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
Maintenance for the week of January 26:
• PC/Mac: No maintenance – January 26
We will be performing maintenance for patch 11.3.2 on the PTS on Monday at 8:00AM EST (13:00 UTC).

Addressing Dragonknight Power Level on U49 PTS

  • wilsonwjesse
    wilsonwjesse
    ✭✭
    I'm still worried about Engulfing Dragonfire and Take Flight.

    The channel time is 4.8 and ramps up to 80%. It's basically useless unless you're using Take Flight. This limits the build variety even within the class. It should do the same damage no matter what, but only last 2.4 seconds without Take Flight. This would let you feel good about running it without Take Flight, but to get a nice bonus if you are running Take Flight. The ramping damage doesn't feel good for PvP, PvE, or casual.

    The Take Flight nerf for PvP is depressing. I feel like the 10% buff should be for Ferocious Leap since you want to stay and fight longer with that massive Shield which synergizes with a long channel where you can't block. Take Flight should just have more up front damage for a higher risk higher reward playstyle, especially since the fun range is being nerfed.

    Also I would love to see more ability specific buffs to monsters or nerfs to monsters/players as a way to balance PvP and PvE.

    Protect the Brood feels out of place in ESO lore since dragons don't roost or procreate in ESO. This is a major flavor fail. I would change the name and rework it so it can give support when in a group, but be selfish for solo play. There are so many buffs that give major expedition. This should do something fun like make an AOE fireball around you whenever you take projectile damage, up to once every .5 seconds. Wing Buffet and the morphs should also be reduced to like 35% since 50% makes ranged builds feel like it's impossible to kill them for PvP. 35% Still gives you the upper hand and give more room for the ability to also do other cool things.

    One last thing, I don't like the Traumatic Burns elemental and World in Ruin AOE % damage buffs. This goes for all lines. It inevitably leads to anti-synergies in the class. Molten Whip is fire, but not a DoT or AoE so in the future if you buff a class with single target, elemental, or direct damage, then it feels like you have to subclass if your build revolves around whip. This is especially true for Warden's and Winter's Embrace when the rest of the skill lines can't deal frost damage, but Herold of the tome has Tentacular Dread. Combined with Draconic Power World in Ruin, that makes Ice comet and and Tentacular dread hit for 22% more damage. What if next you release a class with 7% direct damage? Now that's 29% increase if you subclass. These types of buffs both limit sub classing and make it way better for mixing certain classes. They don't encourage pure classing or balanced and fun sub classing creativity. They reinforce rigid subclass metas.
    Edited by wilsonwjesse on January 23, 2026 5:18AM
  • Renato90085
    Renato90085
    ✭✭✭✭✭
    OMG PVE big buff dk
    you delete whip 300 weapon and spell damage is predictable,they just a other free back bar damage like grim focus for sublcass

    edit:the 300wd maybe only 5% dps buff in pve,so this change just free buff dk 10% dps in pve
    Edited by Renato90085 on January 23, 2026 5:00AM
  • dhoward5b14_ESO
    dhoward5b14_ESO
    ✭✭✭
    I am pleasantly stunned at the quick and broad response from ZOS over feedback, and like almost everything about it. Had the response been like this 2 years ago it would have kept many I know from leaving the game.

    My one lasting concern is that non-beam builds will still be behind the beam build if Flame Lash will be able to generate 12-15% damage done for use by Engulfing Dragonfire. Current builds have beam DPS 10% or so above non-beam (higher APM), which to me is backwards. I think removing the 12-15% buff from the beam might put non-beam slightly, but not quite enough, higher than beam.

    If the direction is a beam meta, please let us know.
  • ChaoticWings3
    ChaoticWings3
    ✭✭✭
    I would like to begin that I really like the changes. The biggest thing for me was seeing that take flight can change how it operates based on whether it attacks a player or a monster. Really good change and makes me hopeful that in the future more skills could be given this treatment. For the most part though, a lot of this looks really good and the fact that we were given more information before week 4 was surprising but otherwise made me really happy to see because this creates more of a conversation with players. :)

    Saying all that though I still wish hearth and home (eruption) would get a look at. The morph in its current state doesn't really do anything for any role. Even though tanks were in mind for the morph, as a tank myself, I can safely say I would never touch it as fire keeper has better buffs to provide to my kit and reduced movement speed and major protection isn't something that any other role really cares about either. As such, it feels the ability isn't really anything. Since healers and tanks will opt for the fire keeper morph, I would suggest making this a dps morph, combining a fire dmg with something that buffs the dps while inside the area of the ability (dk feeds off its own fire). I think there is potential here but it really needs to get a look.

    Talons still does not have anything too interesting introduced there especially for the choking morph. Choking Talons essentially only gave minor maim which doesn't really do much in the grand scheme of things thus we tend to always choose the DoT morph. Please take a look at this skill even if it is just the choking morph.

    Avalanche times still seem weird. It takes a long time to get to max stacks and the drop of stacks is very quick. The amount of dmg increase doesn't seem worth it as a result. If it was the opposite where every 2 seconds you gain a stack and every 5 seconds you lose 1 stack I think this would be better but because of invulnerability phases for bosses I would say extending how long you hold stacks for should be a tad bit longer. Maybe extend the max to 15% to 16% since making use of this passive feels atm wonky and stressful for a small gain of 10% after 50 seconds of combat.

