Because of the 3, Drk was probably intended to be the far more advanced tank in terms of doing well with it, which is good. You'll easily be able to tell a bad Drk and a good Drk apart, just like you could with War's, even more so now with the new things they've gotten.
They should stick with this, but fix the glaringly obvious problems the class has.
I just can't get with the idea of a tank dropping HP just for MP.. I can just see something like this killing a tank more then helping it
Ok let me explain this to you so you understand.
You sacrifice your health, to gain MP.
You sacrifice your health, to gain MP and attack speed.
You use MP, to use Dark Arts, to buff your spells to get health.
You use your spells and lifetaps to get more health then you sacrificed.
You use your spells in conjunction with other spells to not only fight the penalty but get over it.
You have to use your brain to make this work, if you don't use your brain it is just sacrificing HP.
However, if you combo it well you can get far more health then you sacrifice.
The concept, is one of the basic concepts of black in magic the gathering.
Sure, you sacrifice health. However you have lifetaps and many ways to get it back.
I don't see how that is so hard to understand.
Does that explain it pretty well, or should I say more?
How about this.
You sacrifice your health to gain attack speed, then pop Bloodbath. Simple combination right? Now your attacks are faster and they heal you. However because your attacks are healing you faster your getting rid of that penalty. Then you have a 4 more dark arts you can pop. Each dark arts version should out heal what damage you lost from the MP you gained.
I don't understand how that is hard to understand.
It is an interesting concept, it may sound counterproductive. However it is also counterproductive and suicidal to use "Inner Beast" for example, for no reason. Your killing yourself. Its the same with sacrifice mechanics, use them unwisely and your silly and stupid. Same concept, except instead of health you have to worry about cool-downs.
It. Is. Different. But. The. Same.
It is counterproductive to pop every single defensive cool-down you have. However, it is designed that you can actually do that. It is not recommended.
I guess Everquest is the only game so far which can make different concepts work and work well. I am trying to make things different, I don't want 3 of the same tank here. However, instead of spewing nonsense why not make a concept that works like the other posters. Mostly @cutie, reviewing is nice and all, but its not nice to say things like that without adding to the conversation.
Last edited by Nektulos-Tuor; 06-25-2015 at 05:24 PM.
I don't think what is making sense to you is that Health is literally life or death.Ok let me explain this to you so you understand.
You sacrifice your health, to gain MP.
You use MP, to use Dark Arts, to buff your spells to get health.
You use your spells and lifetaps to get more health then you sacrificed.
You use your spells in conjunction with other spells to not only fight the penalty but get over it.
You have to use your brain to make this work, if you don't use your brain it is just sacrificing HP.
However, if you combo it well you can get far more health then you sacrifice.
The concept, is one of the basic concepts of black in magic the gathering.
Sure, you sacrifice health. However you have lifetaps and many ways to get it back.
I don't see how that is so hard to understand.
Does that explain it pretty well, or should I say more?
You hit 0 Health, you die. So taking away your OWN health, when enemy attacks are smacking 50%+ of your HP on every tank buster, auto attacks smacking you repeatedly for stupid amounts, dots being a thing, whatever else that reduces your HP being in play, really is not a smart thing to do. Especially with Drk's being as fragile as they are right now.
Yes, that is why you don't use it when your getting slammed like that. You use it when you have your own way to mitigate that for a cost. Shadowknights in EQ were getting hit for more then their HP and they managed to make it work, and it worked well. If it can't work here then there is something wrong with your concepts. Now, you sacrifice your health to get Mana, and other effects. However you are also using that mana to gain more life then your taking away.I don't think what is making sense to you is that Health is literally life or death.
You hit 0 Health, you die. So taking away your OWN health, when enemy attacks are smacking 50%+ of your HP on every tank buster, auto attacks smacking you repeatedly for stupid amounts, dots being a thing, whatever else that reduces your HP being in play, really is not a smart thing to do. Especially with Drk's being as fragile as they are right now.
It worked in a game where you had multiple death prevents, and attacks would literally take you from 100% to 0. It works if you are a lifetap tank with multiple ways to gain health.
Also, look at Living Dead. I just added it to the list. =D
Last edited by Nektulos-Tuor; 06-25-2015 at 05:33 PM.
To be honest i dont understand why people continue to open new topics about the same stuff (this is the third already)...
Anyway, you guys dont understand that SE will never rework the job cause you dont like it?
The only REAL problem that the drk has, is the MP management, that imo was designed to have both blood sword and blood price avaible in grit stance... Then for some reason it was changed in the end...
So stop to try to change the whole job's system, it will never happen...
From my point of view, we sould have changes on our utility (I like the Living Dead insta rez idea btw) for the group, and on our paradoxical skills.
I mean, 20% evade with Dark Dance? How will Blood Price works then ?
Same for Dark Passenger? This blind is cool for smalls packs of mobs but useless otherwise + it won't help with Blood Price.
My 2cents :
Dark Arts + Dark Passenger : Debuff the target with a 20 sec 10% magical vulnerability. Stacks with Foe Requiem (since AST and DRK magical attacks are unelementals).
Doesn't blind anymore.
Dark Arts + Dark Dance: Parry bonus up to 40 %. Reduce Reprisal CD by 2 sec for each successfull parry. No more evasion (it's shit anyway).
I may agree if you say that Dark Dance and Dark Passanger COULD be better since they already damage our MP management...From my point of view, we sould have changes on our utility (I like the Living Dead insta rez idea btw) for the group, and on our paradoxical skills.
I mean, 20% evade with Dark Dance? How will Blood Price works then ?
Same for Dark Passenger? This blind is cool for smalls packs of mobs but useless otherwise + it won't help with Blood Price.
My 2cents :
Dark Arts + Dark Passenger : Debuff the target with a 20 sec 10% magical vulnerability. Stacks with Foe Requiem (since AST and DRK magical attacks are unelementals).
Doesn't blind anymore.
Dark Arts + Dark Dance: Parry bonus up to 40 %. Reduce Reprisal CD by 2 sec for each successfull parry. No more evasion (it's shit anyway).
But i hope i'm not the only one that complains about MP management..... THAT one is the real problem guys ^^" (i hope you all tried to do some raid content and not only dungeons runs...)
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