all the benefit of volcanic whip. This isn't about trying to increase the power of volcanic whip, it's about being less punishing for players if their rotation isn't perfect or if they get a proc at an unfortunate time. This is especially needed given the reduction in DOT times which makes DK feel more like a DOT management class with occasional windows for a little bit of whipping.

    The change to Fire Keeper is good, provision of heroism and fortitude is a nice boost for DK healers.

    I'm not 100% sold on the change to Combustion to apply only to Ardent Flame abilities. With the dispersal of damage dealing abilities throughout the skill lines, this should at least be "with a Dragonknight ability" to push the vision of pure classing being coherent and powerful again. I get that you're trying to rein in subclassing, but even being "DK abilities only" feels a bit proscriptive - there should be *some* opportunity for mixing things up through subclassing, after all. (The same criticism doesn't apply to Traumatic Burns, which is fine triggering off Ardent Flame only because it creates a debuff that lingers on the target.)

    I think keep the difference in "knock away / knock up" between the Take Flight morphs - there is PvP value in spreading out a bunch of enemies and making life harder for their healer, whereas in PvE the tank likely wants the enemies to remain bunched up where they were.

    The change to Engulfing Dragonfire is great - essentially a closer range beam for DKs - as long as the damage is competitive with other beamed abilities. It's good to make it synergise with Take Flight, but given that's an ultimate, make sure you haven't tied the DK DD into one specific ultimate with all the others being worthless - the buff from the additional WD/SD from Standard should be competitive for those dragons who prefer to breathe fire while standing their ground. And note that an ultimate is a considerably less flexible spam-booster than flail is for boosting fatecarver, so make sure the overall damage doesn't fall off a cliff too badly from an imperfect rotation. Make sure the actual (not just theoretical perfect) damage potential is competitive with fatecarver.

    I like the changes to Dragon Blood. Not much more to say there really, but it would be nice to see DK healers become more viable.

    The change to Protective Scale feels meh, overall. It might be ok, it's just not a hugely exciting skill for me. I don't think I would slot this at least in PVE, even for major expedition, I'd just hope a NB is providing it with Path. But the name is awful, it might be buffet as in knocked about by the wind but *everyone* will read it as buffet as in there's a table with a bunch of chicken wings, go help yourself. I hope there are ribs too...

    The name "Corrosive Armour" no longer fits the ability now it has been reworked to flame damage. Recommend something like "Fiery Aegis" instead.

    Superheated ward changes seem OK. I'm not seeing stuff that make DK hugely more appealing as a healer, but agree the changes to stone giant will be welcome for my DK tank.

    Molten Weapons - you're a bit coy as to whether this actually *is* a sticky DOT (for triggering Zen) or just "akin to" one. And the group buff is pretty underwhelming these days when there are so many ways to get major sorcery / brutality, it's kind of hard to avoid having it actually, so the rest of the effect should really be better.

    Avalanche - you can gain 10 stacks but only 1 every 5 seconds and stacks drop off every 2 seconds? That's really lame, it will do nothing in many situations even with the occasional proc from Shatterspike (if slotted, because it doesn't feel like a top tier damage skill). The stacks should build more quickly and drop off less punishingly. If they build every 2 seconds and drop off after 5 seconds that would feel about right - 20 seconds into a fight is still 2 full rotations to build up your power but it's short enough that it becomes useful in more situations, and you get to keep a bit more of the impact when running between fights that follow on in quick succession (or waiting for the next bunch of enemies to drop in during multi-stage fights).

    Overall it doesn't feel like there is enough damage in Earthen Heart compared with the other skill lines. Corrosive's armour shred looks really good in PvP but it's pointless in PvE when support should be debuffing the group; other than that the skill line is all support skills except for one subpar damage morph in Shatterspike mantle. For a pure DK damage dealer I guess at least the Avalanche passive is there, if it gets fixed. Ardent flame still feels like it has too much damage focus, but there is a decent split between it and Draconic Power now.

    This last one isn't about combat but the visuals refresh is supposed to be a big part of the DK update too. The new spikes animation is awful, it has no impact at all and looks really underwhelming. Please can you revisit this? Just a straight reversion of this animation would be better than the current visual.

    It's actually a half-decent start to the class revamp but there are definitely still some things that need improving.
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    I did some testing today, and most of the changes to the New DK are great. However, I noticed that, like the Old DK, the three skill lines offer almost no additional critical damage or penetration. This puts the new pure DK at a disadvantage in modern builds, as most modern raids no longer use Alkosh and Elemental Catalyst. Therefore, the NEW DK will lag behind other subclass builds by approximately 3000-5000 penetration and about 10% critical damage in modern raids, depending on your armor type and 2-4 set bonuses.

