How do you handle no Grit threat? I use a PS combo at the start with Grit on then turn it off, but good dps always creep up and I'm forced to use 1-2 PS combos to keep em off of me.
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How do you handle no Grit threat? I use a PS combo at the start with Grit on then turn it off, but good dps always creep up and I'm forced to use 1-2 PS combos to keep em off of me.
On which fights?
On A1S,A3S, I usually do 2 (2!) DAPS combos at the start before dropping grit. This is because the initial burst is extremely high and as you said, dps/healers will creep up, so without a ninja (if I have a ninja it's one combo), establishing a strong enmity lead is much better that the 1 combo of less damage I lose out on, since I do not have to worry about it for the rest of the fight usually.
As for dps gaining on you, don't be afraid to throw out the occasional power slash (x5) or DAPS (x6) combo while out of grit in order to maintain a lead. Something like DASE>DE>DE>PA>DASE (If low on MP), will do alrightish damage while mixing in the enmity combo. For maximum mp gen, I recommend throwing in a PA during BW phases, since the mp lost from that is minimal due to BW's return on physical hit.
Hope this helps (also turn on DD during BW so you parry more and get more low blows SO EVEN
MORE
MP)
I'm not going to assume you're speaking about raids, but if you are, the same principles apply to raids as to dungeon bosses and such for the most part.
1-2 Grit PS combos at the start should be more than sufficient IF you are of equal gear to your DPS and in full slaying, or 4/1 slaying/fending or a mix of that and melds. I have no idea what kind of gear these DPS are wearing relative to yours so I'd need more information to give you accurate advice.
I will say it is not the end of the world if you have to throw out an extra PS combo here and there, but I would not advise that you make it part of your rotation or habit, its strictly on an "as-needed" basis. Your DPS can get as close to you as they please and this is a good thing; it means the group as a whole is doing good DPS. "Creeping up" is fine as long as they don't actually rip off you. If they are actually in danger of passing you and not just riding the line like a good DPS should you'll need to PS unless they actually are paying attention and use an aggro dump if they've got one. Grit or not, PS is a big DPS loss - you're not just losing the 10 potency difference between it and Delirium, you're losing 884 MP, which is at LEAST 140 potency (DASE, factoring in the 884 from SyS minus the DA).
As for DAPS, I'm going to have to 100% disagree with Violet here, as DAPS is a ludicrous MP loss for only 300 potency of enmity (the difference in modifiers, which is actually 5.5x vs. 6.5x, not 5 and 6, is very small in the scope of your combo. Weaving a DA CS in your PS combo is actually more enmity for WAY better damage and MP efficiency). DAPS is for emergencies or if you have a BB-happy WAR OT that you just tank-swapped with, or I guess for hunts. Its not even as much hate as a Zerked Butcher's Block.
To put it in perspective, if your DPS are gaining on you that hard, DAPS will only delay your loss of enmity by about a single GCD. You lose 884 MP every time you use PS.
PS combo: -884MP +2570enmity
DAPS combo: -2652MP +2870enmity
PS combo x2: -1768MP +5140enmity.
^You can see from this that DAPS is extremely MP and enmity inefficient. With 2 PS combos, you can get 100% more enmity for double the MP cost, but with a DAPS, you get only about 15% more enmity for TRIPLE the MP cost. I tend to drop Grit after the first PS, and check the enmity meters, and then do an out-of-Grit PS if they still look a little shady.
What's most important here, is gear. If you are undergeared compared to your DPS you may not want to turn off Grit in the first place, but if you're confident, you can, but you may need to PS more. If you're wearing fending gear, the same applies (although this will be a non-issue in less than a week).
TLDR, two PS at the start of the fight then drop Grit. This is enough 90% of the time. If you have a NIN shadewalkering you or are overgeared, you can just do 1 PS, or just pull out of Grit altogether.
Make sure you are frontloading your DPS and dumping all of your DoTs and oGCDs at the very beginning as well. DRK has a very short burst, but it is insanely powerful.
If your mana is so tight that you can't start with a DAPS combo and still have mana for DACnS and DASE, I suggest readjusting your opener.
Given the amount of MP regen you'll have in very few seconds, there is little reason not to start with a huge DPS/Enmity dump, especially if you can maintain your dps and mp usage without adverse effects.
