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  1. #31
    Player Malacite's Avatar
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    Mar 2011
    Posts
    228
    As nice as MAB would be, DRK was never really meant to nuke - Nuking was really just meant for use on skillchains for an extra burst of spike damage.


    In keeping with that line of thinking, I propose the following:

    Rather than straight up MAB, give DRK varrying tiers of Magic Burst Bonus. So that DRK can nuke hard, but only off of skillchains thus making smart use of our limited MP.

    Secondly, change occult accumen to give back TP based on the damage dealt, not MP cost. Either that, or increase the % of TP gained to MP spent because 10% is a joke. Given how small DRK's MP pool is, I don't particularly see what's wrong with Magic Bursting Thunder IV for say 800+ damage and then being able to WS again. Yeah that's a free WS, but Thunder 4 would also suck up over half if not 3/4 of most DRK's MP pools. I think that's a fair trade.
    (4)

  2. #32
    Player Eadieni's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Eloaken
    World
    Fenrir
    Main Class
    DRK Lv 90
    I think what DRK needs is something that gives them the ability to instant cast (perhaps at 0 MP even) an elemental nuke.

    Like a job ability on a recast timer that gives the bonus to one spell. Or a job trait that procs it, like how Zanshin works.

    I've had my uses for elemental magic at times, but right now the damage is very pathetic to use anything other than a scythe, and it would be nice to instantly cast occasionally for somewhat respectable damage. Not saying 5k or anything, but the occasional 800 dmg nuke would be nice.
    (0)

  3. #33
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    Quote Originally Posted by Eadieni View Post
    I think what DRK needs is something that gives them the ability to instant cast (perhaps at 0 MP even) an elemental nuke.

    Like a job ability on a recast timer that gives the bonus to one spell. Or a job trait that procs it, like how Zanshin works.

    I've had my uses for elemental magic at times, but right now the damage is very pathetic to use anything other than a scythe, and it would be nice to instantly cast occasionally for somewhat respectable damage. Not saying 5k or anything, but the occasional 800 dmg nuke would be nice.
    make it proc on every WS that open/close a SC

    or give an abilty that make able to swing while casting
    (0)

  4. #34
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Dear SE please ignore anyone who suggests that DRK should get t4 elemental nukes, in fact ignore anyone who puts elemental and drk in the same sentence. It would be much appreciated. Also can you please stop coming up with dumb suggestions like sacrificing tp for dmg. We use that tp more effectively than your new ability ever would, unless you make our attacks deal 2k+, which is ridiculous only war would ask for that kind of buff. Of your gonna look at drks magic dept how about you fix our absorb spells, its been said constantly on the drk forum but here it is bold and underlined so you don't miss it.

    Absorb spells need to be able to stack with cruor buffs.

    Absorbs spells need to have decay removed.

    Absorb spells need to have a longer duration.

    Absorb spells need to have a greater effect.


    See thats not so hard is it?
    (4)

  5. #35
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    This much like all the new adjustments really depend on the "numbers" SquareEnix if offering.

    The new O TP gain > increased damage could "POTENTIALLY "be amazing. If the gain to attack damage is significant enough. Say a standard weaponskill does 1K Damage overall, if the new jobabilty adds enough attack % to each melee swing, making an overall impact of over 1k damage, let's say 1.5k in the same "timeframe", then SE just added an extra 500 pts damage to a Darkknight output. With absorb-TP being a 1min timer DRK will hardly miss the extra normal TP gain.

    As for the increased damage to DRK > increasing magic and weaponskill damage, what are the "numbers"? First the likely hood of getting hit while moderate to high, there are ways to mitigate it. If the increase to magical/weaponskill are high say, somehow increasing a tier III nuke to tier IV levels, or increase elemental damage of WS 50%~75% overall damage. Could be overpowered?

    Yes, we could have used TierII absorb spells(non decaying, fast cast) and dark damage nukes. But overall, I'm pretty excited by what SE mentioned.
    (0)
    Last edited by Covenant; 07-16-2011 at 11:35 PM.