    Therefore, I suggest adjusting some DK buffs. World in Ruin should remove one of its area-of-effect or damage-over-time buffs and replace it with an additional 5/10% critical damage or 1500/3000 penetration for the DK. The benefit of this is to prevent hybrid builds from stacking too many unnamed buffs when other classes are reworked in the future (don't forget how powerful the Necromancer passive made Arc's Laser). Since critical damage and penetration have caps, there's less concern about excessive stacking leading to uncontrolled power.

    Additionally, I think Elder Dragon is still not attractive enough because only one person in the team needs to carry it to get Minor Brutality, and its skill line has relatively few attack skills. It needs more appeal to convince DPS to carry this line. Therefore, I think Elder Dragon should perhaps be similar to NB's Hemorrhage, providing some penetration or critical damage, or even removing the less useful Health Recovery.
    Edited by ZhuJiuyin on January 13, 2026 12:39PM
    "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.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭
    From a gameplay perspective, DK could really benefit from some form of damage reduction while channeling, similar to Arcanist or Templar. Visually, the current “Spiked armour” presentation is ,well it’s an huge miss on there part, more of what people are describing as a turtle shell and the heartbeat effect on your head for Elder Blood add a lot of on-screen motion. For players who are sensitive to visual noise (e.g. ADHD), this can be overstimulating and distracting, and it meaningfully impacts enjoyment on a DK main.
    Edited by MXVIIDREAM on January 13, 2026 12:44PM
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    ZhuJiuyin wrote: »
    I did some testing today, and most of the changes to the New DK are great. However, I noticed that, like the Old DK, the three skill lines offer almost no additional critical damage or penetration. This puts the new pure DK at a disadvantage in modern builds, as most modern raids no longer use Alkosh and Elemental Catalyst. Therefore, the NEW DK will lag behind other subclass builds by approximately 3000-5000 penetration and about 10% critical damage in modern raids, depending on your armor type and 2-4 set bonuses.
    .

    Yeah, this version of the DK feels like it's expecting group dynamics to buff it, and we don't live in a world where we can expect other players to do that. There need to be bonuses to Pure Classing that really hammer in the viability. Passives need to have some sort of bonus to them for going pure class if they're trying to compete, I would suggest that crit damage and pen be part of a kit that activates so long as you have three DK skill trees unlocked.

    I don't share any of the visual problems most people are expressing, there's some VFX that I think could be pushed (like claws) but I'm down for what is happening so far aside from that.

    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Alchimiste1
    Alchimiste1
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    Kinda cooked ngl
    Edited by Alchimiste1 on January 13, 2026 3:52PM
  • Catariah
    Catariah
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    It appears that the Skill Advisor has not been updated. The name “Venomous Dragon” for the stamina build no longer makes sense, as the Dragonknight no longer uses poison.
    h8yfebrf22sv.png
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    Catariah wrote: »
    It appears that the Skill Advisor has not been updated. The name “Venomous Dragon” for the stamina build no longer makes sense, as the Dragonknight no longer uses poison.
    h8yfebrf22sv.png

    I noticed that too, I figured that would be fixed in live
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    Dear @ZOS_Kevin @ZOS_JessicaFolsom
    Given that the removal of poison damage from the DK was unexpected by most players, and not something they had previously requested, could ZOS inform us whether other classes, such as Warden and Sorc, which previously combined multiple playstyles, will also have elements added or removed?

    According to the Class Identity Refresh description, Warden seems to no longer emphasize frost and animals, but rather the so-called seasons; similarly, Sorc no longer emphasizes shock, but rather Dark Magic and Daedric.

    However, from forums, it seems that most Sorc players want an emphasis on shock and Dark Magic gameplay, rather than Daedric. The (barely) acceptable removal of poison damage from the New DK doesn't mean that removing frost from Warden or forcing Sorc back into a zoo-like playstyle will be acceptable.

    It would be great if we could know the development direction in advance, or if the official team could hold a public vote, at least allowing players to provide feedback on these gameplay-critical changes beforehand.
    "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.
  • NuclearPath
    NuclearPath
    ✭✭✭
    Personally after testing myself and seeing others test, it’s become very apparent that this is not the right way forward with this class, at least so long as others aren’t modified right now as well.

    Let me start by saying I really do like the animations and the visual changes, they’re pretty cool. Not happy you can’t animation cancel a good few of them because it really makes combat feel clunky to me but honestly that’s whatever. I also need to say my feedback comes from the place of someone who spends a lot of their doing progs for trifectas and doesn’t normally play the rest of the game outside of the occasional dungeon or PvP.

