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  1. #11
    Player
    ZodiacSoldier's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    288
    Character
    Rasler Almasy
    World
    Gilgamesh
    Main Class
    Paladin Lv 80
    My Opinions of the changes you mention.

    Grit - Parry Bonus, This will increase the tankiness of DRK, but it might be a little overpowered unless they nerf another aspect of DRK. DRK and PLD right now is very similar in terms of mitigation except the shield, if they gave DRK a static Parry Bonus and put them on par with Paladin, people won't use Paladins anymore since their Damage is so much lower than DRK and WAR, this is the reason why WAR didn't get a parry bonus to their tanking stance. I mean if DRK has the DPS of a WAR and Tanking ability of PLD, why use the other two right?

    Reprisal - I agree that its really stupid that you can't keep the debuff up 100% of the time, but putting it on a 15 sec recast is a little too overpowered. A 210 Potency attack off global cool down every 15 seconds? I suggest they just increase the duration of the debuff to like 35 sec or put it on the global cool down (like paladins version) to make it more reasonable. Or they will have to make PLD's version off GCD and give WAR a similar off GCD counter attack.

    Dark Dance - Reasonable change.
    (0)
    Last edited by ZodiacSoldier; 06-27-2015 at 04:01 AM.
    http://na.finalfantasyxiv.com/lodestone/character/1560295/

    Tanking is a job, DPSing is a science and Healing is an art.
    If the Tank dies, it's the Healer's fault. If the Healer dies, it's the Tank's fault. If the DPS dies, it's their own damn fault.

  2. #12
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Just remove the parry requirement from Reprisal that is all. That or let reprisal be available for use for 12 seconds once the Parry condition is met instead of the 5 seconds you have now. Reprisal is currently clunky as shit to use, and one of the least enjoyable aspects of the kit.

    Rampart = Shadow skin (Same CD, potency & Duration).
    Dark Dance > Bullwark (Far better cooldown)
    Sentinel > Shadow Wall
    PLD has better convalesence.
    PLD has better awareness.
    Living dead = HG for general intents & purposes.
    Delirium = Rage of halone for magical, not an aggro builder but DRKS enmity combo is stronger anyways.
    Dark Mind = Specific DRK advantage.
    Shield block mitigation = Specific PLD advantage.
    Reprisal = Specific Drk Advantage.
    (1)
    Last edited by Hundred; 06-27-2015 at 04:06 AM.

  3. #13
    Player
    Stormsoul's Avatar
    Join Date
    Aug 2013
    Posts
    103
    Character
    Still Sparrow
    World
    Midgardsormr
    Main Class
    Samurai Lv 70
    hm.. what if DA-Souleater stole double the amount of HP it would normally heal from us, returning it as a barrier? it would give us an analogue to inner beast/shelltron and it would give Dark Knight's signature ability that self-HP drain it usually has.

    i have no clue if it'd be viable or not, i just think it'd be cool >.>
    (0)

  4. #14
    Player
    Aleisterz's Avatar
    Join Date
    Sep 2013
    Posts
    138
    Character
    Glaive Incursio
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Best Drk skills change suggestion post I've read by far. Fully agree with all this. Hope the Devs read it!
    (1)

  5. #15
    Player
    MuzakFan's Avatar
    Join Date
    Jun 2012
    Posts
    16
    Character
    A'zeddine Atfi
    World
    Siren
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Xyphon View Post
    I'd like to see delirium lower the magic defense of the enemy. I think that follows the same logic of DRK's being the mage killers that they always were
    Not a bad suggestion, but my proposed change to Delirium was more to address the lack of synergy between MNK and DRK. Moving the debuff to magic defense down essentially makes this overlap with Foe's Requium. I doubt SE would let these two stack so it still hasn't really addressed the problem, just pushed it from one job to the other. Also, a magic defense debuff only would be beneficial if your party if it has a BLM or SMN. Mitigation debuffs benefit the whole group regardless of composition.

    Quote Originally Posted by ZodiacSoldier View Post
    Reprisal - I agree that its really stupid that you can't keep the debuff up 100% of the time, but putting it on a 15 sec recast is a little too overpowered. A 210 Potency attack off global cool down every 15 seconds? I suggest they just increase the duration of the debuff to like 35 sec or put it on the global cool down (like paladins version) to make it more reasonable. Or they will have to make PLD's version off GCD and give WAR a similar off GCD counter attack.
    Well, keep in mind that this is an attack that can only be used while MT essentially, so it will not be usable at all if there are tank swap mechanics and the DRK is not being attacked. Also, I mentioned in the original post that the potency definitely should be decreased from 210 if the cool down is reduced, so we are in agreement there. Being off GCD is a strength of the ability unique to DRK, since WAR and PLD both have to dedicate a combo chain to putting up their respective debuffs. I don't think that should be taken away given the other limitations with the ability.
    (0)
    Last edited by MuzakFan; 06-27-2015 at 04:27 AM.