Also, while it is nice to compare the enmity bonuses, gotta remember DAPS+PS is not enmity inefficient, and MP inefficiencies only matter if you can't control your MP.
The point I'm trying to make is, efficiencies only matter if inefficiencies will negatively impact the entire fight. If being MP inefficient will result in you losing Darkside, then yes. You should not use DAPS over PS. If using DAPS will result in you being unable to use DP/DACnS/DASE during the opener, then once again yes, you should not use DAPS. But if using DAPS will only result in a minor (0.2?) dps loss over time, for an extra enmity it can be worth it. Same reason warrior's using Storm's Path over BB or SE during progression is okay. It's "tp inefficient", but it also may be needed. It may not, but you don't know until your farming.
Its not that mana is tight, its that its valuable and using it on PS is a net loss. Its just inefficient, so why do it? Its not that you'll MP floor if you do it, I used to do it, and I thought there was nothing wrong with it, because just drop Grit, pop BW after and you're good right? Well sure, but I did less DPS for more MP - a cardinal sin of DRK.
There's no such thing as a free lunch, and that MP is better spent. Almost any DRK main will tell you that DAPS is a waste of perfectly good mana outside of certain niche situations. When you drop Grit and start burning through your MP on DASE you can spam it for longer and perhaps even close the gap to your next BP or BW, assuming you don't need to stop and put up DE (I'll confess I use DE a lot like WARs use Path - only if it'll actually mitigate something meaningfully).
MP efficiency does matter, not because someone like myself that realizes DAPS is wasteful must for some reason not be able to control their mana consumption(???), but because the MP could be used on something else. DAPS, in a vacuum, is literally 3 DASEs lost (There's an opportunity MP cost of 884 per PS because no SyS, then the 1768 MP you spend DAing it, which totals three DASE combos which have a net cost of 884 MP (884-1768) each). So that means you'll do 3 less DASEs and 3 more DEs, which is a total loss of (800-680)*3) = 360 potency... making DPS lost greater than enmity gained ((300*6.5)-(300*5.5) = 300). =/
This thread is a guide, so I'm going to encourage playing optimally and maximally, and while the net loss may be small over the course of an entire fight, I personally would question someone trying to help others play a job well if they were advocating playing suboptimally here and there because it "won't matter over the course of a fight." Its like telling someone to delay using DACS for the entire first minute of a 10 minute encounter, which is probably a similarly small DPS loss, but just... why?
Anyway, perhaps the most damning fact of this argument, as I touched upon in my previous post, is that if you are playing with a group of skilled players that ARE going to catch up with you on enmity over the course of several minutes of being out of Grit and not using your enmity combo, DAPS does not remedy this. It is literally only 3 auto-attacks-worth more of enmity over regular PS, and if you find that you're needing to PS later in the fight to top off your hate, DAPS won't change that, only delay it by a few moments - considering this, DAPS is a waste even against the purpose for which it is intended.
P.S. Also, the comparison to WAR's BB/SE vs SP is fallacious as these choices have party-wide implications beyond enmity, whereas the choice between PS and DAPS is strictly a very simple question of personal DPS and MP efficiency with a clean-cut mathematical answer.
Just wanted to drop quick thanks for taking to time to write all this out and also that opener.
Recently got DRK to 60 like 3 days ago via MSQ on an alt and I had to MT the base thoridan trial for story [because my co tank was a WAR freshly through 3.0 as well who refused to try] and the DPS comp was mostly i205 across the board; and there was me as a i145 in full Vit spec so I was rather nervous about agro fights.
But nope, followed the Boss OP and held a good lead and was able to comfortably go into DE and DASE rotations; granted i didnt drop grit but then with that ilvl discrepancy i would be mad to. Sometimes i did an extra PS combo but im not sure i neded to tbh, chalk it up to an old habit from my WAR days.
Still, thanks again this guide has been a big help in leveling and feeling confident with DRK despite things like gear.
Assuming a 2.4s GCD, DRK OTs now take approximately 6.5 minutes to TP floor with full BW uptime and a SC-DASE-DE-DASE-DE rotation. An MT rotation with Grit (no BW) TP floors in approximately 4.2 minutes with the same rotation and GCD time. Will edit this in appropriate section soon.
