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  1. #441
    Player Zemarin's Avatar
    Join Date
    Aug 2011
    Posts
    90
    Character
    Milianna
    World
    Siren
    Main Class
    BLM Lv 96
    O trust me i feel ur pain most the jobs i play got screwed by SE, I play DRK SMN and RNG, RNG didn't get screwed these coming updates but we all know the rng nerf. But on a side note I was a gun ranger, and then SE pretty made Guns all magical (I even started the Gun relic). Thizs company really amazes me with the buncha bs they pull.... whats sad is in most Renditions of FF Drk's are pretty good and have a better spell selection (none of which involve elemental magic) then FFXI came

    Break
    Bio 3
    Demi (Gravity)

    They are all in the RDM Spells list and not Dark knight.
    There's no confuse?
    Doom I understand why we don't get...

    Man SE just was like Eff u dark knight we don't want you to use dark magics.

    They could have made this into a Job Trait Really and just make attack rise as HP gets lower... but NOOOOOOOO SE gotta make some lame skill they KNOW everyone will hate, as if drk doesn't have enough SKILLS already, prolly lowers DPS just from activating them all.

    Edit: I really just wanna smack the devs in the face.
    (2)

  2. #442
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Cljader1 View Post
    Maybe Scarlet Delirium purpose is to be used with Souleater, I heard Scarlet Delirium is based off of HP lost not damage taken. Try using it with soul eater i think we can lose half our hp with soul eater up
    It's based off the first damage taken so if ya take 1 DMG the 1 min effect is based of 1 DMG
    SE + WS won't trigger the effect either.

    How this is tested ...
    When u use SD u get a defensive effect once you take DMG you get a attack effect (in status bar)

    SE won't change the defensive effect to attack effect

    Once you take DMG you will gain a boost in DMG (tested with Elemental WS)
    Anymore DMG taken or lower hp will not boost WS DMG further

    More DMG taken on the first hit = larger boost
    (0)
    Last edited by Rezeak; 09-02-2011 at 06:17 AM.
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  3. #443
    Player Zemarin's Avatar
    Join Date
    Aug 2011
    Posts
    90
    Character
    Milianna
    World
    Siren
    Main Class
    BLM Lv 96
    Oh wait blu gets doom... ya... >_> drk just gets nothing... well wait they get impact for 666 mp.
    (0)

  4. #444
    Player NeoLionheart's Avatar
    Join Date
    Mar 2011
    Posts
    52
    Character
    Leondimas
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Would be better if Souleater activated the effect. Activate Scarlet Delirium, Souleater+Multihit WS, HP lost, boom done. Ride your 1 minute damage boost.
    (0)

  5. #445
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Maybe increase charging period to 1min, duration for the next 2.5 minutes!

    Anything less is unacceptable.
    (1)

  6. #446
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    Hey Camate, could you ask the dev about adjusting Catastrophe aftermath?

    The haste is capped at 25% which is now obtainable by equipment making Apocalypse less valueable. Could the Haste be put in its own category or paired in Magic such that we can get 25% Ability, 25% Equipment, 45% Magic, 10% WS?
    (0)

  7. #447
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    well 43% magic.

    Also, no. Make it Magic haste, not it's own haste. That would give DRK 90% haste, killing most things in seconds.
    (1)

  8. #448
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    DRK just keeps getting useless abilities which further complicate the job while doing nothing to make the job worthwhile. So not only has the job become relatively useless (with respect to other jobs), it also has no definition because SE is afraid to make the job excel at anything.

    Make Blood Weapon a 5%-10% activation trait and give us a Superman two-hour; that's what they're there for.

    How about making our two-hour a variation of Doom (BLU gets it...seriously?) that works along the lines of granting the DRK a gaze effect that may inflict Death on any enemy facing the user? It would be like a 20 second effect that checks some level-based derived possibility each tic- either dropping the enemy dead instantly when it hits or doing nothing. The idea is that you use the JA, look the mob in the eye, and wait anxiously during the brief moments that your gaze may kill the enemy.