  6. #16
    Player
    Morcavious's Avatar
    Join Date
    Jun 2015
    Posts
    16
    Character
    Morcavious Ta'devka
    World
    Leviathan
    Main Class
    Dark Knight Lv 70
    The main issues with DRK seem to fall into 3 main categories:

    1.) Tank Busters - This is really where our problem lies. They went out of their way to give paladins their own version of Inner Beast (Sheltron) and Warriors their own version of Rampart (Raw Intuition). DRK's are missing this.

    A good solution? Rework the Dark Arts effect of Dark Passenger to act as our response to frequent Tank Busters. Maybe an absorption shield equal to 20% of our max health. Or a 1200 potency absorb similar to Equilibrium or Clemency.

    2.) Reprisal and Delirium - I think we can all agree that a few small tweaks should be done here. If we're asking for the moon then let's ask for a way to keep reprisal up 100% of the time (even as OT) and ask for the slashing debuff to be added into Delerium.

    3.) Consistent damage reduction - I actually don't think this is an issue IF the Tank Buster issue is taken care of. Dark Dance and Souleater really do take care of this problem.
    (3)
    Last edited by Morcavious; 06-27-2015 at 05:03 AM.

  7. #17
    Player
    Morcavious's Avatar
    Join Date
    Jun 2015
    Posts
    16
    Character
    Morcavious Ta'devka
    World
    Leviathan
    Main Class
    Dark Knight Lv 70
    I also would like to see something change with Carve and Spit. Maybe rework the ability to be a 450 potency attack that provides us with the Dark Arts buff. That would be something I'd look forward to hitting every minute.
    (2)

  8. #18
    Player
    BlueThunder's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    143
    Character
    Blue Thunder
    World
    Cactuar
    Main Class
    Dark Knight Lv 60
    To be honest, after reaching 60, I think Carve and Spit needs a rework too. 100 potency and comboed Syphon Slash MP regen is not good for a final skill. I barely use Carve and Spit without Dark Arts, even while tanking and in need of MP because it feels like a waste.

    Delirium with a magic defense reduction similar to Foe's might be OP, maybe halve the % of it to avoid the OPness, since one could keep Delirium up at all times, compared to Foe's.
    (0)

  9. #19
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Shelltron doesn't rival innerbeast, nor does Raw intuition compete with rampart. Very different defensive CD's.

    You use Shadowskin, Shadow wall and Dark Mind.

    Honestly dont know wtf some of you are talking about
    Delirium and Dragon kick sharing the -Int doesn't matter.
    Just as Warrior Storms path and Ninja slashing edge sharing the -10% Slashing don't. You're getting options where if you're getting an additional class who can provide the debuff if you don't have the other. Dragon kicks blunt resistance is only relevant to a Monk, so Drk's don't have it. For Blunt resistance to be relevant you need a monk and if you have a monk then you're already covered for Delirium.
    (0)

  10. #20
    Player
    ZodiacSoldier's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    288
    Character
    Rasler Almasy
    World
    Gilgamesh
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Morcavious View Post
    snip
    1.) Tank Busters - Keep in mind the Paladin "Sheltron" blocks one attack every 30 sec, its useful to proc shield swipe but other than that not really amazing, but DRK have Dark Dance which offers amazing mitigation with only a 60 sec CD.

    DRK Already has Rampart, its called Shadowskin same CD, duration, 20% reduction. And Raw Intuition is more similar to Bulwark.

    2.) Reprisal and Delerium - agree that they have to make it 100% uptime for Reprisal, but i dont think they will give slashing debuff to Delerium, PLD already have it (and they need it alot more) and so does NIN. DRK are considered the "magic tanks" so have them give int debuff to share with MNK is understandable.

    3.) Consistent damage reduction - Dark Dance already gives 30% Parry and 20% Dodge and you can have it up 1/3 of the time already. And Grit already gives 20% damage reduction.
    (0)
    Last edited by ZodiacSoldier; 06-27-2015 at 05:08 AM.
    http://na.finalfantasyxiv.com/lodestone/character/1560295/

    Tanking is a job, DPSing is a science and Healing is an art.
    If the Tank dies, it's the Healer's fault. If the Healer dies, it's the Tank's fault. If the DPS dies, it's their own damn fault.

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