Thanks for proving my point by unblocking him and then re-blocking him to prove an invalid point lol.
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It's obvious they don't have an answer and would rather reply with an irrelevant question to your question.
Honestly they don't know what they're talking about (clearly indicated by the fact that they have the reading comprehension of a kindergartner) and you're just going to continue to lose brain cells talking with them like I am.
I really wonder whether we're seeing an influx of AI-based bot posts recently, or at least AI-based. We had the one-per-class threads recently that were clearly written by AI down to the formatting and the style, and this poster here seems to have issues that only make sense if your knowledge about the classes is based on the weird mistakes LLMs make with MMORPG classes due to the fluid nature of their design coupled with how the LLM ingests all states of the job concurrently so you end up with a random hodgepodge of information.
Sorry for the delayed response, I do multiple roles in fact I literally posted the video where I was DrK and self sustained on a plethora of dungeons...If that doesn't say much about the tank role, I'm not sure what will. Though the bigger picture is: sustain is too saturated across the entire role base and they balance around it as well. DrK frankly is fine, the problem children are the other jobs and or roles...you ignore the kindle when the entire building is set ablaze, i.e the problem isn't the small flame but the bigger fire surrounding you (the other tanks, jobs, etc). So the real solution would be to stop the flame from getting out of hand and burning the building (bring all potency down and or remove/repurpose those skills). And the even bigger picture: the game is too formula-based and tanks need something new to answer, same with every other role. IF we replace the mitigation/heal buttons there needs to be mechanics that require some sort of skill that are more continuous and added so the skill(s) gains value. Those "skills" would be the reason as to why there are different tanks to begin with.
How's that healer strike going? lol
So I just wanted to give my personal opinion(s) on why I think Dark Knight is not as good as the tanks to try and get the conversation back on topic so here goes...
1. Filler rotation is so boring that I have to actively alternate between Souleater combo and Stalwart Soul combo in single target, and the reverse is also true for multi-target pulls, but at least then Dark Knight would get a little more healing... though having to wait 2 whole GCDs to get some healing for yourself is exactly ideal... and it takes WAY TOO LONG to get another GCD for Dark Knight, which is about 30+ levels followed by another 30+ levels to get another GCD, and Dark Knight starts level 30 when you which Ishgard, and you are probably past level 50 on another job that isn't a tank at that point... Make Dark Knight filler DPS rotation more focused on resource management with several GCD combos for both single target and AoE with 15 second recast timers for both MP and Blood Gauge that also restore HP in the earlier levels and I would GLADLY go back to playing Dark Knight...
2. Dark Knight is the only job that has to sacrifice DPS for mitigation which is problem because DPS is mandatory in this game for high end content, and lack of DPS means no clear, and if Dark Knight dies ONCE, you have to reset the fight... which you would be doing anyway in high end content but in casual content it becomes an even BIGGER issue, which is further compounded by the MP recovery nerf that Dark knight had received...
3. Living Dead works like it is supposed when the game feels like it... And I would rather have it be Homgang + Bloodwhetting for 20 seconds on a 5 minute cooldown with the only caveat being that my HP drops to 50% if it's not at or below that point already since the devs don't like giving healers heart attacks when HP just drops to 1 point...
4. The only way to generate Dark Arts is to have The Blackest Night barrier BREAK! Not fall off... BREAK!!! Give Dark Knight a way to generate Dark Arts outside of The Blackest Night, and put The Blackest Night on 25 second cooldown and remove its MP cost, and The Blackest Night is going to be used more frequently... it doesn't fix the issue of players trying to force it to break without removing Dark Arts generation from it, but it's better than having players not using it because of a potential DPS loss... Maybe move The Blackest Night level 30 so that way Dark Knight has a way to generate Dark Arts in the earlier levels...
5. There is no way to turn on and/or maintain Darkside outside of combat or during downtime... give Dark Knight a way to to do either of those, Darkside will feel less frustrating to have to worry about, or just make the DPS increase from Darkside a trait without really needing to do anything else.
6. The lack Plunge was not justified in the slightest and could have been reworked to where if you used Abyssal Drain it grants Plunge Ready and Abyssal Drain becomes Plunge in the action change settings and make Plunge a target AoE gap closer.
7. There is no way to maintain to Living Shadow, give Dark Knight a way to maintain Living Shadow, or delete the skill and rebalance Dark Knight accordingly...