Np bud. Glad I could help. I'll be editing this sometime this week to reflect more of the 3.2 changes.
Anyone else notice issues with MP management after the patch? I can't quite put my finger on it but somehow I feel I have less MP regen than I did before.
Grit says hello, remember me?
Could be just unfamiliarity with the content, but sitting in Grit really adjusts how much mana you can recover with the loss of BW.
Yes...all of this...Ever since the DRK first came out and practiced with mana and its abilities, they are just dodge everything. You can even pop sprint to pull a big mob, AND NOT USE A SINGLE TP SKILL to keep aggro. All of this at the same time, you can keep your mana above 15% ILY DRK! Most edgy tank.
What changes now from this guide on 3.2? Should I stay with Grit on all the time now when MT'ing? Even with trash pulls in dungeons? I'm going to start working on my DRK again today (it's level 50 at the moment), and it would be great to not suck in the duties :P.
Might be a dumb question, but does foe's requiem enhance Abyssal Drain, Dark Passenger, and Unleash?
Keep it on until you're comfortable, pay attention to when you're taking a bunch of damage and when you're not. Be advised that it is much harder to build hate out of Grit now, so keep it on until you have a significant lead.
It does, as does Bishop Hypercharge. Unmend is enhanced as well.
These abilities only care about what kind of damage the target takes from your attack, not which of your stats that damage scales from.
Patch 3.2: Assessing The Damage
A lot of stuff happened in Patch 3.2 and it definitely has a large effect on the writings of this guide.
This guide was formulated in a time where DPS tanking was at its all-time high. I myself personally am a more defensive-minded tank, but more than defensive or offensive tanks must adapt and that is what a lot of us did, we adapted.
Now that playstyle has been turned *almost* completely on its head.
The number one change?
Attack Power before scaled at a 1:1 ratio with the STR stat.
Attack Power now scales at a 0.45:1 ratio with both STR *and* VIT.
The number two change?
Enmity modifiers of tank stances were boosted from 2.3x to 2.7x.
This did a number of things which I will list neatly here for the record.
1. Tank DPS was nerfed. We now do out of tank stance about the same damage that we were doing in tank stance pre-3.2. A roughly 20% loss across the board from STR gear, but about a 5-10% increase from fending gear.
2. As a direct result of this, every tank's self-healing capability also suffered by the same margin. Again, full VIT tanks from pre-3.2 are likely seeing this as a buff.
3. HP pools are significantly larger now. At the time of this writing DRKs with 22K HP are cropping up as new i220+ gear is being gathered.
4. While DPS suffered, the boost to tank stance enmity almost perfectly matches this (2.3*1.2 (20%) = just above 2.7). Keeping aggro in tank stance is mostly unaffected, and may actually be easier, again, for tanks that were employing VIT builds prior.
5. However, with tank DPS so much lower now in proportion to actual DPS jobs (on average a difference of about 400 DPS assuming equal gear/skill) we can no longer count on our DPS-stance output to maintain enmity against DPS (or healers, for that matter). A significant lead in enmity must be built first and then maintenanced throughout an encounter.
6. Following the above, stance dancing has become a more evenhanded and conservative affair. Fights are taking full advantage of our large HP pools now and dishing out fitting amounts of damage. So before jumping into DPS stance as a tank, you must now not only assess incoming damage, but also your party's enmity. Gone are the days of dropping tank stance indefinitely save only for your opener and/or tank busters.
What does this mean for DRK?
1. MP is not as easy to manage while MTing. You can't just drop Grit any time you want Blood Weapon. So you must now more than ever make the most of Blood Price and attempt to rotate it in such a way as to get the most MP out of it.
2. A single Power Slash at the start of the fight is not enough. You'll probably now want to open with two, and throw 1 out at the start of each new phase of a fight, as a rule of thumb (healers gain a LOT of hate on you in those add phases and other similar interruptions).
3. Souleater heals can be meaningful now. While they're gonna be considerably smaller, you'll see more of them just by virtue of being in Grit more.
So... enjoy your big HP pool, learn to play nice with Grit, watch your hate, find windows for stance dancing, and remember that you are much more dependent on your tank stance now because at ~DPS lower than bonafide DPS jobs now your damage alone will not carry your aggro for extended periods.
When accuracy caps are known, I'll be posting a couple of BiS lists here for progression and farm builds, etc.