    I also do hope some of the names get addressed too (not really the main topic for this but I think it needs to be said). Names like Wing Buffet do not sound great.

    Like I said though, the changes mentioned are still very good and I'm looking forward to seeing them. But I do hope some these other abilities do get addressed.
  • s3dulo
    s3dulo
    ✭✭✭
    I'd like to echo what several people have said about the molten whip weapon and spell damage. Keep it and add the 5% for monsters. That is incredibly important for that skill in PVP. Nothing about the DK is overpowered in PVP. Nothing. It needs all the help it can get. No nerfs. If something is OP after the refresh goes live, people will tell you. Just like they told you when you overtuned spec bow and tou removed the weapon and spell damage stacks from it.
  • tye77732145
    tye77732145
    ✭✭
    ZOS_Amy wrote: »
    As we noted in our PTS Week 1 Summary, we know there’s a desire to see the power level for Dragonknight increased. We’ve looked at your feedback surrounding some of the reworked skills and have made adjustments that will be live on Week 3 of PTS.

    Below is an early look at the upcoming adjustments for DK:

    Ardent Flame
    • Lava Whip: This ability and the Flame Lash morph now generate 5 stacks of their empowered forms for 20 seconds, rather than enabling the ability to cast the ability as many times as you can within 7.9s (at most, 7 casts). Increased the damage by 40% to account for less casts. Overall, this should make both versions of the ability much easier to use in a rotation, rather than feeling like you must choose between uptime of other abilities and the super sick flip whip. 
      • Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. 
        • In a future PTS update this will be increased to 15% for 45s but only if all stacks are consumed – to help avoid turning it into a passive buff effect and more of a reward for using the ability to its maximum effect. 
      • Molten Whip: This morph now grants 5% damage done against monsters per stack, rather than 85-100 Weapon and Spell Damage. This effect only activates if you are a Dragonknight. Seething Fury no longer generates stacks if you have Engulfing Dragonfire slotted on either bar.
      • Developer Comment: We’re intentionally inflating some of the damage of the Dragonknight class in the short term to help the class stand up to snuff with other current meta options, while we find more long-term solutions and continue work on other class refreshes. Expect these values/effects to be adjusted over time!
    • Searing Strike: Increased the damage of this ability and its morphs’ damage over time effect by 50% per tick. This takes these to the same strength as a normal 20 second DoT, but over half the duration, making their overall DPS twice as strong, rather than 50% stronger. This change was done to account for the loss of GCD activations, as the previous iterations resulted in a very minor damage gain with perfect uptimes, making the change feel more like a horizontal shift than a gain.
      • Searing Claw: Reduced the damage bonus per tick to 10%, down from 24%, to account for the base increase. This damage effect is now built into the base damage calculation, rather than as an additional damage taken modifier, which should make the increase more accurate and performant.
    • Core of Flame: Fixed an issue where this ability and its morphs were missing the 15% bonus potency modifier to their damage to account for their delays. 
      • Soul of Flame: Fixed an issue where the Stamina restore of this morph was incorrectly based off your missing Magicka.

    Draconic Power
    • Dragonfire Breath: Increased the damage per tick of this ability and the Disintegrating Dragonfire morphs’ damage over time effect by 50% per tick. 
      • Disintegrating Dragonfire: Fixed an issue where the Major Breach from this morph was not extended by Elfbane.
    • Dragon Leap: This Ultimate and its morphs now determine what type of CC will play based on the type of enemy they hit. Players are knocked back 4 meters and stunned for 2 seconds, while monsters are knocked into the air and stunned for 3 seconds. This change was done based on the discussions we saw come up - where much of the powerful feeling and benefits of knocking enemies away is lost in the context of PvE.

    Earthen Heart
    • Magma Armor
      • Corrosive Armor: Reduced the damage limit to 12% of your Max Health, rather than 8%, to better account for the raw offensive power this Ultimate provides. The damage over time effect now only targets monsters, rather than any enemy, to offer healthier PvP balance.
        • Developer Comment: We’re better differentiating some of the buffs made to this ultimate from PTS 1 in efforts to help still reach our goals of making the ability more effective in PvE, while toning down how much impact it brings in PvP by reducing the defensive capabilities further and removing the high damage over time.
      • Molten Weapons
        • Molten Armaments: Reduced the cooldown of the damage of this morph to 1.5s to help it function better with Heavy Attack builds that are quicker than 2s completion times, to have better pairing with the Empower this morph grants.
      • Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

      We hope you’ll find these adjustments more in line with your expectations. Please keep the feedback coming and let us know what you think when these changes arrive on the PTS on Monday, January 26.

