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  1. #81
    Player Chriscoffey's Avatar
    Join Date
    Jul 2011
    Posts
    214
    Character
    Darkchris
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by gigasnail View Post
    interesting idea, horrible implementation. also works in direct opposition to our AF3+2 set bonus, such as it is.
    Well for most updates to dark they sound decent additions but are always implemented as complete fail. I really doubt they adjust this to what the majority agree is what dark knight is meant to be. They have their own ideas about dark knight and it's apparently the back of the bus mentality.
    (1)

  2. #82
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Kirschy View Post
    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.
    Kirschy and I couldnt have said it better ourselves or better than anyone in these forums. Right Now, Square has got to take these notes if we want to see anything good out of this Job Ability. She's a hardcore Dark Knight, and she damn well knows what she's talking about.

    It's rather condescending to say that we'll be able to accept one big hit alone, on our HP to boost our damage, and no further damage accumulated will increase our attack and magic attack. Just one hit, that's it, there's no more damage to take after that? For the 3 minutes we have to get hit? No, we can't see this as contributable to endgame tactics for our endgame linkshells. At all.


    Quote Originally Posted by Chriscoffey View Post
    Well for most updates to dark they sound decent additions but are always implemented as complete fail. I really doubt they adjust this to what the majority agree is what dark knight is meant to be. They have their own ideas about dark knight and it's apparently the back of the bus mentality.
    Last Resort Duration increased to 3 minutes was the best thing they have done for Dark Knight so far. Square needs to try and top that with something everyone can be happy with.
    (2)
    Last edited by Quetzacoatl; 09-04-2011 at 10:01 AM.

  3. #83
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    SE:

    Look at the battles you've made. Which one is this ability useful on?

    DRK needs some huge enmity reduction to make this slightly usable in it's current form, to the point where no enmity is gained during this period of peak DPS if you want it to perform so great when it would cause a DRK to almost assuredly die.

    Edit: That's just one suggestion to make this ability usable.
    (1)

  4. #84
    Player Returner's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Returner
    World
    Ragnarok
    Main Class
    PLD Lv 95
    I just want to make a suggestion, and I think this idea is the exact reverse of what SE has in mind but makes alot more sense so hear me out:

    Keep Scarlet Delirium as a JA that is 1 minute with recast timer 3 minutes. However, get rid of the 2 phase property.

    Instead, make it instantly take away certain % of the HP, maybe 80%, or 90% of the max HP upon activation, and you get the damage boost right away. At the same time, you get a stoneskin effect equal to the HP you just lost.

    However, the damage boost will decrease as you take damage from mob, and as your lose your stoneskin from getting hit, your damage boost is slowly reduced proportionally to your stoneskin.

    For example, let's say they make it take away 80% of the HP upon activation for a 40% damage boost and you have 1500 HP:

    1) Pop JA, lose 1200 HP upon activation, but at the same time creates a 1200 damage stoneskin, damage is boosted to 40%.

    2) If you don't get hit, the 40% stays for 1 minute duration.

    3) If you get hit, let's say you take 600 damage, it takes away 600 damage of stoneskin, so your damage boost is now 20%. And if you take another 600 damage, your damage boost is reduced to 0 as your stoneskin is completely gone, and the damage boost is gone before the 1 minute is up.

    I think this idea is more practical. One, it makes Drk survive longer with the stoneskin feature, but at the same time you need to also watch for the damage you take so you don't lose the damage boost. It goes in the line of the functionality of the party, and makes this JA an aggressive one that you can use in almost any given time and receive a boost.

    I don't think it would be too powerful, but that's what the test server is about, we will test it out.

    PS: This way, the JA isn't too passive, and you are not waiting to take damage to get a boost. Instead, you don't want to take any damage, tho you are dealing more damage and naturally you should pull hate. So the way it works prevents it from becoming overpowering since your damage boost is reduced when you take damage. And in a good party, where you get a pld to take damage for you, you have stunners to stun mob AoE, all that will benefit a DRK as it will be a very strong DD. As the functionality of the party becomes less and less efficient, and the DRK takes more and more damage, then the JA becomes less attractive. So it all balances itself out. The more I think of it the more I think it is a great idea.
    (6)
    Last edited by Returner; 09-04-2011 at 10:43 AM.
    Returner - Formerly known as Nameless

    Ragnarok - TheExpendables

    DRK | PLD | BLM | RDM | DRG

  5. #85
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    You do know that BLU has two darkness based nukes.


