Tanking used to be an active playstyle where heavy attacking was essential.
That said, I am very happy about this change.
Helping Hands now requires a Heavy Attack, but provides SIGNIFICANTLY more resources through Off-Balance, a buff that helps your entire group.
This change will benefit Earthen Heart viability in 4-man content, greatly, as players running with a Dragonknight who regularly tanks will be able to slot the Exploiter CP for a free 10% damage.
This change will benefit Earthen Heart viability in 4-man content, greatly, as players running with a Dragonknight who regularly tanks will be able to slot the Exploiter CP for a free 10% damage.
Personofsecrets wrote: »Tanking used to be an active playstyle where heavy attacking was essential.
That's generally not true. Heavy attacking isn't something that is really needed or has been needed with good resource management. It's something that players can weave in and sometimes it's okay to, but it has never been an essential tool of tanks.That said, I am very happy about this change.
Are there any changes that you don't like?Helping Hands now requires a Heavy Attack, but provides SIGNIFICANTLY more resources through Off-Balance, a buff that helps your entire group.
2 Global cooldowns used to trigger helping hands generates 2240 stamina from the passive. The heavy attack triggering Mountain Giant only returns 1430 stamina from the passive.
Using multiple global cooldowns to get stamina from a heavy attack is generally inferior to getting that stamina back while casting Igneous shield which has the benefits of shielding oneself, shielding team members, getting a great buff to healing done, and triggering minor brutality.
There are some other comparison points too. For example, casting igneous shield for helping hands costs magicka. Heavy attacking comes with additional risks. Overall, it's an inaccuracy to write that there are "SIGNIFIGANTLY" more resource being gained via this change. That's especially because you skew the analysis by writing "through off-balance." At that point, one would be assuming there being multiple heavy attacks within the same 9 second window and if someone really is doing that, what are they really doing? Someone certainly doesn't need that much surplus stamina within that short amount of time. They would also look fairly silly and novice when heavy attacking so much.This change will benefit Earthen Heart viability in 4-man content, greatly, as players running with a Dragonknight who regularly tanks will be able to slot the Exploiter CP for a free 10% damage.
You are exaggerating by writing that the passive use will cause a free 10% damage. From what I've found, "Off Balance has a cooldown of 22 seconds, but only a duration of 7 seconds. So your target gets 7 seconds Off Balance, then becones immune to Off Balance for 15 seconds." That would mean that there are 15 seconds of time where that 10% damage bonus from Exploiter isn't in use. Because a player would lose a different champion point passive that could boost damage, they would be losing 22 seconds of what ever that damage boost is in order to gain 7 seconds of 10% increased damage by off balance.
Earthen Heart is perfectly viable, even great, as things are on live. It's strange to be writing that the new passive will be helping Earthen Heart's viability within the context of how things are on live. Earthen Heart would be perfectly "viable" post-update if it staye the same as it is on live too. If anything, the changes to the passives of the Earthen Heart line hurt the skill line.
Also, viability toward what? If the goal of the update is pure-classing, then a pure-DK is stuck with whatever skills are in their trees anyhow. The place where viability matters more is if the skill line would get a seat at the sub-classing table. But sub-classing is a no-no stinky thing, so let's not talk about that.
I'd like to note that out of the 4 points you made, three of them seem as though they are stetches of the honest truth. I have no way to confirm what your personal preferences are, so I will assume that you are being honest when saying that you are happy about the change. Perhaps you should reevaluate your position though since it seems to be founded on exaggerations.




This change will benefit Earthen Heart viability in 4-man content, greatly, as players running with a Dragonknight who regularly tanks will be able to slot the Exploiter CP for a free 10% damage.
Earthen Heart is already meta for 4-man content because of stagger. Stagger from stone giant and group major resolve from expansive frost cloak are the two things that screw me over as a pure class tank, as the expectation of meta 4-man tanks is earthen heart/winters embrace/daedric summoning or soldier of apocrypha.
There’s many sources of off-balance already. If you have a healer, they can run lightning staff. If you have 3dps, one can run knife. It’s also not as simple as “there’s off-balance, time to slot exploiter!”. DPS get to run exploiter (if there’s off balance) OR force of nature (if there’s not enough pen) OR reaving blows (no/untrustworthy healer).
Resource management in the skills instead of passive was intended though to make running pure dk more favorable than subclassing it. I've been testing things and have zero resource issues while still pulling around 130k dps on pure dk. Otherwise just subclass Aedric and run Luminous Spear Shards for damage passives as well as being able to activate your own shard for both resources.
Personofsecrets wrote: »Tanking used to be an active playstyle where heavy attacking was essential.
