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What are you using for DoTs? And do you have any addons to assist you with the timing of reapplying them?
I've also noticed some guilds starting to address this problem by arranging special events for guildies to practice dungeon teamwork, so I am not alone in this opinion here. Not only do I see guilds recruiting with the promise of these sorts of evernts, 3 of the five guilds i am currently in have started working on this in just the past few days, and I had nothing to do with it (in fact, I've been biting my tongue out of fear of looking like a whiner or ticking off guildies i've grouped with previously).
So it's not just you. It's an larger issue of the grouping culture in this game. I suggest looking for a casual PVE guild with guild leaders who have experience with the game content and who want to help players learn to do dungeons rather than queuing via the group tool and doing random, which in my more recent experience, is an invitation for this kind of "you're not good enough" BS.
At cp 220 i felt i was too weak to do vet tbh so i stuck to normal but im cp620 now ...
Try leveling up abit more and join a trading guild to get more gold then buy better gear.
Not sure what gear you wearing??
Iam a healer as well they rush in and get ko and blame me
keen for some tips (me)..............NA..............australian............or to hook up with a guild josseriot
That being said, you should be running bars similar to this (not in this particular order, mind you):
DW bar: Venomous Claw, Rending Slashes, Steel Tornado, Rapid Strikes, Igneous/Molten Weapons?
Your ult here should probably be your DK banner. I forget the name of the morph, but it's NOT the one you can move around; it's the stationary one. It's essentially the best Stamina ult in the game in terms of damage output; at least that's what I hear.
Bow bar: Endless Hail, Poison Injection, Noxious Breath?, Caltrops, Rearming Trap
Your ult here is probably going to be something like Comet, for AoE situations. (Think Darkshade II here.)
I'm unsure about Noxious Breath and Igneous Weapons, but every DK I've ever ran with keeps Igneous/Molten Weapons up almost 100% of the time.. so I assume you at least need to use that.
About Steel Tornado: it becomes a semi-Execute ability when your target(s) are at low health, due to DW passives. Obviously you don't want to use this on bosses, unless there are 3+ adds that need to come down quick.
About Poison Injection: Poison Injection becomes an Execute at 50% of your target's health, scales with CP AND DK passives very well (Mighty, DK bonuses to Poison damage), and hits VERY hard after this point. I'd say that Poison Injection is your hardest hitting DoT, aside from maybe Venomous Claw.
About Rearming Trap: Rearming Trap is a pretty strong DoT on its own, but the main reason you keep this up as much as possible is because it grants Minor Foce, which gives you a 12% Critical DAMAGE buff. This is huge. Do NOT play a Stamina build without having Rearming Trap, it would be a major loss in damage. You don't have a better ability to be slotting anyway. :)
As far as the DW/Bow playstyle goes, I'll give you a general rundown on a patchwerk-style boss fight (no adds, low movement if any):
1. Start with a fully-charged heavy bow attack followed by an immediate Poison Injection.
2. If you use Noxious Breath on your bow bar, use it here when in range.
3. Rearming Trap
4. Endless Hail, since the animation takes a second and gives Rearming Trap a chance to trigger and grant the Minor Force buff by the time the animation is done.
5. Poison Injection
6. Caltrops
7. Noxious Breath once more, if you're using it. Swap Cancel (weapon swap) immediately to the DW bar.
8. Venomous Claw
9. Rending Slashes
10. Flurry a couple times, weaving light or heavy attacks if necessary. I don't know if DKs have to do this as much as Nightblades do, due to Nightblades having Siphoning Attacks. You might have to do heavies only. Again, unsure!
At this point, it's probably time to swap back to your bow bar to reapply DoTs. Keep in mind, Caltrops lasts 30 seconds, so you only have to use it every other rotation, which is good because it's super-expensive.
So once you're back to the Bow bar, repeat steps 1-7; however they apply to you. Then the rest of the "rotation", only using Caltrops again when it has around 5s or so left and you're starting the Bow bar DoTs again.
Essentially, between bosses, you'll want to keep your self and group buffs up (don't worry much about things like Rearming Trap when you're not on a boss; things are going to just fall over anyway) and just AoE everything. Noxious Breath, Steel Tornado, etc.
As far as gear goes, some good sets to have (yes, multiple sets) are:
* Hunding's Rage - good personal damage buffs. Everything you want.
* Night Mother's Gaze - this is a set you'd swap out of if someone in the group was already running it, because the debuffs do not stack.
* Leviathan - Crypt of Hearts drops. Offers nothing but critical bonuses.
* Twice Born Star - TBS is an annoying set, because if you swap a piece of it out, you have to go get your second Mundus Stone again. Also, while TBS is considered to be "best-in-slot" by many, it really only shines in Trials where Warhorn is being used rotationally.
Speaking of Mundus Stones, make sure you're using the correct one between either Thief or Shadow. Considering your stats, I'm assuming you are because that's a fairly high critical rating for a DK considering their lack of passive critical bonuses.
I've seen some guides suggest DKs roll with the Thief, due to lower critical overall since they don't get passives like NBs do. But, if you're Khajiit, you might be able to get away with dumping the Thief in favor of the Shadow, which would yield an overall increase in damage despite the loss of critical. (Also why I like running TBS now myself. I get both!)
As far as upgrading that gear, you want to make sure that before anything else, your mainhand weapon (dagger, preferably, due to critical passives from DW) is upgraded to legendary. Then your bow, then your offhand DW weapon if you like. (The bonus from it is marginal at best. Like 45 overall weapon damage.)
As for gear placement... you want 5/5 of any of those sets in every slot except head and shoulder. Those slots are reserved for your Monster set. You should be using Kra'gh, since it's essentially the best thing you could ask for in a 2-piece bonus.
1p: lots of armor penetration; around a 3% increase in all damage.
2p: neat little proc that does AoE in a cone in front of you. Procs pretty often, too.
As far as accessories go, the best to get are any of the Trial sets. I believe the Vicious Ophidian set comes with critical on it, whereas the other ones have weapon damaage? (Akaviri? or whatever) and something else.
So essentially, you could be running:
5/5 in one set
2/2 Monster set
3/5 Trial accessories
2/5 any other set, with your DW weapons active. Granted, this 2/5 bonus would break when you swapped to your bow bar, which is why a lot of people just use a random CP160 bow with whatever enchant.
Daggers or whatever DW weapons you use should be Sharpened for general use, Precise if you run with a dedicated group that uses all their debuffs all the time. (or Sharpened/Precise) Ultimately you will want vMA weapons, but that is much, much easier said than done.
Bow should also be Sharpened, or again Precise depending on group comp.
Enchants on gear should be Stamina; although you may opt for health on a couple pieces to avoid getting one-shotted in certain Veterans in case you miss a dodge.
Anyway, that's the jist of things. On my Nightblade, with a similar setup (I don't have 3/5 VO Jewelry, though; I run 3/3 Agility), on a low-movement fight I pull around 25k DPS. An equally-geared DK should pull around 30-35k or more on the same fight, just because DKs have a better baseline DoT (Venomous Claws) that not only scales with CP, but also their class passives.
You won't start seeing numbers like 50k+ on Trial bosses unless you've essentially got BiS everything, including vMA weapons. However, the one thing I can't stress to you enough is that you're going to have to master weapon-swap-cancelling to get the full potential out of your class.
It's an extremely... underwhelming feeling to have to use mechanics like that to best deal damage in this game, but it is what it is. Latency is also a factor, so if yours is rather high (150ms+ constantly, dipping even higher), that will also have a major effect in ESO. Not so much in other games, but it matters quite a bit here, especially when it comes to weaving attacks between your skills, if you have to do so.