    My biggest issue is that we seem to have taken what should be a good step forward in terms of overall balance for the game, but that won’t be noticed until whenever you all finally finish refreshing all of the classes. I’m talking about not sticking to role specific subclasses / skill lines anymore.

    I understand the intent, but right now all that’s going to happen is that people will pick DK less if not not at all for subclassing, and DK will really only be viable within the context of pure class, unless you’re doing casual content. For casual content, normal trials, vet dungeons, it’ll be perfectly fine if someone wants to run it. At the high end though, it’s going to see almost no use, and we’re going to have yet another arcanist meta for ages. For myself and others, that’s enough to not really want to come back and play since arcanist has really gotten stale, especially since its gameplay loop is very low APM and overall very easy. Here’s the thing though, I think there reasonably are 3 options here:

    1. You make DK have role specific subclasses / skill lines. Yes, I get part of the intent was to not do this, but honestly it’s just going to get outpicked by arcanist in subclassing until something is done about this. You need to move breath / dragonfire back over to ardent flame, move talons into ardent flame, and move at the very least avalanche in place of the 4th passive for the line which only benefits healing. This already would make ardent flame much more viable for picking and with the new dragonfire channel it might even overtake it in specific content. For the moment I think this is the best option.

    2. You do a pass on every other class in the game RIGHT NOW and give them the same treatment as DK wise of spreading abilities. Move stuff from herald of the tome to soldier of apocrypha, move stuff from assassination to shadow, just move stuff around in general. Make it so there isn’t a sure fire solid single subclass from everything so that you have to have tradeoffs when subclassing with those lines. Until this happens, which currently seems to be a years away type of goal, any classes you update to use this philosophy in the meantime will simply fall behind in terms of being picked. It’s DK now, Warden will fall even farther behind likely outside of healing, maybe even in healing if you move stuff badly enough, and then Sorc will be next. It either needs to be all of them now, or none of them ever.

    3. You don't do these changes right now and wait until you can do a big pass on all of the classes at once to ensure proper balance.

    Since I don't like to give all this feedback without suggesting changes myself, here's what I would suggest wise of ability changes or movement to help DK be more viable overall while also actually committing to refreshing just DK alone right now:


    Ardent Flame:

    Standard: When it comes to standard I actually really enjoy the change that has been made to make it a support ult, at least the part where it is genuinely a viable new support ult to run that gives strong benefits to doing so. Despite this, I really feel that shifting should be the support ult and standard of might should be the DPS ult. This mostly comes from knowing that DDs already are going to have to move all of their things in the event the boss moves or you're moving between trash packs, and they really shouldn't have to worry about yet another thing. "Don't move the standard then." Then why not make it stay where you dropped it? "Moving the standard isn't that hard you just press a button." DDs have a billion DOTs and AOEs to place on move while trying to maintain their damage and momentum, let's not have them worry about another. Honestly, regardless of what you say, I wouldn't care nearly as much if Standard traded places with Dragon Leap. Yes I know, Dragon Leap is Draconic and fits that line more, but it is also now going to be the most relevant ult for DK DDs in content assuming it remains in the new state.

    Lava Whip: My only complaint is that this feels a little worse to weave than before, and that may just be me. Love the animation, love the visuals, love volcanic whip. One of the best changes to come out of this. I do wish it was a bit more on par with Engulfing Dragonfire in terms of damage as I personally feel this takes a little more skill to use correctly, and skill should reward you with power, but honestly it doesn't matter so much.

    Searing Strike: Saw a good few people that were unhappy with Poison being taken away from it but honestly DK was always meant to be fire themed in my opinion. Good changed here, I especially like making burning embers more of a tank utility as I'm a tank main.

    Core of Flame: Overall I like this ability, but I really think it needs to be back in Draconic Power. I understand part of the reason we're mixing these around is to remove the role specific subclass thing, but honestly, again, unless you do all of the classes right now, or WAY overtune DK for the moment, we really need to be doing the role specific thing to ensure that at least part of the class is viable in subclassing. Regardless though, again, good changes to this ability, I might use it on my tank, I wouldn't use it on my DDs, let's move it back to Draconic Power and swap it with Talons or Engulfing Dragonfire.

