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Please Don't Eliminate Helping Hands

Suna_Ye_Sunnabe
Suna_Ye_Sunnabe
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Helping Hands is the best thing about Dragonknight tanks, and I've so been enjoying it with subclassing. Without resource restore on ultimate use or stamina restore on use of a magic earthen heart skill, dk tank will feel completely gutted. Please reconsider.
Angua Anyammis Ae Sunna
  • MXVIIDREAM
    MXVIIDREAM
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    Yeah this is definitely one of the few changes that came about and I thought straight away this isn’t good, it was kind of moved heavy attack but this doesn’t really help the issue because heavy attack and tanking don’t go hand in hand too well😂 id would much prefer to see it worked into another passive something like
    When casting a Dragonknight ability in combat every 5seconds restore 5% of your max stamina
    At 20k stam this would equal somewhere in the region of 1000 stam
  • Radiate77
    Radiate77
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    Since the update where block no longer drops when barswapping, I’ve seen so many tanks that turtle up and never drop block. Tanking used to be an active playstyle where heavy attacking was essential. It is no surprise to me that tanks have become extremely uncommon…

    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.
  • Personofsecrets
    Personofsecrets
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    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.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Soarora
    Soarora
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    Radiate77 wrote: »
    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).
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Radiate77
    Radiate77
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    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.

    Nothing about what I wrote is false or exaggerated.
    Listen, this is now the 3rd or 4th thread where you’ve tried to come at my posts from a sideways slant, at this point I’m going to start recommending that you ignore me.

    You are clearly in a state of perpetual unhappiness and we are diametrically opposed. It doesn’t take a PHD in mathematics to tell a lot of work went into this and as a theorycrafter this is top to bottom good.

    Support DK is stronger
    DPS DK is stronger
    PvP DK is stronger

    I do not subscribe to this idea that because something is being replaced it is inherently bad, and attempting to twist my words when I have already asked you to stop, nicely, while still providing you the dignity of a reply… is starting to annoy even me.

    irrask7m0q9v.jpeg
    c3c31m668r9r.jpeg
    502o2zyb4u14.jpeg
    eblugynh3fyq.jpeg

    But what do I know?
    I’ve only been around forever and done everything.
    Edited by Radiate77 on January 16, 2026 8:05AM
  • Radiate77
    Radiate77
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    Soarora wrote: »
    Radiate77 wrote: »
    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).

    Adding Off-Balance to heavy attack opens up a lot of doors in 4-man content, instead of having to run a skill you wouldn’t normally, the tank will just be providing it.

    I like that this opens up the diversity of group comps.
    Edited by Radiate77 on January 16, 2026 7:22AM
  • BruteRX7
    BruteRX7
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    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
    Personofsecrets
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    BruteRX7 wrote: »
    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.

    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.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Personofsecrets
    Personofsecrets
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    Radiate77 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?

    It doesn't matter what one knows. It matters what ones actions are.

    If you aren't stretching the truth, then provide the theory that what you have previously written is reasonable.

    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?

    Also, what is the point of your screenshots? Would it imply that someone who has finished those achievements, such as myself, before you has been around foreverer and therefore has a more valid perspective? The thing about the truth is that someone can stretch it exactly because of a biased view set in by time. If someone starts playing this year, they could potentially come to know the truth too.

    It's good that you have some experiences, but it's what you do with the experience which counts.
    Edited by Personofsecrets on January 16, 2026 12:53PM
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • BruteRX7
    BruteRX7
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    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
    Personofsecrets
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    BruteRX7 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.

    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.
    Edited by Personofsecrets on January 16, 2026 12:52PM
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Radiate77
    Radiate77
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    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.
    Edited by Radiate77 on January 16, 2026 5:44PM
  • Personofsecrets
    Personofsecrets
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    Radiate77 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.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • BruteRX7
    BruteRX7
    ✭✭

    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.
  • coop500
    coop500
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    BruteRX7 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.
    Hoping for more playable races
  • BattleAxe
    BattleAxe
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    coop500 wrote: »
    BruteRX7 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.