    And we the ALMIGHTY OCCULT ACUMEN CLASS, have yet to get.


    1.
    (1)

  6. #86
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    You do know that BLU has two darkness based nukes.


    And we the ALMIGHTY OCCULT ACUMEN CLASS, have yet to get.


    1.
    BLU has 4 Darkness nukes after this update and 3 drains including an AoE drain <3
    (2)

  7. #87
    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 Jar View Post
    BLU has 4 Darkness nukes after this update and 3 drains including an AoE drain <3
    It all makes sense.
    (2)
    Last edited by Urteil; 09-04-2011 at 01:12 PM.

  8. #88
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    wow blu just gets and gets every update, and drks get ill thought out abilities in a "take it or leave it kind of way." Developers did good job with the absorb attribute but is that all, for god sakes how can you call us the masters of dark magic...and guys sit there and gives blm every useful dark ability under the sun, and blu with a line up of dark nukes and dark spells like doom, complete slap in the face. Doom for blu, for real SE....unbelievable!
    (1)
    Last edited by Cljader1; 09-04-2011 at 08:34 PM.

  9. #89
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Maybe I misunderstand how it works but I dont understand what you guy mean that DRK will get killed right after he use it. From my understanding you need to take damage to activate it but then you can be healed to full and have bonus stay for 1 min? The way some ppl talk about this implying you need to stay on red after activation to take advantage out of it. Its pretty easy to time this JA before some AoE or spell that you know you will get hit from and just heal yourself after and take advantage of bonus. Tbh its really not that bad like ppl trying to make it to be. Its pretty much free bonus to damage for damage taken that otherwise would gives us nothing. Maybe you guys should play better or something?

    Quote Originally Posted by Muras View Post
    I just don't understand why I have to "risk" so much on DRK for something that isn't even mediocre. I hate this sacrifice and risk theme. DRK is supposed to be a job that's powerful and selfish, the total opposite of sacrifice. It's PLD that's supposed to be sacrificing itself for the well-being of his comrades.
    Thats a little off too. This ability is exactly being SELFISH and POWERFUL. You intentionally getting hit w/o thinking about it consequences for a party to gain more power for yourself....

    when I think of it this ability is extremely powerful in some fights. For example with mobs that have TP moves taking 90-99% of your HP like Throat Stab. 45+% damage boost for 1min, thats pretty amazing. Most VW mobs cast or do AoE for 700-1k damage and it very easy to get hit by one of it even if you stun most of them. Any fight with Astral flow like Kirin or with Mijin Gakure. It will need some time to learn how to time it well but it's really great JA. Only think I could possibly change in it is some minimum amount of damage we need to take for damage to count. IE: It should ignore every damage that is below 20% of total HP for example and be only activated if we get hit by something stronger. That would be ideal and would actually make sense with 3 min absorb phase because for now 3 min absorb phase is kinda stupid, assuming you wont get any damage on DRK for more than 1min is funny.
    (2)
    Last edited by Atoreis; 09-04-2011 at 07:49 PM.

  10. #90
    Player Geabrielle's Avatar
    Join Date
    Apr 2011
    Posts
    88
    Character
    Geabrielle
    World
    Valefor
    Main Class
    DRK Lv 99
    Scarlet Delirium makes me cry....

    That's all I can say about it until I can find some people to pt up and let me get destroyed so I can find some benefit, any benefit whatsoever to bleeding out my life to fly into a rage of hate dervishness and death. I can see the point that Atories is making, but I also ask why would a WHM waste his or her time curing me to full after I do something as stupid as to not back off like any sensible DD would when I'm about to get tooled, for the sake of an extra bonus and so short a duration? Granted with the current way of doing things the mob will be dead in less than a minute anyway, if its trash, which makes the entire JA a moot point. As for tougher mobs, honestly, using Scarlet Failure is going to turn me as a drk into a bigger MP sponge than whatever tank sacrifice my group is throwing in front of Bignasty McDevilfist.

    That being said, I'd like to see the duration extended to match the recast at least on the Test Server. This will give we of the DRK community a chance try to make the best of a cancer ridden, slowly dying corpse that is our Job before it's officially implemented ... with we hope some of the fine suggestions being made.
    (1)

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