    Hello Amy, So far so good as i believe for the most part its all heading in the right direction. However here's the situation right now in PvP as it stand and it's something that's simply broken and it cannot be ignored. My question is, where is the Heart and Home nerf? Where is the Two-Handed Onslaught nerf? These two mechanics are utterly dominating the meta in a way that undermines actual competitive play. So bad to the point if you aren't using this you are completely bound to loose and it forces everyone to play into this exploitive form of play. Meanwhile, the proposed nerf to Molten Whip makes no sense at all. Molten Whip in PvP was feeling good, almost perfect. If people really felt it needed a PVE buff, just a 5-8% damage increase to monsters would have been a fine, isolated change, but I dont think theere was a need to nerf it for PvP as truly It was already in a perfectly healthy place.

    Let’s compare:
    ·A fully stacked Molten Whip on the low end 7k which is decent, on the high end but rare ~11k damage.

    ·Now A Nightblade Merciless resolve can hit 15–16k, twice.

    So tell me, why nerf Molten Whip when a "Merciless resolve" skill from the assination skill line nightblade class is objectively stronger? Players will continue to choose the Assassination skill line from the Nightblade class because its damage output is just higher. The nerf accomplishes nothing but pushing players toward a different, already stronger skill line option.

    Now let’s take a subclasser with the Assasination skill line and slot in "Onslaught" as It's Ultimate from the Two-Handed Skill line, scenario:
    ·Opponents get close.
    ·They hide the "onslaught" Ultimate attack animation by getting super close. (DK's with all the flames hide it far better)
    ·They stun you.
    ·They hit you with two "merciless resolve" skill along with the 100% crit damage from the "Onslaught" buff after being activated for ~19k - 24k each, with 2 hits totaling 38k - 48k+, it can be easily done as i've seen it done and often hit before you can even react. WIth DK its a 15k-17k molten whip with the "onslaught" activation buff. The big difference is Unlike nightblades they have 2 "merciless resolve's" stacks, atleast DK is a one time "3 stack molten whip". Which if you miss the 3 stack whip it's gone and it hits for less then nightblade.


    This isn’t skill, this is a Ultimate and skill exploit that encourages and rewards "first to ULTI. wins" type of gameplay over thoughtful and strategic gameplay. Why would anyone use Incapacitating Strike over Onslaught when Onslaught guarantees 100% crit damage with far higher effectiveness? The math is painfully obvious. Then there’s Heart and Home, so essentially With Heart and Home, players can literally camp in the healing major protection circle and become near-unkillable. It’s like a flame-version of Templar’s Cleansing Ritual skill from the restoring light skill line. Essentially you stand on it, build up resources, regenerate ultimate faster than almost any class can respond. Combine this with:

    ·Onslaught/Corrosive Ultimate
    ·Bloodspawn Visage (ULTI.regen)
    ·Nord racial (ULTI. regen)

    ·Major Heroism from Heart and Home (ULTI.regen)

    … and you get insane ultimate regeneration that lets players instantly pop Onslaught and delete you, block or not, regardless of your build or skill. This creates an unhealthy win condition:

    👉 Whoever ults first (Onslaught first) wins.

    There is no reward for actual competitive gameplay, only for crutch ultimates. This isn’t PvP, this is “ultimate lottery.” Strategy and execution take a back seat to build stacking and cycling mechanics.
    If Heart and Home and Two-Handed Onslaught are not changed immediately, I fear this game will remain a mess of “who ults first wins,” a gameplay loop that punishes skill, punishes counterplay, and rewards only ultimate spam.
    Please. I’ve shared this everywhere. I will happily write a separate post with data and examples — but Onslaught and Heart and Home need massive nerfs.
    This is urgent. This is broken. And it must be addressed.
    Edited by tye77732145 on January 23, 2026 7:18AM
  • ThePainGuy
    ThePainGuy
    ✭✭✭
    Kudos to Zos. Overall interesting changes based on feedback from the community. I am a bit confused about the whip changes (will have to see on PTS when its released).

    I would have preferred molten whip keep its WD/SD increase but only increase the weapon/spell damage by 50 per stack (up to 5 stacks) AND only if you use the actual molten whip. That way it doesn't become a passive ability but one that requires use for its benefit.

    OR

    Keep the original changes from week 1 PTS but increase this abilities overall damage by 40% to monsters only.

    For Blessing of the peak: Is the crit damage replacing the ulti gen? or you have both now? Also I may be in the small minority, but I don't think every class should get access to crit damage/chance in passives. DK is a DOT heavy class that battles through attrition. Night blades are the crit damage specialists. Crit damage is crazy in PVP and basically forces ppl to have to rely more on sets like rallying cry which has been META for 2 years now.... Now NB will ask for more DOTS in their toolkit when their rework comes up.

    Overall, I like how quick Zos has come up with alternative changes based on feedback from the community during the PTS.
  • tsaescishoeshiner
    tsaescishoeshiner
    ✭✭✭✭✭
    ✭✭
    Thoughtful changes. I'd love to see Searing Strike have a spammable morph (or skill-modifying set), as the new alternating-direction animation is so satisfying to cast repeatedly. It reminds me of the nice combo moves from other MMOs, even though it's only visual.
    PC-NA
    in-game: @tsaescishoeshiner
  • tsaescishoeshiner
    tsaescishoeshiner
    ✭✭✭✭✭
    ✭✭
    I don't particularly like the skill buffs that only exist if you're a Dragonknight. I get that it's to appeal to people who feel "forced" into subclassing (which I really think is mostly in their head, as these buffs won't make subclassing obsolete). I don't think it contributed to class identity or power fantasy, it sorta just makes using subclassing less exciting and means I might have to remake/rebuild many characters based on their base class and which class-exclusive bonuses might exist now or over the next two years.

