Anybody who went to E3 get to check out what this debuff does and how it compares to Rage of Halone and Storm's Path?
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Anybody who went to E3 get to check out what this debuff does and how it compares to Rage of Halone and Storm's Path?
The word is it's an INT debuff, does not stack with Dragon Kick.
^ reduce target int by 10% for 20s
I like how the debuff he asked for wasn't in the picture with the skills
Surprise!!!
Delirium
Delivers an attack with a potency of 100.
Combo Action: Syphon Strike Combo Potency: 280
Combo Bonus: Reduces target's INT by 10%
Duration: 20s
Effect does not stack with Dragon Kick.
Does anyone know if it has a dark arts effect? like 20% int reduction, or maybe a copy of path or halone?
as far as the tool tip on Garland site shows, it does not have a dark arts buff.
It's not affected by Dark Arts.
From what I've seen, no. There is no DA buff for Delirium.
DRK already gets a Path debuff in Reprisal.
I was hoping Delirium would be a slashing damage or magic damage up. I'll settle for Dragon kick though.
Just thinking out loud: Souleater doesn't require combo for health absorb, just DA.
Dark Mind requiring Darkside o.O?
Can we see Darkside's tooltip please? It'd be nice to know what I'm getting into when I have my giant glowy sword going. :P
15% (edit: Had said "5", but I accidentally dropped the '1') more damage and constant mana draw plus it enables the use of a couple skills.
Nobody really knows if you'll be able to keep it up constantly via MP the DRK's various methods but it seems like it will be close. It's the dark arts that you'll probably have to ration.
The reason I ask is one of my friends who is about as in the know as me is saying a good number of the MP restoratives turn into HP restoratives when I brought up the same point the Rbstr. I think we might be able to maintain darkside with a bit of effort and he thinks that it'll be changing MP restore to HP, which, I never heard anything about and was hoping someone else had more info one. @.@;;
Hearing 15% too. But 15% increase beneath a 20% Grit reduction is overall better than Maim's 20% increase beneath Defiance's 25% reduction.
Power Slash has an additional enmity bonus with Dark Arts which is added on top of the Combo bonus's enmity modifier.
Really curious what sort of modifier that looks like. If hate can be locked that means more Syphons, even when MTing, which means more Darkside
Well, even on WAR, you don't have to worry too much about hate after the big pull and can easily go into the End/Path rotation if you want to. I imagine things can work that way with DRK.
Pull in grit+darkside and arts the combo finisher for the extra extra enmity and roll into an MP managment/DPS rotation kinda thing. Plus hope you have a war for the slashing debuff.
WAR can stack buffs via UBIR to get 3x massively buffed butcher's blocks. Even better if you were able to sneak in maim & SE first (BB combo > SE combo > UBIR). Even PLD has a solid boost with FoF. I'm not seeing many flat damage potency buffs for the DRK outside of Blood Weapon (which is decent, but not amazing). Since it looks like DRK is going to have to rely solely on a single action with buffed enmity, I don't know how that's going to stack up.
Meh, was hoping for something better. Wonder if reprisal will stack with WAR's storm's path.
I was wondering the same on reprisal, also thinking about the practical applications of it, you can't rely on a parry pre-tank buster so do you just use it whenever you can and hope it's up when the big hit comes?
While there's merit for what you say here, if that turns out to be true it would definitely be an imbalance right? Seems like something that would get fixed given what they said about why they were giving all healers Proshell. There were rumors going around sometime ago that MCH would also be able to give a SP type debuff. I will agree I was hoping Delirium would give a slashing debuff as well though, so we weren't chained to a warrior or ninja.
Sounding like Reprisal is oGCD, debuff lasts 20 seconds, with a 30 second recast, and requires a Parry to pop (DRK also has +30% parry CD). It's fine, they gave Storms Path to DRK but didn't cut into WAR's exclusive trademark in doing it. Frankly I wasn't expecting them to give DRK Storm's Path at all. So it's fine for me
Question, how useful is really 10% INT debuff. I mean on an offensive spell roughly what are we talking about here? After all INT is just one factor that determines damage so if this turns out to be like 3-4% less damage on magic based attacks then whats the point really. Even heavy hitting magic attakcs I'm sure you have better skills to use.
Afaik, nobody has a debuff that replaces the PLD's rage of halone and unless MCH got their own SP debuff, then WAR is desirable for having both SE & SP. Without something exclusive to DRK it sounds like they're going to be firmly the 3rd choice for progression tanks.
Most raid wide damage is INT based, so it helped mitigate the big hits those squishier DPS and healers were taking. It's part of the reason MNK was so desirable in coil 3 right after it was released. So it's useful, but only if you don't already have a MNK in your group.
Interesting, my "fanboi" is showing but you're the one with the overly aggressive and insulting tone. I will be sure to take what you say very seriously in the future. Looking at your main, I should have been less than surprised. And nobody was griping or complaining, just voicing wishes of scenarios that will never be.
Now, I will also respond to the other point, which is also valid. Monks have been the only class to use blunt, with machinist that might be changing. So, 2 classes use piercing, one has a buff to piercing damage. Two (if MCH is blunt) use blunt, one has a buff to blunt damage. Four classes use slashing, 2 have a buff. Seems fine to me. I'll admit it was pure selfishness that I hoped DRK would just replace warrior since that's what's going to happen in my raid group and we don't run with a ninja currently, but we do run with a mnk. Part of me is wondering how much damage the debuffs actually provide . I imagine that fact exists somewhere.
The one issue with this is that if you're not MT then there is no way to get a parry unless you stand in cleaves which just gives more work for the healers. I'm not gonna say much as we still don't know how well it works and how parry was reworked in HW but in its current state it seems almost useless you are MT and/or taking physical hits. It's a great tool to have though like I stated before its still unreliable.
The debuff isn't too bad; it seems more raid-focused than dungeon focused (me speaking the obvious, at any rate). Pairing a PLD with a DRK/MNK and you start taking the fangs out of a boss fight a bit. Throw in a Virus with the enhanced trait, and it gets better (provided they stack, at any rate, at which point you're looking at -25% STR/INT on a mob).
I'm not sure how it works in this game, but typically monsters (and raid bosses) have beefed up stats compared to characters. So if a BLM had an INT rating of 600, then Delerium would bring it down to 540. If a raid boss had 6000 INT, then it would bring it down to 5400. With percentage scaling it can add up to be a pretty big chunk of change especially when you add in Virus (provided the effects stack, which I think they do).