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  1. #71
    Player Chriscoffey's Avatar
    Join Date
    Jul 2011
    Posts
    214
    Character
    Darkchris
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    DRK has no natural evasion and no natural damage mitigation.


    Why the hell do I have three minutes to get hit once?


    Do they actually think we parry, due to the useless job trait they gave us?


    I'm having a hard time believing ANYONE is this stupid.
    They aren't this stupid.. they just hate dark knight.. different team.. different agenda for jobs.
    (2)

  2. #72
    Player Kirschy's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Kirschy
    World
    Fenrir
    Main Class
    DRK Lv 99
    After playing with the JA myself, I'm incredibly unimpressed. The idea behind the JA is great. I think a JA that extends the idea of DRK by taking damage while being able to inflict more damage is right on target. The implementation is just poor.

    I would much rather have the JA accumulate damage taken, and have a lower output. (I'd also request a duration increase too... keep the JA buff active for 2-3 minutes, and then an extra 2 minutes for downtime. [2 or 3min up, 2min down.])

    Attempting to improve DRK damage during endgame fights isn't going to make them any more desirable than they are today. And it's still going to leave them behind other top tier DDs. I strongly suggest a JA like this is reviewed and changed to bump DRK up a top tier damage dealer, while still maintaining a uniqueness from other DD.
    (7)

  3. #73
    Player Zoner's Avatar
    Join Date
    Jul 2011
    Posts
    88
    Character
    Zoner
    World
    Quetzalcoatl
    Main Class
    DRK Lv 95
    I think SE has yet to realize tactics that has become standard practice in most endgame linkshells

    Quote Originally Posted by Bayohne
    In many cases, dangerous special abilities and magic that are used by the opponent can be halted by Stun, but there are instances where Stun does not work or cannot be cast due to recast timers.
    In such a case we Dark Knights, and most front line melee, are considered undesirable because:

    1. We feed TP to the monster in question, increasing the number of times uses its "dangerous special abilities" and raises the chance of a full party wipe.

    2. Dark Knights often get invited to NMs that need to be stunned, if it is unstunnable, thats one less invite we get

    3. The preferred method of dealing with such NMs is a tank (single or dual-tank), healers and ranged attack/magic, or gain TP from a safe distance and only approach NM to weaponskill.

    Quote Originally Posted by Bayohne
    There are also instances where players will have to take the damage from some attacks in order to stop more powerful attacks instead.
    In instances dealing with a NM that has a devastating weaponskill that you must keep in close proximity, what will end up happening is an increase of Samurai used to stand next to the monster but facing away until their TP is @ 100%.

    Scarlet Delirium's usefulness is truly situational at best. What we were hoping for is something we can use on a regular basis, whether it be farming, meriting, or End Game NMs; something we cannot accomplish with a short duration and asinine stipulation of only the 1st hit being counted.

    In FFXIV alpha/beta we testers had forums like this where we voiced our concerns about the direction things were going, the Devs ignored our advice for the most part and stood fast to their "Vision of how the game should be." I think we all know how that ended up...
    (3)

  4. #74
    Player Armangetto's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Armangetto
    World
    Valefor
    Main Class
    DRK Lv 99
    I agree that Scarlet Delirium should be a JA that can be used on a regular basis. It shouldnt be us waiting for a high lvl HNM to use a high dmg spell / aoe/ or tp move for us to even use this ablity.

    Just change it to fixed amount of dmg taken <insert amount of hp loss amount here> (50 to 60%?) during the absorb dmg phase or when the 3 min timer runs out.... lol. Then make it a 20 to 30% max dmg boost for the 1 min.(Again swap the absorb duration with the dmg boost duration.)
    (1)

  5. #75
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Madawc View Post
    Yes I know Migawari is a spell, I was pointing to its use. It procs only when a certain amount of damage is dealt. I suggest SD to be made in to a JOB TRAIT which procs if more then 50% of your HP is lost. This proc last for 1min and next proc must wait atleast 3min.

    Or the Job Trait could just accumulate damage taken and decay over time. Like a buffer, you fill the buffer up with damage taken and it bleeds off to zero. DmgUp% is proportional to the buffer. Lowering the cap from 49.9% to 30% would be reasonable.

    I agree. Let it stay up for 3min but only proc on large damaging blows/JAs/magic etc. Or let it accumulate. Its just going to piss DRKs off when they pop it and then take 100 points of damage from the mob.
    (1)
    Masamune
    Arma up next!

  6. #76
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    I sincerely would rather not even have this ability as it is. It'd just be trash sitting in the JA list. I feel the same way about Tactical Parry.
    (4)

  7. #77
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Selzak View Post
    I sincerely would rather not even have this ability as it is. It'd just be trash sitting in the JA list. I feel the same way about Tactical Parry.

    I feel the exact same way too.
    (1)

  8. #78
    Player Thanotos's Avatar
    Join Date
    Aug 2011
    Posts
    23
    Character
    Thanotous
    World
    Bahamut
    Main Class
    DRK Lv 99
    or maybe they should make it a stance ja, but with a huge boost to damage, so after taking damage the boost never wears off till you are healed, basically keeping in line with the "risk" factor of running in at low hp on an hnm/voidwatch nm and performing a ws, however, this also runs along the same lines as using soul eater at full hp on a ws. Just that soul eater on a one hit ws dmg is bleh at best.

    for example if i am sitting at 100 hp, and i can run in and do 6k dmg ws outside of abyssea, i know that is a lil extreme, but you get the idea.
    (0)

  9. #79
    Player Chriscoffey's Avatar
    Join Date
    Jul 2011
    Posts
    214
    Character
    Darkchris
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    I feel the exact same way too.
    Urteil I saw your post in the sam forums. I tried telling you they hate dark knight lol. This is just total lack of caring for one job and "golden egg" spooning of many others.
    (1)

  10. #80
    Player gigasnail's Avatar
    Join Date
    Mar 2011
    Posts
    5
    Character
    Mallister
    World
    Carbuncle
    Main Class
    DRK Lv 90
    interesting idea, horrible implementation. also works in direct opposition to our AF3+2 set bonus, such as it is.
    (0)

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