    I really enjoy the freedom of mixing-and-matching in subclassing, with base classes still having the exclusive advantage of being able to use multiple of their class' skill lines at once.
    PC-NA
    in-game: @tsaescishoeshiner
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    I don't particularly like the skill buffs that only exist if you're a Dragonknight. I get that it's to appeal to people who feel "forced" into subclassing (which I really think is mostly in their head, as these buffs won't make subclassing obsolete). I don't think it contributed to class identity or power fantasy, it sorta just makes using subclassing less exciting and means I might have to remake/rebuild many characters based on their base class and which class-exclusive bonuses might exist now or over the next two years.

    I really enjoy the freedom of mixing-and-matching in subclassing, with base classes still having the exclusive advantage of being able to use multiple of their class' skill lines at once.

    Pretty sure what this actually means is, if your one base class picked at creation is Dragonknights not if you have all 3 skill lines
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    No mention of a buff to the exceptionally weak damage of ferocious leap sadly the knock up/knock back for players change was great but for an ultimate the damage is pretty far off what almost every other ultimate in the game feels like, I understand it’s got a damage shield and that part is nice but I think the numbers need to be revisited but quite a few have said how underwhelming the damage actually feels
  • wilsonwjesse
    wilsonwjesse
    ✭✭
    I absolutely agree with tye77732145

    Onslaught was already too powerful IMO. It allows you to build basically no pen and be as tanky as possible and rely on 1 ult and some hard hitting abilities to blow up entire ball groups with a pull or just a single target.

    It's not skill, game sense, knowledge, or even luck. It's just who ults first. This will make PvP less fun.

    Onslaught and Corrosive should just ignore half of each targets resistance, but they shouldn't do ALL the heavy lifting and let you build extremely tanky and kill anything every 21 seconds. The 100% crit chance should just be removed entirely.

    I think I speak for everyone where we don't want a meta with unkillable tanks that only die to Corrosive + Acuity or Onslaught
  • bar_boss_A
    bar_boss_A
    ✭✭✭
    - All new animations are a tad too flashy.
    - Too many generic % damage done modifiers. This is a symptom of other classes dealing too much damage.
    - Very positively surprised by the shorter and stronger DoTs.
    - The AoE of the new flames of oblivion is too large for how hard it hits. It has ranged spammable level of power.
  • G45-DarkShadow
    G45-DarkShadow
    ✭✭✭
    I don´t really get this point:

    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    The original Passive description (on live):

    Mountain’s Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

    and the initial PTS patch notes only stated:

    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So if they moved the Minor Brutality and only the Ulti-Generation is left (which originaly triggered each 6 seconds if your´re in combat) and this wasn´t changed, then what does this new trigger ( now triggers off casting OR dealing damage with Earthen Heart abilities) has to do with it??? Am I missing something or are the PTS Patchnotes missing something??
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    I don´t really get this point:

    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    The original Passive description (on live):

    Mountain’s Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

    and the initial PTS patch notes only stated:

    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So if they moved the Minor Brutality and only the Ulti-Generation is left (which originaly triggered each 6 seconds if your´re in combat) and this wasn´t changed, then what does this new trigger ( now triggers off casting OR dealing damage with Earthen Heart abilities) has to do with it??? Am I missing something or are the PTS Patchnotes missing something??

    I think I get why you’re asking and I guess that it means for the ability’s that produce damage from this let’s use armour skill that has a dot attached you get your ult for casting it and additionally once it’s cooled down the dot can also proc the ult passive again even if you don’t cast it
  • G45-DarkShadow
    G45-DarkShadow
    ✭✭✭
    MXVIIDREAM wrote: »
    I don´t really get this point:

    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    The original Passive description (on live):

    Mountain’s Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

    and the initial PTS patch notes only stated:

    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So if they moved the Minor Brutality and only the Ulti-Generation is left (which originaly triggered each 6 seconds if your´re in combat) and this wasn´t changed, then what does this new trigger ( now triggers off casting OR dealing damage with Earthen Heart abilities) has to do with it??? Am I missing something or are the PTS Patchnotes missing something??

    I think I get why you’re asking and I guess that it means for the ability’s that produce damage from this let’s use armour skill that has a dot attached you get your ult for casting it and additionally once it’s cooled down the dot can also proc the ult passive again even if you don’t cast it

    No, you misunderstood me... maybe this is a bit clearer:

    Initial Mountain Blessing:
    When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds

    Initial PTS Patchnores:
    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So the "Blessing at the Peak" Passive after ths inital change should only be:
    If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds

    Now the new PTS patch note states:
    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    There is no requirement to cast any Earthen Heart ability in this passive, so why eve stating "This passive now triggers off casting OR dealing damage with Earthen Heart abilities"???