That's generally not true. Heavy attacking isn't something that is really needed or has been needed with good resource management. It's something that players can weave in and sometimes it's okay to, but it has never been an essential tool of tanks.That said, I am very happy about this change.
Are there any changes that you don't like?Helping Hands now requires a Heavy Attack, but provides SIGNIFICANTLY more resources through Off-Balance, a buff that helps your entire group.
2 Global cooldowns used to trigger helping hands generates 2240 stamina from the passive. The heavy attack triggering Mountain Giant only returns 1430 stamina from the passive.
Using multiple global cooldowns to get stamina from a heavy attack is generally inferior to getting that stamina back while casting Igneous shield which has the benefits of shielding oneself, shielding team members, getting a great buff to healing done, and triggering minor brutality.
There are some other comparison points too. For example, casting igneous shield for helping hands costs magicka. Heavy attacking comes with additional risks. Overall, it's an inaccuracy to write that there are "SIGNIFIGANTLY" more resource being gained via this change. That's especially because you skew the analysis by writing "through off-balance." At that point, one would be assuming there being multiple heavy attacks within the same 9 second window and if someone really is doing that, what are they really doing? Someone certainly doesn't need that much surplus stamina within that short amount of time. They would also look fairly silly and novice when heavy attacking so much.This change will benefit Earthen Heart viability in 4-man content, greatly, as players running with a Dragonknight who regularly tanks will be able to slot the Exploiter CP for a free 10% damage.
You are exaggerating by writing that the passive use will cause a free 10% damage. From what I've found, "Off Balance has a cooldown of 22 seconds, but only a duration of 7 seconds. So your target gets 7 seconds Off Balance, then becones immune to Off Balance for 15 seconds." That would mean that there are 15 seconds of time where that 10% damage bonus from Exploiter isn't in use. Because a player would lose a different champion point passive that could boost damage, they would be losing 22 seconds of what ever that damage boost is in order to gain 7 seconds of 10% increased damage by off balance.
Earthen Heart is perfectly viable, even great, as things are on live. It's strange to be writing that the new passive will be helping Earthen Heart's viability within the context of how things are on live. Earthen Heart would be perfectly "viable" post-update if it staye the same as it is on live too. If anything, the changes to the passives of the Earthen Heart line hurt the skill line.
Also, viability toward what? If the goal of the update is pure-classing, then a pure-DK is stuck with whatever skills are in their trees anyhow. The place where viability matters more is if the skill line would get a seat at the sub-classing table. But sub-classing is a no-no stinky thing, so let's not talk about that.
I'd like to note that out of the 4 points you made, three of them seem as though they are stetches of the honest truth. I have no way to confirm what your personal preferences are, so I will assume that you are being honest when saying that you are happy about the change. Perhaps you should reevaluate your position though since it seems to be founded on exaggerations.
But what do I know?
Personofsecrets wrote: »Okay, but part of the DK identity are the core skills and ways of using them that exist on live and have existed there for a decade. The proposed changes are upending that identity due to the sins of sub classing and there isn't any indication that these changes will actually impact sub-classing in a meaningful way.
Personofsecrets wrote: »Okay, but part of the DK identity are the core skills and ways of using them that exist on live and have existed there for a decade. The proposed changes are upending that identity due to the sins of sub classing and there isn't any indication that these changes will actually impact sub-classing in a meaningful way.
So stop thinking of the old ways of using them and figure out how to use them with the changes made? Cause resource management is not an issue at all. Even just equipping Core of Flame(either morph) if you're having issues with sustain. The combustion passive grants resource management by applying burning status effect to the enemies. It all plays off of each other...some skills increasing chance of applying burning status and some skills guaranteeing burning status.
Personofsecrets wrote: »How exactly are "SIGNIFIGANTLY" more resources being made by the new passive compared to Helping Hands? That's what was written, so you must have an idea about how that statement is true, correct?
Personofsecrets wrote: »How exactly are "SIGNIFIGANTLY" more resources being made by the new passive compared to Helping Hands? That's what was written, so you must have an idea about how that statement is true, correct?
Some of us have been using Off-Balance for years, others have been around when it was changed.
When hitting an Off-Balance target you’re going to land almost double your resources that you would have normally received, so priming a target for off-balance and then Heavy Attacking again at any point within the 7 second window you will have doubled your Helping Hands return without using any Magicka, except now your whole group is going to do more Heavy Attack damage and also benefit from that same resource return.
Personofsecrets wrote: »
I don't really care about adaptation. There are all kinds of cruel and extreme things that people can overcome. Adaptation will happen regardless of what happens.
Part of why there shouldn't be such heavy handed changes is cause this update is focusing on class identity. If parts of the fundamental DK kit such as where minor brutality comes from can be freely messed around with, then that dynamic means that DK has no identity to be respected.