  6. #36
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    DRK and Magic is basically the inverse of RDM and Melee. Only reason people hate either is they weren't good enough from the start, yet any attempts to actually remedy that are met with angry tirades by people who "know the job" and what it needs. While a healthy dose of skepticism is fine, frankly, I welcome upping the job's magical prowess. Not like it's hurting on gear there except for maybe a good MATK/INT cape.
    (0)

  7. #37
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,161
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    The TP for damage ability could be really good, if it boosts your damage significantly the way souleater does. I'd imagine you could have both abilities active at the same time. Especially given that most sythe WS have kind of lost their luster.

    As well, the dmg taken + for magic damage could also be good if it's significant enough- Since you gain TP for casting nukes now, it doesn't hurt as much as it would have in the past to cast magic.
    (0)

  8. #38
    Player Dauntless's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Dauntless
    World
    Valefor
    Main Class
    DRG Lv 90
    Also, I'd like to see them do something about Insurgency. It looks amazing but it seems to put out less numbers than guillotine, but the numbers spike every once in a while. Could we get some sort of insight on what the deal with it is? As is, the people who have it don't really use it but I'd like to see it become actually useful, something King's Justice or Drakesbanesque
    (0)
    RIP Shadowix 75 DRG-WAR-DRK

  9. #39
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Alhanelem View Post
    The TP for damage ability could be really good, if it boosts your damage significantly the way souleater does. I'd imagine you could have both abilities active at the same time. Especially given that most sythe WS have kind of lost their luster.

    As well, the dmg taken + for magic damage could also be good if it's significant enough- Since you gain TP for casting nukes now, it doesn't hurt as much as it would have in the past to cast magic.
    The problem is scythe ws's are indeed lackluster but they might not always be. Weapon skills are getting an update, which could mean scythe and gs are getting nice boosts to ws dmg, or it could be crap. The real problem which is a growing one is people that have empy's use the aftermath to unleash hell and if we can't ws then we can't use aftermath and then why in the hell did we make this goddamn thing. Thats not the most important issue, as I'm sure everyone has noticed not a single drk wants to give up their ws's, its just not what we want, besides we have other useless things we'd be glad to give up in exchange for a dmg increase, for instance mp. Yet SE insists on forcing us to use our magic, well SE let me remind you what the original vision of drk was.

    DRK was supposed to be the opposite of PLD. PLD was supposed to be this holy warrior who was an Ultimate Shield to his comrads. DRK was supposed to be a arcane warrior who was the Ultimate Blade. Each had their unique tricks to help show off their prowess in these regards. Pld was not a strong DD and Drk spent a lot of time dead from damage overload. Now tho both have been passed over for their respected roles by other jobs. Thus the constant screams for balance have begun and will continue until SE wises up or we all leave.
    (3)

  10. #40
    Player Malacite's Avatar
    Join Date
    Mar 2011
    Posts
    228
    Quote Originally Posted by StingRay104 View Post
    Dear SE please ignore anyone who suggests that DRK should get t4 elemental nukes, in fact ignore anyone who puts elemental and drk in the same sentence. It would be much appreciated. Also can you please stop coming up with dumb suggestions like sacrificing tp for dmg. We use that tp more effectively than your new ability ever would, unless you make our attacks deal 2k+, which is ridiculous only war would ask for that kind of buff. Of your gonna look at drks magic dept how about you fix our absorb spells, its been said constantly on the drk forum but here it is bold and underlined so you don't miss it.

    Absorb spells need to be able to stack with cruor buffs.

    Absorbs spells need to have decay removed.

    Absorb spells need to have a longer duration.

    Absorb spells need to have a greater effect.


    See thats not so hard is it?

    What's wrong with my idea? Making DRK's elemental skill (it is B+ after all) viable for spikes off magic bursts sounds just fine to me. It's about the only conceivable time you should even consider nuking as a DRK, so why not make it at least worth doing - especially if you get a free WS out of it.

    Otherwise I agree, there needs to be more unique dark magic like Plague & Terror - both of which suit DRK thematically more than any other job. I'd also love to see an Absorb-Critical spell to increase DRK's crit rate & damage while making the enemy more vulnerable to criticals.

    How about an ability that allows DRK to share the effects of it's Absorb-spells with the party? That's be so pro. The rest you already mentioned and I agree with 100% such as removing the decay.

    Oh yeah and please fix Absorb-TP so it doesn't suck anymore. It was amazing when we first got it then it got nerfed into obscurity.
    (2)

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