    Does this mean I can get 3 Ultimate whenever I cast OR do damage with an Earthen Heart ability without any cooldown at all?
    Considering I can do damage with the Spiked Armor and / or the damage from Igneous Weapons, I could theoratically do damage once every second.
    Edited by G45-DarkShadow on January 23, 2026 10:54AM
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    MXVIIDREAM wrote: »
    I don´t really get this point:

    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    The original Passive description (on live):

    Mountain’s Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.

    and the initial PTS patch notes only stated:

    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So if they moved the Minor Brutality and only the Ulti-Generation is left (which originaly triggered each 6 seconds if your´re in combat) and this wasn´t changed, then what does this new trigger ( now triggers off casting OR dealing damage with Earthen Heart abilities) has to do with it??? Am I missing something or are the PTS Patchnotes missing something??

    I think I get why you’re asking and I guess that it means for the ability’s that produce damage from this let’s use armour skill that has a dot attached you get your ult for casting it and additionally once it’s cooled down the dot can also proc the ult passive again even if you don’t cast it

    No, you misunderstood me... maybe this is a bit clearer:

    Initial Mountain Blessing:
    When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds

    Initial PTS Patchnores:
    Blessing at the Peak (originally Mountain’s Blessing): Just a named update. The Minor Brutality effect was moved to the Elder Dragon passive to off-load how support focused this skill line was.

    So the "Blessing at the Peak" Passive after ths inital change should only be:
    If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds

    Now the new PTS patch note states:
    Blessing at the Peak: This passive now triggers off casting OR dealing damage with Earthen Heart abilities, instead of only casting. This passive now grants 5|10% Critical Damage.

    There is no requirement to cast any Earthen Heart ability in this passive, so why eve stating "This passive now triggers off casting OR dealing damage with Earthen Heart abilities"???

    Does this mean I can get 3 Ultimate whenever I cast OR do damage with an Earthen Heart ability without any cooldown at all?
    Considering I can do damage with the Spiked Armor and / or the damage from Igneous Weapons, I could theoratically do damage once every second.

    Oh okay I get what you’re saying, while not mentioned i am assuming that with the other part of the passive the ult gen part having a 6second cooldown previously that it would be kept to that, I guess once these changes go live then we shall see
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    OMG PVE big buff dk
    you delete whip 300 weapon and spell damage is predictable,they just a other free back bar damage like grim focus for sublcass

    edit:the 300wd maybe only 5% dps buff in pve,so this change just free buff dk 10% dps in pve

    it’s not free because it’s cost players 5% damage in PvP and is a 5% healing nerf in PvP and PVE too at maximum stacks
    The weapon and spell damage lost from this is equal to about 5% damage done however weapon/spell does also effect healing aswell so yeah
    the positive is
    you’ve gained 10% damage for Pve
    The negative is
    You’ve lost 5% your healing power mostly effects solo but still a loss regardless
    PvP has lost damage entirely

    The solution in my opinion
    Return the molten whip stacks to
    100wd/sd per stack up to 3 stacks
    Additionally when gaining a stack of molten whip you do an additional 3% damage to monsters

    This keeps it in a strong place for PvP while also maintaining the damage for pve tha you’ll still be getting
    With the additional healing bonus should you do any solo pve content making them a bit more survivable

    I am hopeful however this is the start of balancing out pve and PvP skills with an additional line of does x damage to monsters
    Edited by MXVIIDREAM on January 23, 2026 11:45AM
  • MSattrtand
    MSattrtand
    ✭✭✭
    So the "Blessing at the Peak" Passive after ths inital change should only be:
    If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds

    The wording in the current PTS version:

    "When you cast an Earthen Heart ability in combat, you generate 3 Ultimate. This effect can occur once every 6 seconds."

    There is a cooldown. In the next PTS, it would look something like that:

    "When you cast an Earthen Heart ability in combat or deal damage with it, you generate 3 Ultimate. This effect can occur once every 6 seconds. Increases your critical damage by 10%"

    or

    "When you cast an Earthen Heart ability in combat or deal damage with it, you generate 3 Ultimate and increase your critical damage by 10% for x seconds. This effect can occur once every 6 seconds."

    It depends on whether the devs want to make it conditional.
  • G45-DarkShadow
    G45-DarkShadow
    ✭✭✭
    Okay, so the PTS Patchnotes are missing to mention this change, which compared to live was a quite severe nerf which was now corrected with the new change.

    Thank you
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    In general, I’m in favor of “class specific” additions to skills. The way I read these, it would still apply if your base class is DK even if you add, say Templar to one skill line. I think that’s a good compromise. I’ll be curious to see if that’s how it functions on pts.