    Hearthfire: Honestly good visuals, solid ability, I just don't think it belongs in Ardent Flame. Again, I get it, we're trying to move away from the whole role specific subclass thing, but I will make my point one more time before I don't mention it until the end. Unless you take ALL of the classes RIGHT NOW and do this to them, you are just hurting the ones that are balanced in this manner until you finish refreshing all of them. Just stick to what you have, or rebalance all of them right now. I'm being practical and assuming you all wont want to rebalance them all right now, so that's why I'm making recommendations the way I am. Both morphs are solid for this skill, visual is good, let's move it to Draconic Power and swap it with Talons or Engulfing Dragonfire, or even move it back to Earthen Heart in place of Earthspike Mantle, and move Earthspike Mantle back to Draconic Power, then move Talons or Engulfing Dragonfire into the place where Hearthfire was in Ardent Flame.

    Inferno: No complaints here personally. Cool ability, cool visuals, very much belongs within Ardent Flame.

    Combustion: Good buff in terms of the ability to sustain with it, don't enjoy that it really doesn't benefit damage otherwise. I think if you do anything drastic with this one you either swap it with World in Ruin, or simply give it World in Ruin and rework what World in Ruin does to be somehow better for tanks.

    Traumatic Burns: Solid Passive, takes the place of the now dead Engulfing Flames. This one can absolutely stay.

    Fan the Flames: Not a lot of complaints except that Arcanist can do basically the exact same thing by slotting a single Herald of the Tome ability, though of course it doesn't have the same ability to increase by ability as this does, and Arcanist buffs all status effects, not just burning. Overall though, like the passive, keep it here.

    A Soul Ablaze: Why is this even in this line. I get it, we're mixing things up, but this is so strange even compared to Combustion. Move this to Earthen Heart in place of Avalanche and move Avalanche here, and honestly since you're going to move it to Earthen Heart anyway make it benefit both healing taken and healing done.


    Draconic Power:

    Dragon Leap: I kind of said what I wanted to surrounding this in my talk about Standard, but can we just swap this and standard please? This is basically Incap but for DKs and is currently stuck inside what is otherwise the most tanky line for DKs. I understand Engulfing is inside Draconic Power now too, but realistically that should be moved to Ardent Flame as well. Moving both together would maintain that core combination that seems to be desired, so no harm, no foul. Otherwise, really cool ability with solid functionality. Can't wait to see its animation when it isn't super broken.

    Dragonfire Breath: Honestly really cool ability and changes, but it doesn't belong in this subclass. This is by far the most powerful ability that was created from these changes, but right now I don't see it being picked up in content so much unless you're a pure DK, because it's stuck inside of Draconic Power. Fatecarver is within what is arguably one of the strongest subclasses overall and has nearly no downsides, ON TOP OF giving you a damage shield if you go with Prag. There cannot be downsides to picking this ability if you aren't going to also give them for picking Herald of the Tome. Once again, just move this back into ardent flame and swap it with Hearthfire or Core of Flame.

    Dark Talons:/i] A long time ago I might have argued that this shouldn't be removed from Draconic Power, but I really don't think it matters anymore. Almost no one uses the Choking Talons morph these days due to various other slows, pulls, and stuns being in the game, and so at this point I really feel we just move this over to Ardent Flame and let it be part of that core damage kit. Burning Talons is by far the most used morph and is honestly not the worst for overall damage, but once again it's stuck within Draconic Power. Swapping this for Hearthfire or Core of Flame (whichever isn't swapped already) would be the best way to go for this at the moment to ensure its best usage.

    Wing Buffet: Nothing to complain about here. Solid changes overall and it really belongs with this subclass. Also looking forward to seeing it's animation when it's no longer broken like Leap.

    Dragon Blood: Strong visual though I don't care too much for the whole heart over your head thing. Overall I think this isn't bad wise of changes and really does belong here.

    Chains of Flame: Seeing as this is mostly a tanking utility I really like seeing it be within this subclass now. Good changes overall, visual looks good, can't complain, keep it.

    Burnished Scales: No changes so no complaints. This clearly belongs here.

    World in Ruin: As I stated before when talking about Combustion I really feel like this doesn't belong inside Draconic Power. I'd say either:

    A. Swap this with Combustion
    B. Move World of Ruin to Ardent Flame, Combustion to Earthen Heart, and Heart of Stone back to Draconic Power
    C. Give Combustion World of Ruin on top of what it does right now and rework World of Ruin. Honestly, wouldn't mind something like old Helping Hands being in place of this since it mostly benefited tanks before anyway. For that matter as well, probably just swap old Helping Hands and Heart of Stone anyway as well.

    Elder Dragon: No complaints here at all.

    The Storm Voice: Really don't mind this one at all, though we should maybe consider boosting it's numbers a bit for the moment is all I'd say. Maybe a buff at 2 or more abilities slotted would be best so you don't feel like you need to load up on DK abilities too much when subclassing. I understand we want people to play more pure DK, but for the moment it's still going to be weaker than a subclassed DK tank, and so it really needs benefits to make it stand out in both subclassing and pure class.



