The strength of DK's doesn't come from there passive HP reg it's because they have the best defensive skills + the best selfheals and still are able to deal good dmg.I allready was thinking about it yesterday, we have come to a point where we should talk about stat distribution and gear.The problem is that we have very little information about it.
Overall, I've gathered from people's posts on this thread that:1. There is a maximum of two stats and one enchantment on pieces of armour and perhaps even the accessory pieces.
2. stamina/health/magicka regen are available as enchantments and are a flat +10 at lvl 50
3. There is the usual 49 level points into your three main stats with a cap at no more than 30 points into one stat4. With level points and gear with a main stat, you can achieve somewhere between 1800 - 2200 of a main stat at least (possibly more with better gear when better gear is available than "superior" quality)
5. Without spending any points or having any stat toward a main stat on gear - you still have at least 1000 of a main stat
So with this information, if you ignored health, power, crit and enchantments that are not stat-based (e.g. reduced dodge roll cost) and focused your level points and two gear stats on magicka and stamina with enchantments that were either magicka or stamina regeneration - you would then have a build that may not hit as hard or have as much health but would have both high total magicka and stamina and significant regen of both stats. With the numbers I've calculated, assuming this is all correct of course, this equates to:1. Characters that can spam low cost magicka skills without losing total stamina (especially cast time skills once you calculate regen during the casting and MOST especially when discussing Templars who have by far the greatest potential for stat regeneration)
2. Stamina regen on a high magicka character that is high enough to sustain the use of "immovable" every 8 seconds and still have high total stamina with excess stamina regen to cover normal moves such as blocking and dodging (though this will depend on how often you intend to block/dodge and how expensive it is to do so which is not confirmed)3. You can have high magicka and stamina with high regen of both while NOT USING MEDIUM OR LIGHT armour passives. These numbers are based off purely using heavy armour and therefore no armour passive benefits to regeneration of stamina/magicka. Using the armour passives would give even higher regen (but perhaps even unnecessarily high).The sacrifice for such stat allocation and enchantment choices comes down to 2 major criteria that I can see:1. Low health. Only having 1000 health or a little higher.
2. Less damage output due to no stats/enchantments toward raw Power or Critical ratingHowever, the counter to point 1 is that while having low health - you do have heavy armour mitigation, defensive skills and if you have a self heal or a healer in group you do not have any worries about a lower health total. A good example is that a DK with Immovable and Spiked Armour constantly on plus heavy armour mitigation is not too worried about having lower health than other characters.The only counter to the second point is that:
1. Maintaining defensive skills and heals means you're in the fight for longer and therefore do more total damage over time
2. More importantly, you can use your offensive skills more often (perhaps even spam depending on the skill) and maintain this throughout a fight equating to more damage anywayRandom aside: DK's have best self heals? I am not very impressed by the cost of Dragon Blood (80m at lvl 1 and likely 560m at lvl 50) and the fact that it is not a flat 25% of your health but of your missing health which means if you had half health when you used it and were at about 500-700 health - then the heal you'd get would be 0.25 x 500-700 which would only be between 125 - 175. Unless I've misunderstood its description...And Inhale seems unreliable as it depends on huge numbers surrounding you. In a 1 vs 1 or smaller group fight - you may not get much out of the heal especially since it only has a 5m radius, I would think? They do have the best defensive skills though.P.S. I have not given any calculations/numbers in this lengthy post but happy to provide examples of build numbers as proof if anyone wishes to see. It's stuff I've done on paper and not typed up as of yet. And calculations are done without factoring any stats or enchantments one could gain from accessories or weapons. Just based off 7 pieces of armour that have 2 stats and one enchantment each.