    Still wish burning affected Flame Lash, but I’m excited to see what these changes bring.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Overall really good changes. That said, I'm seeing some problems unaddressed.
    1. Where is the hybridization to be inclusive of Stam DK? Specifically Flame Lash, Engulfing Dragonfire, Burning Talons, Soul of Flame, and to some extent Magma Fist. "Based on highest resource" or "based on lowest resource" are not something that should be exclusive to Arcanist. In fact, DK has a unique mechanic right now of split cost on Molten Whip, why aren't we using this more?
      • Flame Lash should be split cost, no brainer. Makes it useable for Stam DK.
      • Engulfing Dragonfire should be based on highest resource and drain your resource per tick, instead of a flat cost at the start.
      • Magma Fist is underwhelming, it's more useful as a debuff tool to use for other spammables like Whip, rather than being competitive on its own, making it useable by both Mag and Stam. Hybridize the cost, add some selfish damage to compensate the loss of damage done with U49.
      • Molten Whip is great, but its seething fury mechanic is still problematic by buffing you for NOT using the ability. Counter intuitive and reinforces the idea that you should back bar this skill and never touch it. Please use one of the 2 bottom options:
        • The up/down reward system awesome, but that should remain exclusive to the +100% damage done, why not make seething fury stacks 20s in duration, but only activate after you cast whip.
        • Both Whip and Lash should move their stack "damage done to monsters" to Draconic Power as a passive. Right now, Ardent Flame and Earthen Heart contain 2/4 passives for DPS, this is a strong balance you should continue to emulate. Draconic Power only has 1/4, I refuse to count Minor Brutality, it becomes redundant in content due to hybridization so it's really only useful for solo. Until that mechanic is reworked, Draconic Power feels behind.
    2. Critical Damage for Earthen Heart is great as I just discussed above ^, but is that really the best passive for them from a fantasy perspective? Seems like it was tacked on to help it compete in PVE subclassing world where people are combining at minimum Assassination and Herald of the Tome, but that's a bit short sighted isn't it? Damage done is covered, so I'd say W/S damage would be the next best option, even Penetration would work. We are dangerously going down a road where every class NEEDS crit damage, and I don't want that.
    3. Burning Talons still feels underwhelming, you seem to be overvaluing the synergy for its budget, which is fine, but as a solo damage dealer, it's not really worth the slot on your bar. It would be nice to see some selfish damage added, even if it means the synergy damage is slightly reduced, making it useful in all content to warrant the cost and complexity it causes by being short duration.
    4. Banner still does not account for losing the +20% duration and +25% dot passive in addition to the 12% damage done. Standard of Might is great for Support jail, double down on Shifting being for DPS or like some people have said, swap the identities to make Might DPS and Shifting Support.
    Edited by MashmalloMan on January 23, 2026 3:38PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Leonis3491
    Leonis3491
    ✭✭
    Hello everyone !
    My Opinion as PVE trial dps.

    Thx for Flame Lash and Molten Whip. This may allow Builds with other than FlameBeam.
    Maybe you could remove condition to be a dk, this will make no sense as you can put 2 other subclass on a base Dk char.
    You may can put Ardent Flame on a non Dk char as well.

    Thx for Searing strike. The buff was necessary as duration was shorted.

    Now the problems for me : no change for Standard, Éruption and Stone Giant.

    What i advise :

    --- Standard : First you way know as the goal of a group in PVE content is not reducing damage taken but buff damage dealt from the group. If you really want to make this Ultimate a support spell without dealing damage itself you need to buff it. 425 WD/SD for 250 ult is really poor.
    - You can put a Major Vulnerability effect for ennemies or Major Berserk for players.
    - you can also buff the Shifting Standard morph to be competitive with old standard of might, by increasing damage or duration.

    --- Hearth and Home : same feeling as Standard. Litteraly none of the morphs have utility for buffing a core group. Adding Major Protection make no sense as you can slot Flare with no activation.
    - Options can be : reintroduce damage on this morph insead of heal, or adding a WD/SD damage buff on self / ultimate génération if healing a full life target, on eaither morph.

    --- Magma Fist. My opinion is to make the Heat Shock debuff more powerfull but more difficult or dangerous to keep up at max stack. First it need to make target get 65 damage lile before (or even more).
    - You can make the stack of Heat Rock stack more than 3 times, increase duration, but make stack dissapear once per 3 seconds. So it will be harder to keeping up specially on bosses with immune phases.
    Edited by Leonis3491 on January 23, 2026 3:25PM
  • tye77732145
    tye77732145
    ✭✭
    I absolutely agree with tye77732145

    Onslaught was already too powerful IMO. It allows you to build basically no pen and be as tanky as possible and rely on 1 ult and some hard hitting abilities to blow up entire ball groups with a pull or just a single target.

    It's not skill, game sense, knowledge, or even luck. It's just who ults first. This will make PvP less fun.

    Onslaught and Corrosive should just ignore half of each targets resistance, but they shouldn't do ALL the heavy lifting and let you build extremely tanky and kill anything every 21 seconds. The 100% crit chance should just be removed entirely.

    I think I speak for everyone where we don't want a meta with unkillable tanks that only die to Corrosive + Acuity or Onslaught

    100%, I truly appreciate you my guy. No lies told.
    I know some players on both PTS and Live are mad at me for exposing this, but in truth they’re not angry at me, deep down they’re angry that I’m likely the reason these broken mechanics are finally being exposed and noticed: Onslaught, Heart and Home, and Corrosive.

    I’ve been seeing builds with 40k health, paired with Heart and Home skill in which effectively makes them unkillable, heal any damage you do dont matter if you have 2 damage sets like i did or even have max pen and damage. Major Protection, Major Heroism, absurd healing, and Major Vitality from Healing Soul and Burning Embers (which scales off max health) turn these setups into walking tanks. They just sit there, absorb everything, wait for Onslaught or Corrosive but it's usually Onslaught and then boom: a 16k-17k Whips on top of everything else. First thing i say is "i BET it was onslaught or corrosive", recap comes up and there it is i am proven right you then seem them jumping around as if they did something lol.