    Earthen Heart:

    Magma Armor: I feel these aren't bad changes overall and don't mind the direction this ult has gone, but I also don't PvP on my DK typically so hard to tell how this would feel to someone who does.

    Superheated Ward: For the Volcanic Ward and the base skill side of things, I really would love if you could actually more properly pick who is going to get the ward if it isn't you. Otherwise I don't have much else to say about that part of it. For Magma Fist I just... why... I know people complain about it being clunky but did that really also necessitate a nerf? It's already only something like a 4-5% damage buff when properly maintained and can mostly be left out of groups as is. Why cut it in half even if it is less clunky to keep up? I really feel we just need to either fully revert this morph or make it at least have the same values as before, or I really feel most groups wont even both running this.

    Molten Weapons: One of my favorite changes to come out of this. Gives a great benefit for support DDs who might be stuck running this and so honestly very happy to see the direction on this one.

    Obsidian Shield: Can't complain. I really like the changes made to this, though it might still be a hard pick over other shield sources for tanks. Good overall imo.

    Petrify: Good change, makes it less obnoxious and gives some functionality outside of PvP. Like this one overall.

    Earthspike Mantle: Really good wise of changes for DDs, but personally I believe this ability really does belong in Draconic Power while Hearthfire really should be here instead of inside of Ardent Flame. This ability is still a very tanky ability overall and as such should reside more with the tanky abilities, while hearthfire is a heal and therefore should be with the other more healing abilities, or at least the most supportive abilities, being (almost) all of those within Earthen Heart. Good change to the ability, bad spot wise of which subclass it's within.

    Heart of Stone: This could stay or move back to Draconic Power. I feel it's really more tanky so it should be over there, but honestly again here's what I think needs to be done:

    1. Attach World in Ruin to Combustion and have both be within Ardent Flame
    2. Turn World in Ruin into old Helping Hands
    3. Either Swap Helping Hands with Heart of Stone or leave them both once you've done that, though I more favor the swap side of it

    I think this would give this passive the best possible use case and positioning within the DK subclasses.

    Avalanche: As I stated prior I really feel this should be within Ardent Flame and that A Soul Ablaze should live here instead and also give extra healing done to benefit healers. I know, mixing it up, but this passive above all of the others really feels like a "You have to play Pure Class DK" type of thing, because otherwise (besides earthspike) people probably would never keep Earthen Heart.

    Blessing at the Peak: Mostly fine despite the movement of the Brutality to Elder Dragon. Really can't complain as this is still free ult gen.

    Mountain Giant: This can remain. Good new source of Off Balance and some extra sustain, no problems on my part.


    Apologies that this has been so long but I want to wrap up with this... This is how I would personally do the subclasses and their abilities right now:

    Ardent Flame:

    Ult: Dragon Leap

    Actives:
    Lava Whip
    Searing Strike
    Dark Talons or Dragonfire Breath
    Dark Talons or Dragonfire Breath
    Inferno

    Passives:
    Combustion (but also given World in Ruin)
    Traumatic Burns
    Fan the Flames
    Avalanche

    Draconic Power:

    Ult: Dragonknight Standard

    Actives:
    Chains of Flame or Core of Flame (to give you something that does damage to start)
    Earthspike Mantle
    Dragon Blood
    Wing Buffet
    Chains of Flame or Core of Flame

    Passives:
    Burnished Scales
    Heart of Stone / Helping Hands (I favor Heart of Stone though)
    Elder Dragon
    The Storm Voice

    Earthen Heart:

    Ult: Magma Armor

    Actives:
    Superheated Ward
    Molten Weapons
    Obsidian Shield
    Petrify
    Hearthfire

    Passives:
    Helping Hands / Heart of Stone (I favor Helping Hands though)
    A Soul Ablaze
    Blessing at the Peak
    Mountain Giant


    I think for the moment this is the best way we could proceed, but that the other realistic options are to:

    A. Hold these changes until you can do changes for all of the classes at once
    B. Do changes for all of the classes at once right now
    C. Give the passives here huge number increases to make it so that playing Pure Class DK compares to subclassed Arcanist

    Apologies again for this being so long, and if you read it all the way, thank you.
    Edited by NuclearPath on January 13, 2026 5:01PM
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    festegios 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?

    There is no "tank line". In fact, for a DK (or any base class) there never was.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    xylena wrote: »
    Templars I now share in your pain over the Jabs animation change.

    Oh please, that TMNT cosplay is far worse than my jabs. :D

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
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