(-will be quoting this and inserting into the main guide-)
Just a few more things, from Savage/Accuracy/BIS/DRK viability point of view that Syzy may have missed (though I agree with everything he has posted).
Savage/Accuracy:
Stance Dancing: As Szyz said, due to the amount of stance dancing DRK'S especially now have to be careful. There are multiple tank busting mechanics in A5S and A6S (cannot talk for A7S/A8S but I know both of them have them in Normal so we'll see them in Savage in a more savage form. Because of this, swapping out of tank stance right after a tank swap isn't always going to be the thing to do. However, there are situations/phases of each fight where the main tank at the time can drop tank stance safely.
Accuracy:Accuracy this patch is not a problem, especially given we want to avoid parry like the plague for other more reliable stats (see parry = awful in most other threads. With this in mind, looking at the 240 accessories we can see that all parry pieces have no accuracy, meaning unless we want parry all tank accessory lay outs look like this. As you can all see this gives us a LOT of accuracy w/o melds, which is important as the highest potency meld in accessories is str V's. Given accuracy climbed from the initial by 50 in the previous patch, tank accuracy may be as low as 700 (though I am guessing 750~ or 720 + tank stance for frontal).
Best-In-Slot:
Once again, tank best in slot is simply a case of pick the no parry pieces. This looks something like this. Unfortunately this means that if the accuracy cap is lower, we need to start taking on parry (not a bad thing). It does have a lot of SkS (so bad for paladins, but not our problem). From here, it's mainly dropping acc in favor of higher secondaries+parry and melding to accuracy. Until we have more info on the A6S cap (A5S is basically A4S), this is pure speculation of course, but the main problem of dropping acc is we take on more and more sks. Given STR is the bis in accessories, we want to take as much crit/det/acc in those and avoid sks when possible, as we can't make up for loss of Crit/Det/Acc by melding.
Viability:
A lot of teams are still using warriors (sadly), because even though warrior was possibly the hardest hit by the str changes, they still give the two storms, so we're competing with Paladins once more. Given the variety and number of tank busters (that are of both damage types), this means that DRK still has it's own niches, being sustainability, Dark Mind, bringing INT down for all those pesky magic aoes (which have returned after a lack in Gordias). However, as Paladin's dps has been bought back in line, a pld/mnk is a viable replacement of drk/nin (or maybe drk/drg, not sure). But teams are still using Dark Knights, because there are more tank swaps than ever, the damage requirements across the board have been lowered and Dark Knight still doesn't bottom out of tp quickly.
Also implied suck it. 2 PS opener ftw. Aeon was right Syzy was left.
More added to the change log. Posting some PoV DRK-specific guides here soon, possibly.
Hiya! Have some DRK-related questions (only 2 of 'em really):
1.) So I've just gotten my other character to 60 last week, he's only a measly i212 still with his upgraded Eso weapon, no melds on anything. I've been trying to get down the A5S dummy w/o using food or pot, but I've consistently ended up at 4-5%. Here's a video of what I do:
https://www.youtube.com/watch?v=3RW-M_x-Yu0
The only changes I can think to make are saving my 3rd C&S to use under Dark Arts which consequently means saving my Dark Passenger for a little later but since BW is up it should only be an extra GCD or 2 if any at all and the other change I can make is not using the final Scourge, as I'm not sure if it's actually a potency gain or not since I don't get the full duration. Sometimes my oGCDs clip into my GCD, which could be costing me an extra GCD, but I'm not really sure on that. Other than those things I'm not sure what else I can change. Any advice would help a lot as I've racked my brain trying to sort this out, I'm also willing to accept it's not possible but it feels possible.
2.) So, my SkS feels like it's causing me a lot of issues with my oGCDs during BW especially with Plunge (if I don't do it immediately it clips). Unfortunately, instead of getting the belt week 1 I ended up getting the neck (this was due to my current gear at the time and it was the largest upgrade) and the head piece, as well as a 1/2 a hand from M4. This has put me in a situation where I have a pretty hefty amount of SkS, but not so much that it's really hindering me. However, this week I'll have to make a decision and I'd like to know what would be the best course of action.