    The amount of toxic builds I’ve dueled and dealt with on PTS is honestly insane. The crazy part? Almost every single match I’m actually winning, outplaying, pressuring, controlling and then out of nowhere: BOOM!!, Corrosive or Onslaught. Every time. No warning. No counterplay. Just erased.

    I’m probably on a few other YouTube clips because of it by now, I already know of a couple. And if anyone stumbles across one and sees my @ name, you’ll notice the same pattern: I’m handling them cleanly until Corrosive or Onslaught gets popped out of nowhere in which they hide the animation by getting super close with all the flames, and that’s the end of it. Without those ultimates, it would’ve been GG, no problem. Some players, because of Heart and Home, straight up eat my damage. You can literally see the healing numbers explode even after I Leap them.

    In any PvP game, victory should come down to skill, talent, and intelligent execution, not “first to ultimate wins” crutch duels. That kind of gameplay undermines competition and turns good players and PvP into a waiting game instead of a test of mastery. I know i am one man but ill do my best to make the change for us all, I will not rest till it's changed, its better if its changed now before it goese live and theres a massive backlash about it and thats never good.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.
    [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!
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    Soarora wrote: »
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.

    Pretty sure the stacks fall off after a short duration although I could be talking about molten white specifically
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    I absolutely agree with tye77732145

    Onslaught was already too powerful IMO. It allows you to build basically no pen and be as tanky as possible and rely on 1 ult and some hard hitting abilities to blow up entire ball groups with a pull or just a single target.

    It's not skill, game sense, knowledge, or even luck. It's just who ults first. This will make PvP less fun.

    Onslaught and Corrosive should just ignore half of each targets resistance, but they shouldn't do ALL the heavy lifting and let you build extremely tanky and kill anything every 21 seconds. The 100% crit chance should just be removed entirely.

    I think I speak for everyone where we don't want a meta with unkillable tanks that only die to Corrosive + Acuity or Onslaught

    100%, I truly appreciate you my guy. No lies told.
    I know some players on both PTS and Live are mad at me for exposing this, but in truth they’re not angry at me, deep down they’re angry that I’m likely the reason these broken mechanics are finally being exposed and noticed: Onslaught, Heart and Home, and Corrosive.

    I’ve been seeing builds with 40k health, paired with Heart and Home skill in which effectively makes them unkillable, heal any damage you do dont matter if you have 2 damage sets like i did or even have max pen and damage. Major Protection, Major Heroism, absurd healing, and Major Vitality from Healing Soul and Burning Embers (which scales off max health) turn these setups into walking tanks. They just sit there, absorb everything, wait for Onslaught or Corrosive but it's usually Onslaught and then boom: a 16k-17k Whips on top of everything else. First thing i say is "i BET it was onslaught or corrosive", recap comes up and there it is i am proven right you then seem them jumping around as if they did something lol.

    The amount of toxic builds I’ve dueled and dealt with on PTS is honestly insane. The crazy part? Almost every single match I’m actually winning, outplaying, pressuring, controlling and then out of nowhere: BOOM!!, Corrosive or Onslaught. Every time. No warning. No counterplay. Just erased.

    I’m probably on a few other YouTube clips because of it by now, I already know of a couple. And if anyone stumbles across one and sees my @ name, you’ll notice the same pattern: I’m handling them cleanly until Corrosive or Onslaught gets popped out of nowhere in which they hide the animation by getting super close with all the flames, and that’s the end of it. Without those ultimates, it would’ve been GG, no problem. Some players, because of Heart and Home, straight up eat my damage. You can literally see the healing numbers explode even after I Leap them.

    In any PvP game, victory should come down to skill, talent, and intelligent execution, not “first to ultimate wins” crutch duels. That kind of gameplay undermines competition and turns good players and PvP into a waiting game instead of a test of mastery. I know i am one man but ill do my best to make the change for us all, I will not rest till it's changed, its better if its changed now before it goese live and theres a massive backlash about it and thats never good.

    Can agree with this for the most part but the thing out of all of this that’s been shafted for no reason molten whip why that took the brunt of the nerf and made more aimed at Pve has annoyed me
    Absolutely should have made the additional effect less but additionally pretty poor move on their part that I hope the go back on because those of us that aren’t abusing things like corrosive onslaught are extremely reliant on whip, felt like such an unnecessary nerf thatliterally no one asked for
    We all know most of the skills aren’t the issue corrosive and onslaught however
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Soarora wrote: »
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.

    5 stacks is just for Flame Lash. (12%)
    3 stacks is Molten Whip. (15%)

    I also agree though, very problematic and why I suggested shifting that bonus from Whip to Draconic Power where that line is currently underperforming.

    If they're against Engulfing Dragonfire using that bonus:
    • Nerf Engulfing Dragonfire by ~12% to account for the new passive.
    • Add in the tooltip: "Does not affect Engulfing Dragonfire". (Less intuitive imo).