    My mains are all dk tank and mag/stam dps mag dps may change to dk healer post update 49. Overall I feel dk is in a much better position then it was prior. When I tank once I get my back bar crusher enchant going besides blocking big hits or gathering up stray adds when necessary I’m usually heavy attacking anyways so helping hands changes are a great thing from my perspective. With changes to standard of might o now have a back bar ultimate I can use at times when not needing to put out a war horn
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    I would like to add to this that Helping Hands and the ease of sustain it added was one of the reasons many people learn on DK tanks. Taking it away and asking new tanks to heavy attack instead is just making it needlessly more difficult to learn. And every eso player can agree there's already too few tanks as it is.
    Angua Anyammis Ae Sunna
  • Radiate77
    Radiate77
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    Radiate77 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.

    Like I said though, just because something is being replaced, that doesn’t mean it was bad, and in the case of Helping Hands, the passive was great, but it has also had a storied past of exploitation, and half the skills in the kit fail to interact with it entirely as a result, and the ones that do, like old Igneous Shield… are objectively bad skills for value vs opportunity cost.

    This new passive is great too, but better for support roles which was the intent when designing the passive to begin with.

    It is not going to just give everyone in your group more resources when they need them, it will improve all heavy attack damage on top of that, making it less of a DPS loss to go for a heavy attack, while also buffing Heavy Attack builds. Then it frees up a skill from your other supports, as Off-Balance is a mandatory slot, so they can then add another important buff to your group.
    Edited by Radiate77 on January 17, 2026 9:52PM
  • Radiate77
    Radiate77
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    jxkuc6qxz3as.png
    On Live: You spend 3,000-4,000 Magicka for 1120 Stamina.
    This is -1880 resources at best.

    vwqufjm40f2t.jpeg
    On PTS: You do one heavy attack and get 1430 Stamina.
    This is +1430 resources at worst.

    I’m still trying to find the exaggeration here in saying that 1430 is more than -1880 net resources?
    Edited by Radiate77 on January 17, 2026 10:33PM
  • tsaescishoeshiner
    tsaescishoeshiner
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    There are more recovery bonuses in the kit now:

    If you have 3+ Dragonknight skills slotted, you get more from ults now:
    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.

    Your status effects can proc more Stamina return now, including Fiery Grip which procs Burning each use now (returning Stamina), as well as a separate passive with increased status effect chance (probably an overall increase but difficult to tell):
    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.

    And most importantly, there's now a tank skill that returns Stamina and Magicka,
    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.
    PC-NA
    in-game: @tsaescishoeshiner
  • Lord_Hev
    Lord_Hev
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    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.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • BruteRX7
    BruteRX7
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    coop500 wrote: »

    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.

    You can still tank very well and maintain resources with the new passives on a pure class dk. The whole "pure class" build IMHO is more geared toward helping pure dk dps be more competitive against subclassed dps builds. What I was saying is if you're on a support roll (tank or healer) and you're not subclassed, you're not providing all the buffs to your group that you could be. DK by itself is missing a a fair bit of group buffs you can't provide group with unless subclassing. Example: subclassing into winters embrace provides the whole group with major resolve giving everyone resistance and allows the dps to focus more toward damage, a dk subclassed with arc soldier of apocrypha can provide minor protection, minor resolve, an immobilize, and heal all from one skill (runeguard of stillwater) instead of multiple skills giving more room on your bar for more group buffs. If you aren't subclassed on support you're missing out on so many opportunities to help your group out.
  • Personofsecrets
    Personofsecrets
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    Lord_Hev wrote: »
    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.

    This logic doesn't make any sense. The helping hands nerf is a nerf to anyone who used helping hands. If your point is that losing Helping Hands isn't a bid deal for pure DK, then it's probably even less of a big deal of sub-classed players. At least you admit the your inherent bias built into this logic?
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Lord_Hev
    Lord_Hev
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    Lord_Hev wrote: »
    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.

    This logic doesn't make any sense. The helping hands nerf is a nerf to anyone who used helping hands. If your point is that losing Helping Hands isn't a bid deal for pure DK, then it's probably even less of a big deal of sub-classed players. At least you admit the your inherent bias built into this logic?

    I would prefer helping hands remain as it is on live, and that the new change isn't good as a replacer. They should just add the heavy attack off-balance component for group support in conjunction with how helping hands functions on live.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
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