Cone of Flame or Combustion are minor game pieces to me as I don't DD.
Personofsecrets wrote: »
I don't really care about adaptation. There are all kinds of cruel and extreme things that people can overcome. Adaptation will happen regardless of what happens.
Part of why there shouldn't be such heavy handed changes is cause this update is focusing on class identity. If parts of the fundamental DK kit such as where minor brutality comes from can be freely messed around with, then that dynamic means that DK has no identity to be respected.
Cone of Flame or Combustion are minor game pieces to me as I don't DD.
I main a tank as well, if you're relying on helping hands for resources maybe reevaluate the build. Sure it's helpful, but not needed. If you aren't subclassed on a support roll you're missing out on alot of group utility in content. Lots of other class skills/passives to benefit from that have resource management.
Personofsecrets wrote: »
I don't really care about adaptation. There are all kinds of cruel and extreme things that people can overcome. Adaptation will happen regardless of what happens.
Part of why there shouldn't be such heavy handed changes is cause this update is focusing on class identity. If parts of the fundamental DK kit such as where minor brutality comes from can be freely messed around with, then that dynamic means that DK has no identity to be respected.
Cone of Flame or Combustion are minor game pieces to me as I don't DD.
I main a tank as well, if you're relying on helping hands for resources maybe reevaluate the build. Sure it's helpful, but not needed. If you aren't subclassed on a support roll you're missing out on alot of group utility in content. Lots of other class skills/passives to benefit from that have resource management.
The whole point of the class rework was to make subclassing NOT a requirement for content, but for pureclass to be viable and just as strong.
Personofsecrets wrote: »Personofsecrets wrote: »How exactly are "SIGNIFIGANTLY" more resources being made by the new passive compared to Helping Hands? That's what was written, so you must have an idea about how that statement is true, correct?
Some of us have been using Off-Balance for years, others have been around when it was changed.
When hitting an Off-Balance target you’re going to land almost double your resources that you would have normally received, so priming a target for off-balance and then Heavy Attacking again at any point within the 7 second window you will have doubled your Helping Hands return without using any Magicka, except now your whole group is going to do more Heavy Attack damage and also benefit from that same resource return.
Thank you for sharing this perspective. A tank performing multiple heavy attacks in this way seems like a corner case while the current Helping Hands functionality is strong enough to be meta.
I suppose that the change technically could assist damage dealers in keeping up resources, but it is a pretty rare thing for me to find out that a DD in group is struggling with resources. It has happened, but it is even more rare that they keep having that issue and find themselves resorting to heavy attacks.


Scaled Armor The Storm Voice (originally Battle Roar): This passive now grants you 8|16 Health, Magicka, and Stamina per Ultimate spent, plus 3|6 to these values per Dragonknight, rather than 18|37 Health, Magicka, and Stamina per Ultimate spent. This should make this passive relatively effective for any who obtain it, while being even more effective for those who go all into the Dragonknight experience.
Combustion: This passive now grants you 112|225 Magicka and Stamina when applying Burning with an Ardent Flame ability slotted with a 1 second cooldown, rather than 211|423 Magicka and Stamina when applying Burning or Poisoned with a 3 second cooldown.
Fiery Breath Core of Flame (originally Inhale): This ability and its morphs no longer deal damage instantly or heal for the damage caused. These abilities now restore 15% of your missing Magicka and Stamina 3 times over 4 seconds. They continue to deal their original damage around you after the duration ends.
Soul of Flame (originally Deep Breath): This morph continues to add an interrupt on the initial activation, but it now interrupts after a 350ms delay instead of instantly, for better visual syncing and counterplay. This morph also continues to increase the damage of the delayed explosion, which has increased to a 33% bonus, up from 25%.
Heart of Flame (originally Draw Essence): This morph now heals you for 15% of your missing Health each tick. It no longer adds Magicka when damaging enemies, as that function of resource recovery is now a part of the base ability.
The whole point of the class rework was to make subclassing NOT a requirement for content, but for pureclass to be viable and just as strong.
Yea I tested my pureclass dk tank on pts with a buddy duoing some vet dlc dungeons. So no other sustain support, all reliant on myself. With core of flame(heal morph) I was able to purposely perma-block on bosses and trash pulls while liberally casting stamina breathe to force stress my stamina, and I was able to perma-block far better than I ever could hope to do with helping hands. I didn't even have igneous shield on my bars.
The removal of helping hands is a nerf if you subclass. As I'm biased, I greatly prefer this outcome and feel as this is how it should be. With these changes my dk tank actually felt powerful and fun to use rather than forcing myself out of restricting self-inflicted principles.