    Honestly, both Whip morphs are crazy strong even without these damage done buffs, so sending the buff elsewhere in the kit that prevents subclassing from being as easy, buffs Draconic Power, and buffs pure classing is a triple win in my book.
    Edited by MashmalloMan on January 23, 2026 3:45PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • tye77732145
    tye77732145
    ✭✭
    MXVIIDREAM wrote: »
    I absolutely agree with tye77732145

    Onslaught was already too powerful IMO. It allows you to build basically no pen and be as tanky as possible and rely on 1 ult and some hard hitting abilities to blow up entire ball groups with a pull or just a single target.

    It's not skill, game sense, knowledge, or even luck. It's just who ults first. This will make PvP less fun.

    Onslaught and Corrosive should just ignore half of each targets resistance, but they shouldn't do ALL the heavy lifting and let you build extremely tanky and kill anything every 21 seconds. The 100% crit chance should just be removed entirely.

    I think I speak for everyone where we don't want a meta with unkillable tanks that only die to Corrosive + Acuity or Onslaught

    100%, I truly appreciate you my guy. No lies told.
    I know some players on both PTS and Live are mad at me for exposing this, but in truth they’re not angry at me, deep down they’re angry that I’m likely the reason these broken mechanics are finally being exposed and noticed: Onslaught, Heart and Home, and Corrosive.

    I’ve been seeing builds with 40k health, paired with Heart and Home skill in which effectively makes them unkillable, heal any damage you do dont matter if you have 2 damage sets like i did or even have max pen and damage. Major Protection, Major Heroism, absurd healing, and Major Vitality from Healing Soul and Burning Embers (which scales off max health) turn these setups into walking tanks. They just sit there, absorb everything, wait for Onslaught or Corrosive but it's usually Onslaught and then boom: a 16k-17k Whips on top of everything else. First thing i say is "i BET it was onslaught or corrosive", recap comes up and there it is i am proven right you then seem them jumping around as if they did something lol.

    The amount of toxic builds I’ve dueled and dealt with on PTS is honestly insane. The crazy part? Almost every single match I’m actually winning, outplaying, pressuring, controlling and then out of nowhere: BOOM!!, Corrosive or Onslaught. Every time. No warning. No counterplay. Just erased.

    I’m probably on a few other YouTube clips because of it by now, I already know of a couple. And if anyone stumbles across one and sees my @ name, you’ll notice the same pattern: I’m handling them cleanly until Corrosive or Onslaught gets popped out of nowhere in which they hide the animation by getting super close with all the flames, and that’s the end of it. Without those ultimates, it would’ve been GG, no problem. Some players, because of Heart and Home, straight up eat my damage. You can literally see the healing numbers explode even after I Leap them.

    In any PvP game, victory should come down to skill, talent, and intelligent execution, not “first to ultimate wins” crutch duels. That kind of gameplay undermines competition and turns good players and PvP into a waiting game instead of a test of mastery. I know i am one man but ill do my best to make the change for us all, I will not rest till it's changed, its better if its changed now before it goese live and theres a massive backlash about it and thats never good.

    Can agree with this for the most part but the thing out of all of this that’s been shafted for no reason molten whip why that took the brunt of the nerf and made more aimed at Pve has annoyed me
    Absolutely should have made the additional effect less but additionally pretty poor move on their part that I hope the go back on because those of us that aren’t abusing things like corrosive onslaught are extremely reliant on whip, felt like such an unnecessary nerf thatliterally no one asked for
    We all know most of the skills aren’t the issue corrosive and onslaught however

    I completely agree, molten whip it did not need a nerf at all. I was genuinely shocked when I saw it; I had to read it twice and even side-eyed it.

    Molten Whip felt great overall, and nerfing the PvP portion of a skill for the sake of PvE is never productive. The ability was perfectly fine as it was, all they needed to do was add the PVE buff "doesnt +15% damage to monster" right below it, finito.

    I’m fully with you on this, it definitely caught me off guard as well.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    Soarora wrote: »
    I don’t see anyone mentioning this but it has been mentioned to me… people are going to prebuff with whip in its current state. They’re going to gain stacks in trash, use it in trash or use it once on boss, and burn with a now free 15% damage boost. If this ends up being more effective than other subclasses with Arcanist, this would make meta more restrictive by enforcing base class DK.

    Same with the other morph probably, that’s what, 25% damage for 30 seconds? If there’s trash in the same room that’s definitely prebuffable.

    5 stacks is just for Flame Lash. (12%)
    3 stacks is Molten Whip. (15%)

    I also agree though, very problematic and why I suggested shifting that bonus from Whip to Draconic Power where that line is currently underperforming.

    If they're against Engulfing Dragonfire using that bonus:
    • Nerf Engulfing Dragonfire by ~12% to account for the new passive.
    • Add in the tooltip: "Does not affect Engulfing Dragonfire". (Less intuitive imo).

    Honestly, both Whip morphs are crazy strong even without these damage done buffs, so sending the buff elsewhere in the kit that prevents subclassing from being as easy, buffs Draconic Power, and buffs pure classing is a triple win in my book.

    Doesn’t it say the stacks are disabled when using the channeled breath or did I read it wrong
Sign In or Register to comment.