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DRK help
So I'm at a loss of how to play DRK in feast. I don't have the damage to interrupt/burst people as hard as WAR and I don't have the CC of big papa paladin (or even War for that matter) to control healers.
What in the blazes am I supposed to do or what am I doing wrong .__.
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After today's "patch"... don't. IDK what to say, I expected changes..... but this is kinda like throwing someone under the bus and sending a hallmark card saying "Sorry bro".
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I was waiting for a good upgrade of DRK... SE need to understand DrK need a better burst , he was useless , and 3.25 don't really change that :/
Sieghilde Schtauffen
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https://i.imgur.com/tK7C7zd.png
Can you hear that? That's me dying of laughter, I assume it can be heard the globe over...
Seriously? SERIOUSLY?! This kind of pathetic little change couldn't be in 3.22? I waited two weeks of effectively being worthless in PvP to... Still effectively be worthless in PvP?
OK, you're playing up Dark Knights DPS... I can see that, thanks, I guess... Unless you're going to make my DPS dwarf Warriors, I don't give a flying sh*t though, because not only does Warrior have better DPS, Warrior has utility. Warrior has an extra Stun. Warrior can knock a group back. Warrior has Holmgang. Warrior has much better self healing with Equilibrium, Second Wind, and Thrill of Battle. Warrior has Thrill of War to heal itself and party members... Dark Knight has none of these things, Carnal Chill is the only real utility Dark Knight has and that's better uses as a DPS tool in Feast; The effect and range are too weak to compare this to something like Testudo. Grit Souleater is only worthwhile in PvE because I'm not locked to i150 and I can rely on Blood Price for MP. PvP I'm hitting like a wet fish and Blood Price is worthless. Losing Blood Weapon in PvP is rarely worthwhile IMO. I'd maybe have justified Grit if I had Manadraw instead of Enliven. Abyssal Drain? Never going to hit enough people to heal enough to remotely justify the cost... I think 400 is the best it'll manage? You'll maybe hit two people with it, so that's a 800HP heal for something which is completely unsustainable without half a dozen PvE mobs hitting you with Blood Price up...
So much for getting back into Feast after this patch... Should I just toss down Salted Earth and leave? Can't believe I waited two weeks for this... The worst part is, I called it... "I bet they'll just make shitty Tar Pit stronger and leave it at that", might as well be all they did...
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How to play DRK:
1. Play WAR or PLD instead
Okay okay, in all seriousness.
1. Save plunge for when someone uses a bind or push back
2. Use DA SE in succession for when you're focusing a target down.
3. Only use low blow to interrupt a cast
4. Make use of your PvP skills
5. Lay down salted earth on enemy team's AoEs. People feel (unjustifiably) pressured, so they're more likely to get off them.
6. Keep grit off at all times, except for when you have a ton of medals, but that shouldn't be happening anyways.
As DRK, when you're going to focus a target down, always start with Heavy Swing, DA C&S with DP, in the middle of a delirium combo, then follow with DA SE. You could use tar pit and carnal chill for more burst, but you'd be playing all your cards at that point leaving you with nothing else for a good while. Don't bother with scourge since the name of the game is burst, and every GCD counts when you're trying to burst a target down before a healer undoes all your effort.
Keep in mind, despite all this you won't contribute as much as WAR or PLD. Assuming everything's equal and optimal, the team with DRK is more likely to lose. Still, if you have nothing else to work with, this is your best shot. Everything else comes down to player experience and skill. Learn enemy skills and know when you're wasting time on a target to switch to something else. Know when to apply pressure to another target to make the healer choose between targets. there are also more things to know, but they cannot be explained in words. PvP more often above all and always try to think critically of why you lost and how YOU contributed to that loss and how you can improve.
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Thank you very much, as angry as everyone is o appreciate actual advice
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I started out Feast as DRK.
It just did "ok."
I cpuld mini-burst with C&S, Plunge, DP combo, enough to set up kills or finish them. But DRK lacks serious dps inbetween.
As it is, the jobs JAs are only good for PvE, not PvP.
Its just subpar until SE makes changes.
I hope they give C&S 500 potency. That wpuld be at leasr "a bone."
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You have a simple role. Don't waste your time chasing a healer you can't interrupt with any regularity. Instead toss their heals a stun here and there to stop big/crucial heals, and focus the main target. If they go below 50% pop full swing followed by all the burst you have. If they have a whm and the whm is good however afk. You will be slept or bound 95% of the match.
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made a post in another thread that i think is relevant here
DRK: DRK's recent changes really just shows a gigantic disparity in what the devs think goes in in arena play vs what actually happens and what is actually useful. I'll skip the breakdown of what strengths and roles PLD/WAR get to have, but the short of it is this:
- DRK doesn't have as good a burst as WAR, and burst is the absolute KING win condition in this mode.
- DRK has almost no way to protect their teammates from burst the way PLD does.
- DRK has very little CC.
- DRK has underwhelming defensive abilities that make it more susceptible if they are designated as the medal carrier.
- DRK as a result is just a weak melee DPS that contributes almost nothing to a fight, and it really has no defining role in PVP.
So in 3.25, the dev team basically just gave DRK some higher potencies on their abilities. But that did absolutely nothing to address the issues above. And really the buffs to DRK are symptomatic of a greater issue: Not everything in feast is about pure damage, though the devs seem to think so. You can't just look at aggregate data damage because there are so many different variables and dynamics in each fight that blanket solutions won't actually create balance the way you might want it to.
You know what WOULD help DRK? Things that have nothing to do with pure potency adjustments. Let certain DRK attacks have CC's attached to them. Maybe add a 5 second heavy effect added to plunge. Let syphon strike steal MP from the player you hit. Or let souleater steal a player's attributes (obviously with a cap on them). Let blood weapon steal TP. Something like that.
Or make DRK the tank that fights off CC a lot easier than PLD or WAR can. Change plunge to break out of bind or sleeps. Make it so dark mind can do the same thing, or prevent bind/sleep/heavy/stun the way fetter ward can.
IMO DRK can easily be designed to have a role completely unique compared to WAR and PLD which can make it both fun and viable for arena play.