Basically, I ran the numbers through Dervy's updated stat weights and ended up with these 2 options:
Hellfire Pants + Proto Gloves + Proto Boots:
811 STR / 558 Crit / 348 Det / 561 SkS / 1164 VIT
811 STR / 205.3 Crit / 107.5 Det / 145.3 SkS / 1164 VIT
2433.1
Hellfire Body + Proto Gloves + Proto Belt:
809 STR / 671 Crit / 477 Det / 727 SkS / 1163 VIT
809 STR / 246.9 Crit / 147.4 Det / 188.3 SkS / 1163 VIT
2554.6
The 2nd option gives me significantly higher stat weight and only costs 1 point of VIT, however it will put me at a bit of a ridiculous number for SkS. I'm not sure if these are my only 2 options or not, you can see my current gear set at the end of the A5S dummy video. I think getting the body + boots + gloves might be viable, but I'd probably need to meld accuracy so I'm not sure if that's worth it or not right now. Anyway, I'm just really confused on what route I should be taking from here and any input would help me a lot.
Hey Spooky :D
1. Clipping your oGCDs is a thing although in fairness the only time I caught you doing it was during that one DASE where you I guess hesitated and popped DA very late in your GCD.
I will say that if you must DASE instead of DE to make sure you have MP for Carve and DP this is a net gain (DASE +140 DP +150 CS +350). You're extremely zealous with your DASE which is awesome, but there's no need to dip your MP down to 7(!) to squeeze in an extra DASE if it means you're gonna not be able to DP or DACS later. Don't be afraid even, to use DE twice in a row. This can happen.
MP is potency. That's how you have to look at it. Every 884 MP you have is -at least- 140 potency. (DASE only actually costs 884 due to SyS mitigating the DA cost). In this sense, DE is a DPS investment gain.
There should be at least 1 point in your rotation where you get off a burst similar to your opener, in which you DA and reapply DE and Scourge, and then DACS+DP going into DA SE.
Kinda like DRG and Power Surge/Jump, CS and DP have even recast timers. When you pop DACS it should almost always be double-weaved with DP. This compartmentalizes your biggest one-time MP drain and frees you up to focus on DASE for the following minute.
As far as Scourge goes... Scourge is fucking powerful. A DRK's default GCD rotation is 13 GCDs long, with a cycle of DASE/DE totalling 1480 potency, and getting 2 of those every Scourge which is 500 potency totals 3460. 3460/13 is ~266 which means Scourge is a DPS gain after only half its duration. Even if you do 1 extra DASE over DE per cycle, your total is still 3580 potency which averages to ~275 potency per GCD, which Scourge still pulls ahead of at 15s.
The TLDR of it is prioritize your mana recovery over DASE in the last 15-20s or so of DACS's recast time.
2. I am of the opinion that SkS is either really bad for DRK, or that you have a certain threshold to meet under a very specific circumstance.
That cirumstance is MTing with Grit - if you don't hit about a 2.37-2.38 GCD without BW, Scourge is almost impossible to maintain 100% uptime on.
If this is not a deal-breaker for you, I highly recommend eschewing SkS for Det. With an attack speed increase in your rotation you readily feel the returns of Det, and although DRK is perhaps the most DoT-heavy tank with a total of 1325-1456+ (factoring in SaE's recast/duration) potency per minute being DoT-based, IMO, Det is superior. I would recommend maintaining at least a 2.4 GCD just to not gimp your MP returns, as you can only recover mana as fast as you can move through your GCDs, but beyond that, its a gray area that I can admit I have yet to explore beyond what I've laid out for you here.
I know that the fastest GCD I've had on DRK was 2.38, and I did run into some oGCD clipping at that point under BW, although this could have been latency or a mistake on my part.
Keep in mind also that BW's net gain is reduced the higher your SkS is. Its a 10% reduction to your GCD so the smaller your GCD, the smaller the gain.
Dat 727 SkS tho. Yes, that's a no-no. Get that knocked down below about 687 I believe? And you should be good. If my math is right you're rocking a 2.36 GCD now out of BW, or close to it, which is detrimental. I think the biggest reason I didn't ever have this issue is I was using Nothung up until almost a week ago when I finally got my Edge of the Sephirot. Nothung is Crit/Det instead of Crit/metric-fuckton of SkS like the upgraded Deathbringer. Also the two remaining 210 accessories I have are Gordian instead of Eso, and the Gordian Fending gear tends to have less SkS iirc. I'd have to check in-game tonight.