    Obviously some NM's would be immune, but don't just go ahead and make it useless in any important situation. We should first consider whether another job could use its two-hour to solo the same NM, and set the Death possibility at each tic in the 20 second interval accordingly. It may sound powerful, but you've basically got a 20 second interval for it to either randomly work or do absolutely nothing for you. If a MNK or SAM can go into a BCNM and take out half of the mob's HP with their two-hour, this ability should at least have a ~20% chance of going off over the entirety of its duration in that same fight.

    I should be able to Chuck Norris as many worms as I can get to look at me in South Gustaberg at 99 with this ability, though.


    Give us a pair of opposing job abilities! DRK and PLD are hybrid jobs, aren't they? Why is it that SAM and NIN have abilities to facilitate this concept while DRK and PLD, which were created and forced into this idea, are struggling to live up to it?

    The concept of Scarlet Delirium can be our full-time melee DD JA, mildly scaling our damage % as our HP is lowered, while also granting a possibility of critical weapon skill attacks while wielding a Great Sword or Scythe (maybe require the DRK to be behind the enemy for this critical chance, too). This might also give a weak DoT effect to the DRK, both as a trade-off and as a manner to reliably lose HP/gain damage boost the entire time.

    Just make the crit hits on weaponskills a possibility- the same rate that we'd critical hit on a normal swing. The existing ability would obviously be adjusted to make this fit with game-balance (assuming that it's currently not working as expected, though).

    Abyssal Clarity can be our full-time magic utility JA, lowering the cast and recast times of Dark Magic spells, slightly boosting Occult Accumen, and lowering attack while raising magic attack- both to a moderate extent. These effects would also only work while wielding a Great Sword or a Scythe. Maybe this ability could grant us access to additional spells as well.

    This should be a direct translation of some sort, to the effect that we could use LR to boost spell damage. The reduced timers on spells, however, should be specific and done in a way that allows the DRK to act more like a mage. The Drain II timer, for instance, would need to be drastically lowered under this effect.

    These abilities should be able to be used full-time, but have moderate recast times in order to avoid exploitation. Something like 5:00 / 5:00.


    The former would be used mostly in well-balanced parties, while the latter would be used mostly for low-man and solo situations. Maybe we could spice things up a bit by enhancing the effects of Scarlet Delirium while the user is wielding a Great Sword, and enhancing the effects of Abyssal Clarity while wielding a Scythe. Or vice-versa, whatever. It'd be a cool way to persuade DRKs to use both weapons situationally.

    Abyssal Clarity would realize the idea of a DRK mage/warrior hybrid supporting itself and hindering its enemies while using elemental weaponskills to finish them off.

    Scarlet Delirium would answer the problem(s) that DRKs have been suffering with since Abyssea, and put them on par with the other heavy DD's in that area while not overpowering DRK outside (the crit hit chance on a WS would match the crit hit chance on a normal melee attack: closing a large gap in Abyssea and a small one outside).


    These are just rough ideas, the direction is what's important. I think almost all players agree that SE just doesn't get DRK. It's silly to think that the developers just hate the job!
    (0)
    Last edited by Selzak; 09-02-2011 at 09:43 AM.

  9. #449
    Player Zemarin's Avatar
    Join Date
    Aug 2011
    Posts
    90
    Character
    Milianna
    World
    Siren
    Main Class
    BLM Lv 96
    Dark needs its own Hasso~
    Also seeing how lots of jobs are getting this death/doom crap i wonder why they haven't given that to dark~ actually I'm probably most astonished at Break.
    (0)

  10. #450
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Rezeak View Post
    On use Effect that will last 1 min
    Once you take any DMG you will gain the Scarlet Delirium which will last 1 min after that. (aka if you take DMG 30secs in you will get the Scarlet Delirium effect for 1 min after that 30 secs)
    Any dmg after will add no extra DMG. ( mean if a mob hits you for 100 DMG ur looking at a 1% DMG boost for the entire effect)
    Wow. I think that's worse than anyone could have ever expected. At the very least they could let all damage taken for the duration count towards a capped bonus, since it's only a minute long anyway.
    (0)

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