Right now I'm i218, and although I have a fuckton of Parry (close to 700) I'm able to clear the A6S dummy (barely) with no pots or food and with ~690 accuracy. Could have something to do with the fact that I'm rocking a cool 525 Det.
Hi,
I'm a lvl 60 NIN and lvl 58 PLD and interested in starting DRK. Anyone have tips for beginner DRK ?
Aside from this guide are there any recommended resources for stat weights, number-crunching and theorycrafting etc? Having difficulty finding out the type of numbers I should be putting out as an OT on Seph EX. Proper stat priorities for near my current ilvl (211 atm) etc. I came back for 3.2 after a long break and I've got people telling me I should be putting out nearly 1k dps on the fight with my gear, I've managed to sustain over 900 in phase 1 but that was a stars aligning situation. Most of our wipes (~30%) I'm usually down to like 550-600 average for the entire encounter. Am I not doing something right? Is too much being expected of me?
I know that was a lot of rambling and questions, I'm just used to being able to go somewhere, dig in, number crunch, figure out what's wrong etc. Even though I've been playing on and off since 1.0, 3.2 is my first time really going for any sort of serious content so I can't tell if I'm just bad, and if so what/where I need to improve.
Dark Knight
STR: 1.000
VIT: 1.000
WD: 22.010
DET: 0.309
CRT: 0.368
SS: 0.259
Source: https://dervyxiv.wordpress.com/stat-weights/
VIT and STR were scaled up to 1.0 for the purpose of showing the true weight of the secondaries in relation.
As far as your situation on Seph EX... I did the fight with my static and I was MT so I can't compare numbers there, as I kept Grit on a good bit for safety (it was end of week 1, gear-carry wasn't really happening just yet). Looking at your gear, the numbers being expected of you are straight-up wrong. You're still in mostly i210 gear which means no melds and no extra STR on your right side VIT pieces for the most part. Could you be doing more? Sure, but with the gear you've got on 1K DPS in Seph EX even as OT is a tall-ass order. I assume you're PFing it - PFs are notorious for overestimating the DPS that is required of a given fight and blaming lack of DPS in between wipes - wipes that happened because people failed mechanics. If you must PF something, try and get as many good players that you know and trust in there with you.
I'd have to know what rotation you're using, if there's a slashing debuff present, etc. in order to tell you more.
Also, don't meld accuracy into tank gear! ;)
Thanks for the response. It's actually a static within my FC; however our FC also (at least to my knowledge) doesn't have any other DRKs who push similar content and the only one that does isn't a DRK main and is one of those prodigy types who is able to min/max every class in the game with ease.
As for the Accuracy, yea I figured it was a bad idea but was in a rush to get "something" put in there, and when I was looking for why my numbers could have been low I saw I was below ACC cap without 6% accuracy food. That and I couldn't really find a good sourcing for what I should have been putting in for around my ilvl.
Rotationally I'm basically using the Scourge + DASEDEDASEDE and weaving in DACnS/DP, and other oGCD things as they are available. Opener is normally Pot -> Unmend -> Plunge -> Scourge -> SaE-> DACnS -> Rotation. Slash buff is present and until phase three I'm keeping ~99% uptime on SC and DE.
How is Mercy Stroke a DPS gain, even if slight?
I just don't see where it fits in to any part of the rotation with only 200 pot and only if the enemy is 20% or less. I use Awareness, because as limited as it is 99% of the time I just don't think Mercy Stroke has a place.
Honestly I kind of wish Mercy Stroke was a low CD 200 Potency attack that did higher potency under 25% life.
Hello! Just wanted to ask what sort of stats should I consider melding to my gear. From what I could kinda understand of the weights, Crit is valued over Det and SS, but should I also consider putting STR and Vit melds as well?
STR V on accessories. Get ACC up to where you need it then go Crit. Put Det on what you can't put Crit on. SkS comes dead last sometimes even preferred to be avoided since it diminishes the boost you get from BW. Or so I've read in the past.
Avoid Parry. It's crap. And with static 20% physical damage reduction and a skill that increases Parry rate anyway it's kinda pointless to have investment.
Any news for a DRK 4.0 updated opener/rotation, MP priority or else?